Sorry I forgot to bring this up earlier, but I think unless we have a use case 
for facilities with multiple types, we should just have a simple 
production/processing/{monument,other} option. This is well-written, but until 
we need it I think it would be better to avoid the complexity.


> On Mar 2, 2018, at 1:37 PM, Kenyon Prater <> wrote:
> Gray Land and Fountain Draft 1 {
> Amend rule 1995/0 "Land Types" (Power=2.0):
>    Replace "whose values are "Black", "White", and "Aether"", with the
>    text "whose values are "Black", "White", "Gray", and "Aether""
> Create a new rule "Facility Categories", (Power=2.0):
>    A Category is an entity specified as such by the rule that creates it.
>    A facility's Categories may be defined in the rule that creates it, and
>    may be any set of Categories defined in the rules. If no Categories are
>    defined in the facility's creating rules, the facility's Categories is
>    the null set.
>    A facility belongs to [Category] if that Category is an element in its
>    Categories. A [Category] facility refers to a facility that belong to
>    [Category]. A Pure-[Category] facility refers to a facility that belong
>    to [Category] and no others.
> Amend "Asset Generation with Facilities" (Power=2.0) to read the following:
>    Asset Generator is a Category of facilities. When an Asset Generator
>    facility creates assets, the assets are added to the facility's
>    possession. The rule that creates an Asset Generator facility CAN
>    specify a carrying capacity for assets. If, at any time, the amount of
>    an asset in the possession of an Asset Generator 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.
>    Production is a Category of facilities. A facility that is a Production
>    facility is also an Asset Generator facility. 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.
>    Processing is a Category of facilities. A facility that is a Processing
>    facility is also an Asset Generator 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 refined
>    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 an Asset Generator 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.
> Amend "Facility Ranks" (Power=2.0) to read the following:
>    Rank is a facility switch tracked by the Cartographor defaulting to 1.
>    Its possible values include all integers between 1 and 5, inclusive.
>    If a facility specifies upgrade costs, 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. If no upgrade costs are specified for a facility, a
>    player CANNOT increase the rank of that facility unless specified in
>    other rules.
> Create a new rule "Facility Colors" (Power=2.0):
>    A facility's Allowed Land Types is a property defined as such, having
>    allowable values of any set of allowed values of the Land Type switch,
>    with a default value of {"Black", "White"}. A facility may not have a
>    Parent Land Unit whose Land Type is not an element of their Allowed
>    Land Types. If an action or set of actions would cause a facility to be
>    created with a Parent Land Unit whose Land Type is not an element of
>    its Allowed Land Types, that action or set of actions fails. If a
>    facility's Parent Land Unit's Land Type is flipped to a color that is
>    not in that facility's Allowed Land Types, that facility, and anything
>    contained within, is destroyed.
> Create a new rule "Gray Land" (Power=2.0):
>    Gray Land is Land whose Land Type switch is set to "Gray". Gray Land
>    is preserved and owned by Agora. If Land becomes Gray Land, it, along
>    with any facilities with it as their Parent Land Unit, are transfered
>    to Agora, and the Land's preservation switch is set to true.
> Create a new rule "Gray Actions" (Power=1.0):
>    Players CAN destroy:
>    1. 1 apple to move from one Gray Land Unit to an adjacent Unit of any
>       Land Type that is not Aether;
>    2. 1 apple to move from one Land Unit of any Land Type to an adjacent
>       Gray Land Unit.
>    Players CAN, while performing the above actions, substitute 3
>    apples for 1 corn. [Maybe need a good way to say that these actions can
>    be combined with actions described in Actions in Arcadia for the
>    purposes of spending corn.]
> Create a new rule "Agoran Monuments" (Power=1.0):
>    Agoran Monument is a Category of facilities. For each type of Agoran
>    Monument facility, there may only be one instance of that facility in
>    existence at any one time. If an action would cause an Agoran Monument
>    facility to exist while another Agoran Monument facility of the same
>    type is already in existence, that action fails.
> Create a new rule "The Fountain" (Power=1.0):
>    A fountain is a facility with Allowed Land Types of {"Gray"}, and
>    Categories {Agoran Monument}. A fountain has no upkeep cost.
> Create a new rule "Wishing Fountain", (Power=1.0):
>    If a player's location is the same as a fountain, e CAN and MAY destroy
>    a coin to Throw A Coin into the fountain. This does nothing, unless
>    specified in another Rule. A player MAY announce what e wishes for when
>    e Throws A Coin.
> Set (0, 0)'s Land Type to "Gray".
> Create a fountain at (0, 0) belonging to Agora.
> }
> Reasons for rules:
> - "Land Types" needs to be amended to add Gray as a Land Type.
> - "Facility Categories" is an implementation of Aris' suggestion of
>        defining facility categories.
> - "Asset Generation with Facilities" is amended to turn production and
>        processing into Categories. The actual rules for specific
>        facilities can be unmodified, I think.
> - "Facility Ranks" is modified so it's clear what happens if a facility
>        doesn't define ranks, like the fountain right now.
> - "Facility Colors" is Trigon's suggestion of "X facilities"
> - "Gray Land" defines how Gray Land works, including Trigon's suggestion
>        of specifying that Gray Land is always preserved.
> - "Gray Actions" allows walking on Gray Land.
> - "Agoran Monuments" specifies a Category used for unique structures that
>        can only exist one place in Arcadia.
> - "The Fountain" is self explanatory, creates a unique gray fountain.
> - "Wishing Fountain" is just so fountains have a use, even a useless one.
> Corrections, fixes, ideas, etc would all be highly appreciated.
> Kenyon
>> On Fri, Mar 2, 2018 at 3:39 AM, Cuddle Beam <> wrote:
>> I think non-Proc/Prod facilities would be great. Walls or streets for
>> example would be cool.
>> On Fri, Mar 2, 2018 at 1:01 AM, Aris Merchant <
>>> wrote:
>>> I'd go with solution 2, but modified. What if we made it so that each
>>> facility could fit into (0 or more) "categories", and defined Production
>>> and Processing as categories. That way, we could extend it later without
>>> dealing with an exponential increase in the number of types. It also
>> leave
>>> flexibility if we want to do 3 later.
>>> -Aris
>>> On Thu, Mar 1, 2018 at 2:15 PM Kenyon Prater <>
>>> wrote:
>>>> I ran into a problem that I figured I'd share and ask for input.
>>>> "Asset Generation with Facilities" specifies that "Each facility is
>>> either
>>>> a production facility or processing facility". The draft up there
>>> specifies
>>>> that a fountain is a facility, but that it neither produces nor
>> processes
>>>> anything. There are a couple solutions that I see:
>>>> 1) A fountain is a production facility that produces nothing, or a
>>>> processing facility that processes nothing. Easy, kinda a hack, but
>> it'll
>>>> work.
>>>> 2) Modify "Asset Generation with Facilities" so facilities can have a
>>> type
>>>> of any element in {None, Production, Processing, Production &
>>> Processing},
>>>> and fountains are type None.
>>>> 3) Define "buildings" as a superset/superclass of facilities, move the
>>>> shared rules to new rules about Buildings, and have fountain and
>> facility
>>>> be types of buildings with their own specific sub-rules. Easily the
>> most
>>>> flexible, but requires a fairly significant refactor, so it only really
>>>> seems worth it if this is going to be a recurring problem. If the
>>> fountain
>>>> is the only non-facility-facility we add, we might as well go with 1 or
>>> 2.
>>>> If we're adding a ton of non-production buildings (arenas, houses,
>> roads,
>>>> whatever) then this might be worth it?
>>>> Not sure if there's a smarter solution here, but I just wanted to get
>>>> feedback to see if people were OK with 1 or if they thought 2 and 3
>> were
>>>> better, or if there's another option I didn't consider.
>>>> Thanks,
>>>> Kenyon
>>>> On Thu, Mar 1, 2018 at 10:32 AM, Reuben Staley <
>>>> wrote:
>>>>> Comments inline.
>>>>> On Wed, Feb 28, 2018 at 5:22 PM, Aris Merchant
>>>>> <> wrote:
>>>>>> I like this. I'll have more detailed comments when it's typed up
>> in a
>>>>>> proposal, but I think that this fits with the spirit of what we're
>>>> going
>>>>>> for. Certainly it is a good idea to have a neutral spawn point,
>> even
>>> if
>>>>> the
>>>>>> colors don't mean that much yet. I suggest just calling the
>> facility
>>>> type
>>>>>> "fountain", and letting people refer to it as "the fountain",
>> because
>>>>>> there's only one. You could even make it an explicit singleton.
>>>> Something
>>>>>> to the effect of "There is a unique facility, know as 'the
>> fountain',
>>>> and
>>>>>> (0, 0). It... <properties>." I'd also suggest not referencing
>>>>>> Rule 2029 by number (and definitely don't include the revision
>> id).
>>>>>> Instead, either just say "the town fountain", or let people figure
>> it
>>>> out
>>>>>> for themselves (my personal favored option).
>>>>> I agree with everything Aris said here.
>>>>>> -Aris
>>>>>> On Wed, Feb 28, 2018 at 4:05 PM Kenyon Prater <
>>>>> wrote:
>>>>>>> A very rough draft for a proposal. I'm going to hold off on
>> writing
>>> it
>>>>> up
>>>>>>> until the current mess is resolved, but I wanted to get feedback
>> on
>>>>> whether
>>>>>>> the idea is interesting to people
>>>>>>> The proposal would: {
>>>>>>> Create a Land Type of "Gray". Land that has Land Type "Gray" is
>> gray
>>>>> land.
>>>>>>> Gray land cannot support any facilities except those specifically
>>>>> stated to
>>>>>>> be allowed on gray land. If land becomes gray land, any facilities
>>> on
>>>> it
>>>>>>> are destroyed, except for those specifically stated to be allowed
>> on
>>>>> gray
>>>>>>> land.
>>>>> Maybe to avoid redundancy, you could term these facilities "gray
>>>>> facilities". Or even make a rule that says "X facilities" where X is
>> a
>>>>> land type in case we decide to restrict the land types some
>> facilities
>>>>> can be on in the future.
>>>>>>> Gray land cannot be owned by any entity other than Agora. If land
>>>>> becomes
>>>>>>> Gray land, it is transfered to Agora.
>>>>> *transferred. Maybe also say that Gray land is always preserved. That
>>>>> way, no one can modify any of the facilities on the gray land.
>>>>>>> Gray land is treated as "the same" as both white and black for the
>>>>> purposes
>>>>>>> of movement, ie it only costs one apple to move from any
>> non-aether
>>>>> land to
>>>>>>> gray, and only one apple to move from gray to any non-aether land.
>>>>>>> Set (0, 0) to Gray land.
>>>>>>> Create a new facility type "the fountain". Only one the fountain
>> may
>>>>> exist
>>>>>>> at any one time. The fountain may exist on gray land, and may only
>>>>> exist on
>>>>>>> gray land. Players MAY and SHOULD think of this fountain as
>>> referring
>>>> to
>>>>>>> the one depicted in Rule 2029/0 "Town Fountain". The fountain may
>>> only
>>>>> be
>>>>>>> owned by Agora. The fountain has no upkeep cost, and neither
>> refines
>>>> nor
>>>>>>> produces anything, except as specified in other proposals.
>>>>> Just "Fountain" please.
>>>>>>> Create a "the fountain" at (0, 0) belonging to Agora.
>>>>>>> }
>>>>>>> My goal with the draft was to to;
>>>>>>> 1) make the number of preserved squares each color had equal.
>>>>>>> 2) To ensure that the spawn at (0,0) was neutral to both colors
>>> (right
>>>>> now,
>>>>>>> a player residing on one of the colors has to spend an extra apple
>>> to
>>>>> move
>>>>>>> back home as compared to somebody residing equally far on the
>> other
>>>>> color).
>>>>>>> 3) To provide a meeting ground for players for future rules to
>> use.
>>>> One
>>>>>>> could imagine a rule specifying that all players at (0,0) on
>> Agora's
>>>>>>> Birthday CAN [do something]. Or this could be integrated into the
>>>>> justice
>>>>>>> reform; to rid themselves of weevils/blots/whatever, players must
>>>> make a
>>>>>>> pilgrimage to the fountain to give [currency].
>>>>> Very nice. Perhaps Cuddlebeam's idea for arenas could have a physical
>>>>> manifestation on a piece of gray land. This also makes it really nice
>>>>> for future Agora-sponsored activities that take place on a map.
>>>>> --
>>>>> Trigon

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