Why? It's a standard character with a somewhat standardized meaning and
as long as it is used consistently no problems should arise.

On 11/21/2017 11:43 PM, Reuben Staley wrote:
> I should mention: while using the Æ symbol is cute and all, it's
> likely that it would rack up a few CFJs about whether you're referring
> to Aether or something else entirely that doesn't exist.
>
> On 11/21/2017 1:38 PM, Corona wrote:
>> Sorry for the walls of text; if you don't understand anything,  I'll
>> be happy to clarify.
>>
>> About it being rushed - A reform that could singlehandedly determine
>> the (un)balance of Agora will never be prepared enough, if we want to
>> release it in a (kind of) timely manner.
>>
>> That's why we should partially leave it to the Agoran legislative
>> process, fixing it as we go.
>>
>> After all, it is impossible for this law to introduce a complete
>> economy, as that depends on all the assets one can buy, and not only
>> would the reform get bogged down by writing out every asset to be
>> available for purchase, it will also be easier to imagine how will a
>> new asset interact with the rest of the economy if one can see that
>> economy in practice.
>>
>> Anyways, here are my thoughts:
>>
>> On 11/19/17, Reuben Staley <reuben.sta...@gmail.com> 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:
>>>
>>> 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. ]
>>>
>>
>> *I'd wager that players will set up contracts, allowing them to
>> receive state aid even when they are fabulously wealthy, and it's not
>> like you can just raise the price of contracts, which should be cheap.
>> To avoid cluttering up reports with such contracts, you might as well
>> give every player a flat 2 paper & 4 apples/week.
>
> Aris already pointed this out and flat rates were also discussed.
>
>> It is never a bad thing to have more poverty/powerlessness prevention
>> mechanisms, and one occured to me, "scavenging for apples":
>>
>> A player can, on any Land Unit, start scavenging for apples by
>> announcement. While scavenging for apples, e gains one apple after
>> every 24 hours of scavenging. A player ceases scavenging if:
>> -E changes location or takes any other map-altering action (building
>> facilities etc.)
>> -E has been scavenging for 7 days (to discourage idling).
>>
>> Maybe there should also be an indestructible lv1 mine or orchard at
>> 0,0 so that impoverished players can get lumber/stone, with which they
>> can build a facility to create the other.
> As I've already said in this thread, hopefully there will be a whole
> list of Land Units that are protected from the normal Land Unit
> effecting processes.
>
>>
>>> 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.
>>
>> *That is _361_ ! There is a reason why Go is often played (when
>> practicing) on smaller boards - this is huge for just 10-20 players,
>> even if half of it is Æther. There are 2 issues I see:
>>
>> 1) It takes 18 moves to get to a corner from the center, assuming no
>> obstacles. Unless more movement abilities are legislated soon, I'd fix
>> this by allowing the players to walk diagonally, this also allows for
>> more manoeuvrability - if you can move just to "adjacent" points, are
>> moving straight west and a single-point obstacle is in your path, you
>> have to move north-west-west-south to avoid it, using 2 extra moves.
>
> This way, obstacles are no longer obstacles. If there is a unit of
> Aether and you need to move from the west of it to the east of it, you
> could move northeast, then southeast. If the unit of Aether was not
> there, then it you could just go east, then east. Yes, it provides
> more maneuverability, but I'm not sure that's what you want.
>
>> 2) Players, IMO, should have to compete over land. This way, everyone
>> can just go to eir own part of the world, and have enough space for
>> all the facilities there. This is a part of what I think is the
>> biggest issue overall - hardly anybody will want to buy land.
>
> So it needs to be more competitive? How about if we change the size to
> 9x9, another common Go board size? That's only 81 units.
>
>> With comfortable distances between players, players will just build on
>> public land, because it's cheaper and going to another player's
>> facilities to steal eir $$$ will cost more (apples) than just
>> producing it yourself. Also, if everyone has space to build all kinds
>> of buildings, they need not trade for anything.
>
> Not necessarily. Public facilities cannot be leveled up, since a
> player must own Land Units to rank them up. Higher ranks are vastly
> more profitable. They're also communal, so it's a first-come,
> first-serve system.
>
>> This could be fixed by introducing traversable Land Types (e.g.
>> "wasteland", "ocean"...) that cannot be built on, or by allowing
>> facilities to be built only on resources - either Land Types (which
>> would ruin the Go part) or fixed coordinates - e.g. the north has lots
>> of metal veins, and the south has fertile land, so they have to trade
>> lumber for coins*
>
> I actually like the Land Type idea. Perhaps refinery facilities can
> only be built on one Type, and production facilities can only be built
> on the other.
>
>>>
>>> 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.
>>
>> *Also, players should specify the assumed Land Type in their message
>> (and the next alternating LT?), because so many actions depend on this
>> that it would be burdensome to stop the play and wait for the
>> Cartographor every time - players should continue under the assumption
>> that the creating player was right about what Land Type e had created,
>>   and the Cartographor should just retroactively confirm the types.
>
> Okay, makes sense.
>
>> And what if the players were wrong about the Types used in their
>> actions? Either it would be ILLEGAL to make a move based on a mistaken
>> assumption of the current Alternating Land Type, and cards would be
>> issued, or it would be IMPOSSIBLE, and the whole map would be rolled
>> back... probably the first one.*
> Excuse me? Why on earth would it be ILLEGAL to move to a Land Unit
> based on a mistaken assumption? If you ended up spending the wrong
> amount of apples/corn to move there, then the action would fail. And
> no, the map wouldn't have to be rolled back, the offending player's
> action would just fail.
>
> If this didn't answer your question, then I obviously didn't
> understand it.
>
>>> 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.
>>
>> *Travelling should be rigorously defined. If players acquire pegasi to
>> be able to travel over Æther, this should not affect connectivity.
>> Also, situations may arise (one-way wormhole etc.) where travelling is
>> one direction only. A more flexible definition would be:
>>
>> Land Unit a,b is said to be connected to Land Unit c,d if it is
>> possible, to reach c,d by moving an imaginary entity to adjacent Land
>> Units of the same color, starting at a,b.
>
> This is a better definition, but I object a little bit to the phrase
> "imaginary entity".
>
>> Wait a moment, how did you intend this to work? Can two White Land
>> Units be ever connected by Black Land Units, or can LUs be connected
>> only by their own color?*
>
> The way this rule is structured, a white and a black land unit could
> not be connected. A more flexible definition would allow land units to
> be connected by any criteria.
>
>>> 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).
>>
>> *Typo: explicitLy.*
>>
>>>
>>> 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.
>>
>> *Also, a contract's Land Unit, if e has been permitted by the contract
>> to do so? Also, there may be strategic reason for turning one's own
>> land into Æther, such as creating a supporting Æther LU for your other
>> LUs, preventing their "capture", so why not allow it?
>
> Because I didn't think of it? I just did a C-c, C-v from the old rules
> and updated the text to a new mindset.
>
>> While you can't remove your stones in Go, you can't capture your
>> opponent's "living" formation by plugging up one of its "eyes" with a
>> stone of eir color either.*
> Please don't introduce eyes as a mechanic. This reform is too complex
> as it is.
>
>>> 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.
>>
>> *Why in the name of the Nine Hells is this random? It will introduce
>> day-long delays, enable the Cartographor to cheat, and, more
>> importantly, create ambiguities as to whether one can move there etc.
>> until the Cartographor generates the result.
>
> Ask one of these fine people:
>
> Created by Proposal 4207 (neil), 3 September 2001
> Amended(1) by Proposal 4215 (neil), 29 September 2001
> Amended(2) by Proposal 4229 (Goethe), 22 November 2001
> Amended(3) by Proposal 4280 (OscarMeyr), 3 April 2002
> Amended(4) by Proposal 4283 (Goethe), 16 April 2002
> Amended(5) by Proposal 4293 (Sir Toby), 10 May 2002
> Amended(6) by Proposal 4373 (Sir Toby), 6 September 2002
> Amended(7) by Proposal 4405 (Peekee), 23 October 2002
>
> I'd say that I don't make the rules, but I literally do, so...
>
> But thanks for the suggestions for actions here. These will most
> likely be implemented in the future.
>
>> If you think it would be OP if not random, just make it more
>> expensive. Also, it's probably one of the most important & frequent
>> actions in the game, given that land will turn to Æther every month*
>>
>>>
>>> 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.
>>
>> *This much power projection feels scary. It would suck to have a level
>> 4 facility on a dearly bought Land Unit just to have it nuked by you,
>> while sitting comfortably in your base. Perhaps the cost should scale
>> with distance?
>
> Perhaps the action should be removed entirely. This is definitely way
> too overpowering.
>
>> More importantly: the amount of destruction you can lay to your fellow
>> players' land & facilities (by turning the Æther around them to
>> Black/White) is directly proportional to the number of apples you
>> have, which depends on your economy, which IMO creates a strong
>> feedback loop.*
>
> The prices can always be changed if it gets out of time, and
> proportional economies don't seem to work (see also: the entirety of
> the shinies mechanic).
>
>>> 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.
>>
>> *I'd say we want to encourage proprietary land ownership, because
>> that's the point of having land ownership in the first place. I'd put
>> up 5 units for auction every week. It's not like it'll be a disaster
>> if all land becomes proprietary, it will eventually get Ætherified,
>> and players will trade anyways.
>>
>> Actually, I think 0,0 should always belong to Agora, as it's
>> indestructible and a respawn point.*
>
> It actually was in the original rules.
>
>>> 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.
>>
>> *This could be more general (to allow for easier implementation of
>> actions that might move players/change Land Types), e.g. Whenever a
>> player's location is a Land Unit of the Æther Type (or outside any
>> defined Land Units), eir location is set to 0,0 immediately*
>
> Probably a good idea.
>
>>> 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.
>>
>> *Mistake: Land _Unit_ e wants to build it on.
>>
>> I'd allow building only in your current location, and forbid building
>> on proprietary land without permission.
>
> That's what I intended to have happen, but it never got added because
> of classic organization troubles.
>
>> And to discourage from building facilities on public land (which would
>> be too easy, and, again, makes owning land kind of moot), I'd have the
>> Cartographor charge rent fees every month for facilities built on
>> public land*
>
> You're not supposed to be able to build on public land.
>
>>> 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.
>>
>> *Or e could have permission (by announcement) from the owner?*
>
> Maybe.
>
>>> 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.
>>
>> *Wouldn't it be more intuitive if facilities started at lv1 and n was
>> the facility level?*
>
> shh
>
>>>
>>> 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
>>
>> *Why does this produce so few apples, which are essential even for
>> just walking around facilities and collecting stuff? I think 3n apples
>> & 3n lumber would be better.*
>
> Because all of these values are experimental. No one has really
> criticized these numbers, so they never got changed.
>
>>> 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
>>
>> *Surely you mean 1n ore?*
>
> Indeed.
>
>>>
>>> 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
>>
>> *Don't forget your N's - 1n lumber to 5n paper, right?*
>
> Uh, no. I only want people to have to input 1 lumber all the time, but
> I'm a little scared of adding n times the amount of paper per rank, so
> I was kind of deliberating over how I wanted to do it. I think this
> was supposed to be 5+n paper.
>
>>> 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
>>
>> *1n cotton to 5n _fabric_, as you refer to it elsewhere. Also, the
>> processed materials seem weirdly abundant. With a rank 2 loom you can
>> make 10 fabric/week, probably enough for upgrading all your facilities
>> to rank 4.
>
> You're not supposed to be able to do that, as I already said. That
> would unbalance the system way too much. Perhaps 5+n would also work
> here.
>
>> Also, I think upkeep should definitely scale with rank, perhaps even
>> polynomially, because that would make choosing whether to upgrade or
>> not interesting - upgraded facilities take up less land than multiple
>> low-level facilities (you spend less apples running aroud collecting
>> and have to protect less LUs from being "captured"), on the other hand
>> they would have more upkeep per unit produced.
>
> Probably they should.
>
>> Finally, upgrading feels too passive, you just wait and run around
>> collecting resources, not interacting with other players much. What
>> if, for example, upgrading to the final level of a facility required
>> an Energy Crystal, of which there would  always be 30 instances. It
>> would be initially distributed or auctioned off to players, and
>> building any lv 4 facility would cost one. When such a facility would
>> be destroyed (by turning its Land Unit into Æther), the crystal would
>> be given to the nearest player. - This would necessitate trading or
>> raiding to create (more) lv 4 facilities.
>
> Maybe so. I feel like this is material worthy of a different proposal,
> though.
>
>>> [ 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
>>
>> *TBH, most of the currencies (except apples) feel kind of the same,
>> like, every building costs some of each resource, and you have to
>> produce/trade everything roughly equally, and you don't need to trade
>> much, because you can build any type of facility anywhere.
>
> Hopefully this will sort itself out in the future when people start
> proposing more assets along the same vein as these nine, so
> specialization can start. I want to keep it minimal at the beginning.
>
>> I'd like if it were more like e.g. Catan, where you build lots of
>> cities if you have good access to rock and straw, and focus more on
>> villages otherwise.
>>
>> On the other hand, the resources will probably be differentiated
>> enough by the other things one will be able to purchase.*
>>
>>>
>>> [ 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).
>>
>> *Specify that these belong to Agora. (And that Agora doesn't have to
>> pay upkeep to itself for facilities it owns?)*
>
> Well, even if Agora does have to pay upkeep, e can just create assets
> anyways, so...
>
>>>
>>> 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. ]
>>>
>>> -- 
>>> Trigon
>>>
>>
>> ---
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>>
>

-- 
----
Publius Scribonius Scholasticus


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