AGAINST 8008. ASCII art is more convenient and doesn’t require rules support.
PRESENT 8009. I like my design (less abstract, larger but sparse map) more, but this is a well-written, interesting proposal I don’t feel justified in voting down. Gaelan > On Feb 4, 2018, at 5:02 PM, Aris Merchant > <thoughtsoflifeandligh...@gmail.com> wrote: > > I hereby distribute each listed proposal, initiating the Agoran > Decision of whether to adopt it, and removing it from the proposal > pool. For this decision, the vote collector is the Assessor, the > quorum is 3.0, the voting method is AI-majority and the valid options > are FOR and AGAINST (PRESENT is also a valid vote, as are conditional > votes). > > ID Author(s) AI Title Pender Pend fee > --------------------------------------------------------------------------- > 8008* CB  1.0 Picto-Nomic CB  3 sh. > 8009* Trigon,  2.6 PAoaM v6  Trigon 3 sh. > > The proposal pool is currently empty. > > >  CuddleBeam >  Aris, ATMunn, G., o, VJ Rada >  Putting Agora on a Map v6 > > Legend: <ID>* : Proposal is pending. > > A proposal may be pended for 3 shinies. > > The full text of the aforementioned proposals is included below. > > ////////////////////////////////////////////////////////////////////// > ID: 8008 > Title: Picto-Nomic > Adoption index: 1.0 > Author: CuddleBeam > Co-authors: > > > Create a new rule called "Picto-Nomic" (Power=1.0) with the following text: > > Rules may have their content be, instead of text, images, or urls to them, > with these linked images being considered to be that rule's content for > play. These are known as "Picto-rules". > > ////////////////////////////////////////////////////////////////////// > ID: 8009 > Title: Putting Agora on a Map v6 > Adoption index: 2.6 > Author: Trigon > Co-authors: Aris, ATMunn, G., o, VJ Rada > > > [ PART I: Removing and Changing Stuff ] > > 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. > > Repeal rules 2483 "Economics", 2487 "Shiny Supply Level", and 2497 > "Floating Value". > > Re-enact rule 2599 "Welcome Packages" by replacing the second paragraph > with: > > If a player has not received a Welcome Package since e most > recently registered, any player CAN cause em to receive one by > announcement. > > When a player receives a Welcome Package, Agora creates the > following assets in eir possession: > > 1. 10 coins > 2. 5 lumber > 3. 5 stones > 4. 10 apples > 5. 3 papers > > Make all players eligable to recieve Welcome Packages. > > Create a new rule "Paydays" (Power=2) and amend it so that its text > reads, in full: > > Whenever a Payday occurs, the following events happen in order: > > 1. For each entity possessing shinies, half of eir shinies > (rounded up) are destroyed. > > 2. The following assets are created in the possession of each > player: > A. 10 coins > B. 5 apples > C. 3 papers > > 3. For each office, if a single player held that office for 16 or > more days in the previous month and e was not issued any Cards > other than Green for eir conduct in that office during that > time, the following assets are created in the possession of > that player: > A. 3 coins > B. 1 corn > > The occurrence of Paydays is secured. At the beginning of each > month, a Payday occurs. > > [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. > > 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 Eastman week of each Agoran Month, the > Cartographor SHALL perform the following actions in sequence, and > report these changes: > > 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 Eastman 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. ] > > Replace all occurances of "shiny" and "shinies" in the ruleset in the > order they appear with "coin" and "coins" respectively. > > //////////////////////////////////////////////////////////////////////