Title: Putting Agora on a Map v5
Author: Trigon
Co-Authors: Aris, ATMunn, G., o, VJ Rada
AI: 2.6
[ I implemented Aris's ideas and also changed a few things that were
bugging me. ]
[ PART I: Removing and Changing Stuff ]
Repeal rules 2488 "The Surveyor", 2489 "Estates", 2490 "Estate Ballots",
2491 "Estate Auctions", 2501 "Farm Rate", 2502 "Agoraculture", 2503
"Comestibles", and 2504 "The Agronomist".
[ Comestibles will probably be removed soon enough, so maybe removing
them right now isn't completely necessary. ]
Repeal rule 2500 "Action Points".
Amend rule 2445 "How to Pend a Proposal" 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 "Calls for Judgement" by removing the list directly
following the first paragraph, and replacing the first paragraph with
the following:
Any person (the initiator) can initiate a Call for Judgement (CFJ,
syn. Judicial Case), specifying a statement to be inquired into by
announcement.
[ Hold up. Before you complain about this being illogical, just know
that there are plans for this section. ]
Repeal rules 2483 "Economics", 2487 "Shiny Supply Level", and 2497
"Floating Value".
Amend rule 2516 "Passive Income" by replacing it in full with:
As part of eir monthly duties, the Treasuror SHALL create the
following assets in possession of every player:
1. 10 coins
2. 5 apples
3. 3 papers
[ This makes it so that impoverished players can move a little each week
and make some proposals. ]
Amend rule 2599 "Welcome Packages" 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. 3 papers
Make all players eligable to recieve Welcome Packages.
[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 Land Type switch, tracked by the
Cartographor, whose values are "Black", "White", and "Aether" (the
default). Changes to Land Type switches are secured. To "change
the type" of, or to "transform" a Unit of Land is to flip its Type
switch. A “Unit of X” is a Unit of Land whose Land Type switch has
the value 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.
Type is a singleton switch with the values of Black and White,
defaulting to Black. When an act specifies that an alternating
land type is to be used, the current value of the Alternating Land
Type switch is used, and the switch is set to the next value of
the switch.
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 with a defined location;
4. the next alternating land type;
5. all facilities and their parent land units; and
6. a list of all preserved land units.
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.
Land Unit A is said to be connected to Land Unit B if it is
possible, to reach B by moving only to adjacent Land Units of the
same color, starting from A.
Re-enact rule 1999/0 (Power=1) "Entity Location" with the text:
Location is a player switch, tracked by the Cartographer, whose
values are ordered pairs of integers where the first value is a
valid Latitude, and the second is a valid Longitude. The default
Location is (0, 0).
To "move" a player is to flip that player’s Location switch to the
Latitude and Longitude of the destination.
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 explicitly 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 to set the Land Type of a 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.
5. 4 apples to set the Land Type of a Land Unit that is adjacent
to the Entity's current location, is of type Aether, and is
owned by Agora, to a Land Type of eir choice.
6. 6 apples to set the Land Type of a Land Unit that is of type
Aether, and is owned by Agora, to an alternating Land Type.
Players CAN, while performing the above actions, substitute 3
apples for 1 corn.
[ These actions got a major revamp to balance them out. Tell me what you
all think. ]
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, each Land Unit in a separate lot;
2. if there exist fewer than 3 Units of non-Aether Land in the
possession of Agora: all such Units, each land unit in a
separate lot;
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. The Land Unit on which a
Facility is built is considered its Parent Land Unit.
A player CAN create a facility by announcement on the land unit e
is on by specifying which type of facility e intends to build and
destroying the build cost.
If a player owns any facilities with upkeep costs, e must 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 SHOULD issue a humiliating public reminder
to all those who have not paid upkeep fees on any of eir
facilities.
If the ownership of the Parent Land Unit of a Facilty is changed,
that facility is transferred along with it.
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 must permit em to do
so.
3. if the facility is built on Private Land, e must own the
facility, or the owner must have consented.
Create a new rule (Power=2) "Facility Ranks" with the text:
Rank is a facility switch tracked by the Cartographor defaulting
to 1. Its possible values include all integers between 1 and 5,
inclusive.
A player CAN increase the rank of a facility e owns that is at eir
location by exactly 1 by announcement by paying any upgrade costs
of the facility for that specific rank.
Create a new rule (Power=2) "Production Facilities" with the text:
For the purposes of this rule, the variable n is equivalent to the
rank of the facility.
The following facilities are defined as production facilities:
1. Mines
- Build Cost: 5 lumber
- Upkeep Cost: 2n-2 lumber
- Production Details: 3n stones and 2n ore
- Upgrade Costs:
- Rank 2: 3 coins, 2 lumber
- Rank 3: 4 coins, 4 lumber
- Rank 4: 5 coins, 4 lumber, 3 stones
- Rank 5: 6 coins, 6 lumber, 6 stones, 2 fabric
2. Orchards
- Build Cost: 5 stones
- Upkeep Cost: 2n-2 stones
- Production Details: 3n apples and 3n lumber
- Upgrade Costs:
- Rank 2: 3 coins, 2 stones
- Rank 3: 4 coins, 4 stones
- Rank 4: 5 coins, 4 stones, 3 lumber
- Rank 5: 6 coins, 6 stones, 6 lumber, 2 fabric
3. Farms
- Build Cost: 3 lumber and 4 stones
- Upkeep Cost: n-1 lumber and n-1 stones
- Production Details: 3n corn and 3n cotton
- Upgrade Costs:
- Rank 2: 3 coins, 1 lumber, 1 stones
- Rank 3: 4 coins, 2 lumber, 2 stones
- Rank 4: 5 coins, 4 lumber, 4 stones, 1 fabric
- Rank 5: 6 coins, 6 lumber, 6 stones, 3 fabric
Create a new rule (Power=2) "Processing Facilities" with the text:
For the purposes of this rule, the variable n is equivalent to the
rank of the facility.
The following facilities are defined as processing facilities:
1. Refineries
- Build Cost: 4 lumber and 8 stones
- Upkeep Cost: n^2+2 coins
- Processing Details: 1 ore to 2n+3 coins
- Upgrade Costs:
- Rank 2: 5 coins, 2 lumber, 3 stones
- Rank 3: 6 coins, 4 lumber, 4 stones
- Rank 4: 7 coins, 4 lumber, 3 stones, 3 fabric
- Rank 5: 8 coins, 6 lumber, 6 stones, 4 fabric
2. Mills
- Build Cost: 6 lumber and 6 stones
- Upkeep Cost: n^2+2 coins
- Processing Details: 1 lumber to 2n+3 paper
- Upgrade Costs:
- Rank 2: 6 coins, 3 lumber, 3 stones
- Rank 3: 7 coins, 4 lumber, 5 stones
- Rank 4: 8 coins, 5 lumber, 5 stones, 3 fabric
- Rank 5: 9 coins, 6 lumber, 7 stones, 5 fabric
3. Looms
- Build Cost: 8 lumber and 4 stones
- Upkeep Cost: n^2+2 coins
- Processing Details: 1 cotton to 2n+3 fabric
- Upgrade Costs:
- Rank 2: 6 coins, 3 lumber, 2 stones
- Rank 3: 7 coins, 4 lumber, 3 stones, 3 fabric
- Rank 4: 8 coins, 5 lumber, 4 stones, 5 fabric
- Rank 5: 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. They can be owned by Agora, players, contracts, and
facilities.
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.
Create a new rule (Power=2.6) "Preserved Land" with the text:
Preservation is a boolean land switch, defaulting to False. The
preservation switch CAN be set in a regulation promulgated by the
Cartographor without 2 objections. A Land Unit with its
preservation switch set to True is considered a preserved Land
Unit. A Land Unit with its preservation switch set to False is
considered an unconserved Land Unit.
Changes to the Land Type or ownership of a preserved land unit
are secured at a power threshold of 2.5.
Any Facilities built on a preserved land unit CANNOT have their
rank changed or be destroyed, rules to the contrary
notwithstanding.
[ PART IV: Starting off the Map]
Set the land type of all the following land units to White and set their
preservation switch to True:
(-1, -2), (-1, -1), (-1, 0), (0, -2), (0, -1), (0, 0), and (+1, -2).
Set the land type of all the following land units to Black and set their
preservation switch to True:
(-1, +2), (-1, +1), (0, +2), (0, +1), (+1, +2), (+1, +1), (+1, 0), and
(+1, -1).
Create the following facilities:
- Four mines at (-1, -2), (-1, +2), (+1, -2), and (+1, +2).
- Two orchards at (-1, -1) and (+1, +1).
- Two farms at (-1, +1) and (+1, -1).
[ This would make the landscape look something like this:
land type facils.
-21012+ -21012+
+ + + +
1 wbbbb 1 1 MF.OM 1
0 wwwbb 0 0 ..... 0
1 wwwbb 1 1 MO.FM 1
- - - -
-21012+ -21012+ ]
Set the locations of all players to (0, 0).
Make Trigon the Cartographor.
[ PART V: Replace shinies. ]
[ TODO: Actually do this part. I'm not sure what value coins should
even have, so please help me. ]
--
Trigon