I derped lol. But yeah, I agree with an "other" category. On Sat, Mar 3, 2018 at 7:05 PM, Kenyon Prater <kprater3...@gmail.com> wrote:
> Agreed with Gaelan re teleporters and ornaments, unless I'm misreading what > you're saying, Cuddle Beam. > > An example of two categories would be a unique (Agoran Monument) production > facility like a wonder in Civ. You can imagine a race to build it/steal it > from other players, with whoever has it having an advantage but having to > work to defend their claim. > > Or, imagine you had facilities that could pollute the environment, defining > a Polluter category and then simply adding all the facilities that caused > pollution to that category, without having to copy the same rule across > many locations. > > I do think that this is maybe a case of premature optimization and that one > category would work just as well. I'd be happy to change it if people are > unconvinced and want the simple version. > > Kenyon > > On Mar 3, 2018 8:36 AM, "Gaelan Steele" <g...@canishe.com> wrote: > > Ornaments and teleporters would both fit in an "other" category—they > wouldn't need to be both production and processing. > > Gaelan > > > On Mar 3, 2018, at 3:37 AM, Cuddle Beam <cuddleb...@gmail.com> wrote: > > > > I suggest adding an example along that extensibility to market the idea > of > > it better. Swag purely aesthetics ornaments, walls and teleporters, > > perhaps? (Not entirely necessary though, it just makes it look better > > because it has a purpose instead of being blank) > > > > On Sat, Mar 3, 2018 at 8:44 AM, Aris Merchant < > > thoughtsoflifeandligh...@gmail.com> wrote: > > > >> I'm happy to admit that I may have been wrong on this one. However, > >> extensibility is important. I was hoping we could do it in a short > >> paragraph, not a whole rule. What do you guys think? > >> > >> -Aris > >> > >>> On Fri, Mar 2, 2018 at 9:05 PM Gaelan Steele <g...@canishe.com> wrote: > >>> > >>> 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. > >>> > >>> Gaelan > >>> > >>>> On Mar 2, 2018, at 1:37 PM, Kenyon Prater <kprater3...@gmail.com> > >> 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 <cuddleb...@gmail.com> > >>> 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 < > >>>>> thoughtsoflifeandligh...@gmail.com> 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 <kprater3...@gmail.com > > > >>>>>> 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 < > >>>>> reuben.sta...@gmail.com> > >>>>>>> wrote: > >>>>>>> > >>>>>>>> Comments inline. > >>>>>>>> > >>>>>>>> On Wed, Feb 28, 2018 at 5:22 PM, Aris Merchant > >>>>>>>> <thoughtsoflifeandligh...@gmail.com> 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 < > >>>>> kprater3...@gmail.com > >>>>>>> > >>>>>>>> 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 > >>>>>>>> > >>>>>>> > >>>>>> > >>>>> > >>> > >>> > >> >