On Sun, Nov 19, 2017 at 6:13 PM, Publius Scribonius Scholasticus
<p.scribonius.scholasti...@gmail.com> wrote:
> Comments:
>
> On 11/19/2017 07:19 PM, Reuben Staley wrote:
>> This is still pretty rough around the edges with the new mechanics.
>>
>> Title: Putting Agora on a Map v3
>> Author: Trigon
>> Co-Authors: Aris, ATMunn, G., o, VJ Rada
>> AI: 2
>>
>> [ Version 3: So this is Go + Settlers of Catan + some RPG mechanics now.
>>   It'll be interesting to see how this all plays out. Also: two drafts
>>   in one day YEET! ]
>>
>> [ PART I: Removing and Changing Stuff ]
>>
>> Repeal rules 2488, 2489, 2490, and 2491.
>>
>> [ I honestly tried to keep the estates, but these changes are so radical
>>   that it wouldn't be compatible. ]
>>
>> Repeal rule 2500.
>>
>> Amend rule 2445 by replacing the second paragraph and subsequent list
>> with:
>>
>>       Any player CAN flip a specified proposal's imminence to "pending"
>>       by announcement by spending 1 paper.
>>
>> Amend rule 991 by removing the first two items of the list directly
>> following the first paragraph, and replacing them with the following
>> list item:
>>
>>       a) by announcement by spending 1 paper, OR
>>
>> [ Everyone wants to get rid of these so okay, let's do it. ]
>>
>> Repeal rules 2483, 2487, and 2497.
>>
>> [ No more shinies, everybody! ]
>>
>> Amend rule 2516 by replacing it in full with:
>>
>>       At the beginning of the Agoran week, the Treasuror CAN and SHALL
>>       cause Agora to create in:
> "create in" is an awkward phrasing. Could you change it somehow?

Probably.

>>
>>
>>       1. every player with an amount of papers less than 2 an amount of
>>          papers so that eir paper balance is equal to 2.
>>
>>       2. every player with an amount of apples less than 4 an amount of
>>          apples so that eir apple balance is equal to 4.
>>
>> [ This makes it so that impoverished players can move a little each week
>>   and make some proposals. ]
> Why not include a base salary even if you are not impoverished and just
> have an impoverished salary on top?

Because doing so would allow inactive people to accumulate a ton of
wealth. If any of the inactive people ever decided to join again, e
would be far richer than anyone actually playing. This method ensures
that, even if we can't deregister them, we can at least stop them from
getting tons of money on the side.

I'm open to other ways to do this if anyone has any ideas.

>>
>> Amend rule 2599 by replacing the second paragraph with:
>>
>>       When a player receives a Welcome Package, Agora creates the
>>       following assets in eir possession:
>>
>>       1. 20 coins
>>       2. 5 lumber
>>       3. 5 stones
>>       4. 10 apples
>>       5. 5 papers
>>
>> [PART II: Making Land]
>>
>> Re-enact rule 1993/1 (Power=2) "The Land of Arcadia" with the text:
>>
>>       Arcadia is a land entirely defined by the Arcadian Map (the Map).
>>       The Map is the term for the set of all Land Units.
>>
>>       The Map divides Arcadia into a finite, discrete number of Units of
>>       Land, or simply Land. Each Unit of Land is an indestructible asset
>>       specified by an ordered pair of integers known as its Latitude and
>>       Longitude.
>>
>>       Every unique ordered pair of integers within the limits defined in
>>       the Rules for Latitude and Longitude signifies an existent Unit of
>>       Land. No other Units of Land exist. Units of Land CAN only be
>>       created or destroyed by changing the limits of Latitude and
>>       Longitude defined in the Rules.
>>
>>       All values for Latitude and Longitude MUST lie between -9 and +9,
>>       inclusive.
>>
>>       The Total Land Area of Arcadia is the number of existent Units of
>>       Land defined by permissible Latitude and Longitude pairs.
>>
>> Re-enact rule 1994/0 (Power=2) "Ownership of Land" with the text:
>>
>>       Any existent Land for which ownership has not been explicitly
>>       changed belongs to Agora.
>>
>>       Land belonging to Agora is called Public Land. Land belonging to
>>       a contract is called Communal Land. Land belonging to any other
>>       entity is called Private Land. Together, Communal Land and Private
>>       Land are called Proprietary Land.
>>
>> Re-enact rule 1995/0 (Power=2) "Land Types" with the text:
>>
>>       Each Unit of Land has a single Land Type. Changes to Land Type are
>>       secured. In addition to Aether, the Land types Black and White are
>>       defined.
>>
>>       The phrase "Units of X", where X is a Land Type defined by the
>>       Rules, is considered a synonym for "Units of Land that have Land
>>       Type (or Subtype) X"
>>
>>       When existent Land has not had its Type changed as explicitly
>>       permitted by the Rules, or has a Type that is not currently
>>       defined by the Rules, it is considered to have the Land Type of
>>       Aether. Rules to the contrary nonwithstanding, Units of Aether
>>       CANNOT be transferred from Agora, or owned by any entity other
>>       than Agora. If Proprietary Land becomes Aether, the Cartographor
>>       SHALL transfer it to Agora in a timely fashion.
>>
>>       When an act specifies an alternating Land Type, the Land Type
>>       chosen will be based upon the Land Type used as the previous
>>       alternating Land Type, so that consecutive alternating Land Types
>>       alternate between Black and White. In a timely fashion after a
>>       Player notifies the Cartographor of an act that specifies an
>>       alternating Land Type, the Cartographor MUST announce which Land
>>       Type was used for that act.
>>
>> Re-enact rule 1996/3 (Power=1), renaming it to "The Cartographor" with
>> the text:
>>
>>       The Cartographor is an office; its holder is recordkeepor for the
>>       Land of Arcadia.
>>
>>       The Cartographor's Weekly Report shall include:
>>
>>       1. the ownership and land type of all existing land;
>>       2. all changes in the ownership and land type of existing land
>>          since the most recent report;
>>       3. the location for the previous week and the current week of each
>>          entity or instrument with a defined location;
>>       4. all patches and their constituents; and
>>       5. all facilities and their parent patches.
>>
>> [ I renamed this from "Mapkeepor" to "Cartographor" because that's not a
>>   good name for a thing. Yes, I know that the Cartographor existed
>>   before as part of a different system, but it's unlikely any of that'll
>>   be coming back. ]
>>
>> Re-enact rule 1998/2 (Power=1) "Land Topology" with the text:
>>
>>       Two Units of Land are Adjacent if they have the same Latitude, and
>>       their Longitudes differ by exactly one; or they have the same
>>       Longitude, and their Latitudes differ by exactly one.
>>
>> [ Penguin Distance is never referenced again, so I got rid of it. ]
>>
>>       Two Units of Land are said to be Connected by a specific Type of
>>       Land if it is possible to travel from the first Unit to the second
>>       by only travelling over Land of that specific Type.
>>
>> Re-enact rule 1999/0 (Power=1) "Entity Location" with the text:
>>
>>       Every Player has a single defined Location corresponding to a
>>       single Longitude, Latitude pair.
>>
>>       No other Entity can have a location unless it is defined in a rule
>>       other than this one. Changes to the Location of an Entity are
>>       secured. If an Entity is specified by this Rule as having a
>>       defined Location, but its Location has not been explicity set or
>>       changed, its Location is set to (0, 0).
>>
>> Re-enact rule 2003/11 (Power=1) "Actions in Arcadia" with the text:
>>
>>       Players CAN destroy:
>>
>>       1. 1 apple to move from one Land Unit to an adjacent Unit if their
>>          Land Types are the same and the destination is not Aether;
>>
>>       2. 2 apples to move from one Land Unit to an adjacent Unit if
>>          their Land Types differ and the destination is not Aether;
>>
>>       3. 2 apples to set Land Type of a Land Unit which e owns to any
>>          Land Type other than Aether, whether or not e is located at
>>          that Land Unit.
>>
>>       4. 3 apples or 1 corn to set the Land Type of a random Land Unit
>>          that is adjacent to the Entity's current location, is of type
>>          Aether, and is owned by Agora, to an alternating Land Type. The
>>          Cartographor SHALL make the random determination. The
>>          Cartographor CAN and SHALL in a timely fashion, announce which
>>          Land Unit, if any, is changed by this action. This action has
>>          no effect if there are no qualifying Land Units.
>>
>>       5. 4 to set the Land Type of eir current location to any Land Type
>>          of eir choice other than Aether, if and only if the Unit is
>>          owned by Agora.
>>
>>       6. 6 to set the Land Type of any Land Unit that is of type Aether
>>          to an alternating Land Type.
>>
>> Re-enact rule 2004/3 (Power=1) "Land Auctions" with the text:
>>
>>       Every Agoran Week, if the number of units of Private Land is less
>>       than one half the total number of units of Land, an auction SHALL
>>       be initiated. For this auction, the announcer is the Cartographor,
>>       the auctioneer is the Cartographor, the lots are chosen as such:
>>
>>       1. if there exist at least 3 Units of non-Aether Land in the
>>           possession of Agora: any 3 such Units of Land, to be chosen by
>>           the Cartographor;
>>
>>       2. if there exist fewer than 3 Units of non-Aether Land in the
>>          possession of Agora: all such Units;
>>
>>       and the minimum bid is 1 coin.
>>
>> Re-enact rule 2022/5 (Power=1), renaming it "Land Transfiguration" with
>> the text:
>>
>>       During the second week of each Agoran Month, the Cartographor
>>       SHALL perform the following actions in sequence, and report these
>>       changes in a timely fashion:
>>
>>       1. Every Land Unit, excluding (0, 0) that is not directly
>>          connected to a unit of Aether, or is not connected by its own
>>          type to a unit of Aether, shall be transformed to Aether.
>>
>>       2. Any entities whose locations are on land units so transformed
>>          shall have their locations set to 0,0.
>>
>>       3. If any land unit so transformed is not property of Agora, it
>>          becomes property of Agora.
>>
>> [PART III: Creating Facilities]
>>
>> Create a new rule (Power=2) "Facilities" with the text:
>>
>>       Facilities are liquid assets tracked by the Cartographor. In order
>>       for a facility to exist, it MUST be built on a Land Unit. Only one
>>       facility is allowed per Land Unit.
>>
>>       A player CAN create a facility by announcement by specifying which
>>       Land e wants to build it on, specifying which type of facility e
>>       intends to build, and paying the corresponding build cost.
>>
>>       If a player owns any facilities with upkeep costs, e shall pay
>>       them before the first day of the next Agoran month. Failing to do
>>       this destroys the facility. In the second to last week of the
>>       Agoran Month, the Cartographor SHALL issue a humiliating public
>>       reminder to all  those who have not paid upkeep fees on any of eir
>>       facilities.
>>
>> Create a new rule (Power=2) "Asset Generation with Facilities" with the
>> text:
>>
>>       When facilities create assets, the assets are added to the
>>       facility's possession. The rule that creates a facility CAN
>>       specify a carrying capacity for assets. If, at any time, the
>>       amount of an asset in the possession of a facility exceeds that
>>       asset's carrying capacity, an amount of that asset is destroyed
>>       until the amount of that asset in the possession of the facility
>>       is equal to its carrying capacity.
>>
>>       Each facility is either a production facility or processing
>>       facility, to be specified in the rule that creates them. At the
>>       end of every Agoran Week, Agora creates a number of assets in a
>>       production facility specified by the rule which creates the
>>       facility.
>>
>>       At the end of every Agoran Week, Agora destroys any refinable
>>       assets in the possession of each processing facility that that
>>       facility can change into refinable assets and replaces them with a
>>       corresponding number of refined assets to be specified by the rule
>>       that creates the facility.
>>
>>       A player can take a number of assets from a facility's inventory
>>       by announcement if eir location is the same as the facility's and
>>       the following criteria are met:
>>
>>       1. if the facility is built on Public Land, none.
>>
>>       2. if the facility is built on Communal Land, e must be a party to
>>          that contract and the text of the contract cannot prohibit
>>          doing so.
>>
>>       3. if the facility is built on Private Land, e must own the
>>          facility.
>>
>> Create a new rule (Power=2) "Facility Ranks" with the text:
>>
>>       Rank is a facility switch tracked by the Cartographor defaulting
>>       to 0. Its possible values include all integers between 0 and 4,
>>       inclusive.
>>
>>       A player CAN increase the rank of a facility e owns by
>>       announcement by paying any upgrade costs of the facility for that
>>       specific rank.
>>
>> Create a new rule (Power=2) "Varieties of Facilities" with the text:
>>
>>       For the purposes of this rule, the variable n is equivalent to the
>>       rank of the facility, plus one.
>>
>>       The following facilities are defined as production facilities:
>>
>>       1. Mines
>>          -  Build Cost: 5 lumber
>>          -  Upkeep Cost: none
>>          -  Production Details: 3n stones and 2n ore.
>>          -  Upgrade Costs:
>>             -  Rank 1: 3 coins, 2 lumber
>>             -  Rank 2: 4 coins, 4 lumber
>>             -  Rank 3: 5 coins, 4 lumber, 3 stones
>>             -  Rank 4: 6 coins, 6 lumber, 6 stones, 2 fabric
>>
>>       2. Orchards
>>          -  Build Cost: 5 stones
>>          -  Upkeep Cost: none
>>          -  Production Details: 2n apples and 4n lumber.
>>          -  Upgrade Costs:
>>             -  Rank 1: 3 coins, 2 stones
>>             -  Rank 2: 4 coins, 4 stones
>>             -  Rank 3: 5 coins, 4 stones, 3 lumber
>>             -  Rank 4: 6 coins, 6 stones, 6 lumber, 2 fabric
>>
>>       3. Farms
>>          -  Build Cost: 3 lumber and 4 stones
>>          -  Upkeep Cost: none
>>          -  Production Details: 4n corn and 3n cotton.
>>          -  Upgrade Costs:
>>             -  Rank 1: 4 coins, 2 lumber, 2 stones
>>             -  Rank 2: 5 coins, 4 lumber, 2 stones
>>             -  Rank 3: 6 coins, 4 lumber, 4 stones, 2 fabric
>>             -  Rank 4: 7 coins, 6 lumber, 4 stones, 3 fabric
>>
>>       The following facilities are defined as processing facilities:
>>
>>       1. Refineries
>>          -  Build Cost: 4 lumber and 8 stones
>>          -  Upkeep Cost: 2 coins
>>          -  Processing Details: 1 ore to 2n+5 coins.
>>          -  Upgrade Costs:
>>             -  Rank 1: 5 coins, 2 lumber, 3 stones
>>             -  Rank 2: 6 coins, 4 lumber, 4 stones
>>             -  Rank 3: 7 coins, 4 lumber, 3 stones, 3 fabric
>>             -  Rank 4: 8 coins, 6 lumber, 6 stones, 4 fabric
>>
>>       2. Mills
>>          -  Build Cost: 6 lumber and 6 stones
>>          -  Upkeep Cost: 2 coins
>>          -  Processing Details: 1 lumber to 5 paper.
>>          -  Upgrade Costs:
>>             -  Rank 1: 6 coins, 3 lumber, 3 stones
>>             -  Rank 2: 7 coins, 4 lumber, 5 stones
>>             -  Rank 3: 8 coins, 5 lumber, 5 stones, 3 fabric
>>             -  Rank 4: 9 coins, 6 lumber, 7 stones, 5 fabric
>>
>>       3. Looms
>>          - Build Cost: 8 lumber and 4 stones
>>          - Upkeep Cost: 2 coins
>>          - Processing Details: 1 cotton to 5 cloth.
>>          -  Upgrade Costs:
>>             -  Rank 1: 6 coins, 3 lumber, 2 stones
>>             -  Rank 2: 7 coins, 4 lumber, 3 stones, 3 fabric
>>             -  Rank 3: 8 coins, 5 lumber, 4 stones, 5 fabric
>>             -  Rank 4: 9 coins, 6 lumber, 5 stones, 7 fabric
>>
>> [ All the values in this section are experimental; feel free to contest
>>   any or all of my decisions. ]
>>
>> Create a new rule (Power=2) "Economics" with the text:
>>
>>       The following currencies are defined, and are tracked by the
>>       Treasuror:
>>
>>       1. ore
>>       2. stones
>>       3. lumber
>>       4. apples
>>       5. cotton
>>       6. corn
>>       7. coins
>>       8. papers
>>       9. fabric
>>
>> [ Probably not all of these will be managed by the Treasuror, but it all
>>   depends on where the discussion takes us over the next few days.]
>>
>>       Stones, apples, and corn are considered unrefinable currencies;
>>       ore, lumber, and cotton are considered refinable currencies; and
>>       coins, papers, and fabric are considered refined currencies.
>>
>>       Coins are the official currency of Agora.
>>
>> [ TODO: Remove references to shinies in the ruleset and replace them
>>   with the new currencies. ]
>>
>> Set the land type of all land units that lie withing the region from
>> (-2, -2) to (+2, +2) to White. Create the following facilities:
>>
>> - Four mines at (-2, -2), (-2, +2), (+2, -2), and (+2, +2).
>> - Four orchards at (-1, -2), (-1, +2), (+1, -2), and (+1, +2).
>> - Four farms at (-2, -1), (-2, +1), (+2, -1), and (+2, +1).
>>
>> Set the locations of all players to (0, 0).
>>
>> Make Trigon the Cartographor.
>>
>> [ Someone else can take this job if they want. I just put my name in
>>   because I know that I will indeed take the job. ]
>>
> I still think it would be best to place actions at locations.

This places way too much emphasis on moving around the map to do basic
actions. Movement and land ownership are supposed to be a gateway to
wealth by means of building a capitalist empire. I am not going to
implement something like this on a large scale.

> --
> ----
> Publius Scribonius Scholasticus
>



-- 
Trigon

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