This. This is exactly what I was about to respond with.

On Fri, Jun 29, 2018, 09:47 Corona <[email protected]> wrote:

> What's not working?
>
> 1) land transfiguration (kind of the reason land types exist in the first
> place) is useless
> 2) I think I can make a terribly overpowered lv. 5 refinery (13 coins/1
> ore) next week, meaning I'll have so many coins that nobody else will be
> able to win any more land, ever.
>
> ~Corona
>
> On Fri, Jun 29, 2018 at 5:37 PM, Kerim Aydin <[email protected]>
> wrote:
>
> >
> >
> > So I've been planning land purchases, upgrades, and production flow for
> > the next month, it's been fun to do.  It's a nice little resource
> > management/placement game right now.
> >
> > But each/every proposal like this throws such planning out the window.
> > If something like this goes through atm, I'm probably going to check out
> > of the land game and not bother to plan or play again.
> >
> > At what point do we not change things for a bit and just play?  What
> > isn't working with the present system?  Sometimes you should play the
> > basic game a few times before adding expansion sets...
> >
> > On Fri, 29 Jun 2018, Reuben Staley wrote:
> > > Well, since ranks would no longer exist, why would we need anything
> but a
> > > flat rate?
> > >
> > > On Fri, Jun 29, 2018, 09:28 Corona <[email protected]>
> wrote:
> > >
> > > > It did, it's just that nobody discussed it, I guess. Why did you
> > change the
> > > > upkeep of the processing facilities to 5 coins flat in the second
> > email?
> > > >
> > > > ~Corona
> > > >
> > > > On Fri, Jun 29, 2018 at 5:24 PM, Reuben Staley <
> > [email protected]>
> > > > wrote:
> > > >
> > > > > I think this email didn't get sent to you guys, so I'm just going
> to
> > > > > forward it.
> > > > >
> > > > > ---------- Forwarded message ---------
> > > > > From: Reuben Staley <[email protected]>
> > > > > Date: Thu, Jun 21, 2018, 16:50
> > > > > Subject: DIS: Proto: MALF
> > > > > To: Agora Discussion <[email protected]>
> > > > >
> > > > >
> > > > > Name: More Advanced Land Features
> > > > > AI: TBD
> > > > > Author: Trigon
> > > > > Co-authors:
> > > > >
> > > > > [ PART I: CLEAN-UP ]
> > > > >
> > > > > [ PART I, SECTION I: GLATF ]
> > > > >
> > > > > [ There are no technical problems with the rules introduced by Gray
> > Land
> > > > >    and the Fountain, but these could be added to already existing
> > rules
> > > > >    to reduce clutter. Currently, there are six rules that contain
> > only
> > > > >    one or two paragraphs. I think this is inefficient, so I'm
> > repealing
> > > > >    all these rules and sticking them onto more relevant ones. ]
> > > > >
> > > > > Repeal Rule 2568 "Facility Colors".
> > > > >
> > > > > Amend Rule 2567 "Facility Categories" by replacing its text with:
> > > > >        Each facility can be either a Production, Processing,
> > Monument, or
> > > > >        Miscellaneous Facility. This is to be set by the rule that
> > defines
> > > > >        that facility type.
> > > > >
> > > > >        A facility has a number of Allowed Land Types not equal to
> 0.
> > This
> > > > >        is to be set by the rule that defines the facility type. If
> > it is
> > > > >        not set by that rule, the facility type's Allowed Land Types
> > are
> > > > >        Black and White.
> > > > >
> > > > >        Rules to the contrary notwithstanding, a facility cannot
> have
> > a
> > > > >        Parent Land Unit whose Land Type is not an element of its
> > 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 Land Type that is not in that facility's Allowed Land
> Types,
> > > > >        that facility is destroyed.
> > > > >
> > > > >        An "x facility", where x is a valid Land Type, refers to a
> > > > >        facility that has x in its Allowed Land Types.
> > > > >
> > > > > Repeal Rule 2569 "Gray Land".
> > > > >
> > > > > Amend Rule 2565 "Land Types" by appending:
> > > > >        Rules to the contrary notwithstanding, Gray Land Units are
> > always
> > > > >        preserved.
> > > > >
> > > > > Repeal Rule 2571 "The Fountain" and Rule 2572 "Wishing Fountain".
> > > > >
> > > > > Amend Rule 2570 "Monument Facilities" by appending:
> > > > >        The following facilities are considered Monument Facilities:
> > > > >
> > > > >           1. The Fountain
> > > > >              -  Allowed Land Types: Gray
> > > > >              -  Special Effects: If a player's location is the same
> > as
> > > > >                 the fountain, e CAN transfer a coin to the fountain
> > 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.
> > > > >
> > > > > [ PART I, SECTION II: CURRENCY FIXES ]
> > > > >
> > > > > [ This should've been done a long time ago. Also this supports some
> > > > >    other things I'm about to propose. ]
> > > > >
> > > > > Amend Rule 2483 "Economics" by replacing its text with:
> > > > >        The following currencies, collectively called Economic
> Assets,
> > > > >        are defined and tracked by the Treasuror. They can be owned
> by
> > > > >        Agora, players, contracts, and facilities.
> > > > >
> > > > >        1.  stones  (u)
> > > > >        2.  apples  (u)
> > > > >        3.  carrots (u)
> > > > >        4.  incense (u)
> > > > >        5.  coal    (u)
> > > > >        6.  ore     (a)
> > > > >        7.  lumber  (a)
> > > > >        8.  cotton  (a)
> > > > >        9.  coins   (r)
> > > > >        10. papers  (r)
> > > > >        11. fabric  (r)
> > > > >
> > > > >        Those marked with a (u) are Unrefinable Economic Assets.
> > > > >        Those marked with a (a) are Refinable Economic Assets.
> > > > >        Those marked with a (r) are Refined Economic Assets.
> > > > >
> > > > >        Coins are the official currency of Agora.
> > > > >
> > > > > [ PART II: REVAMPING MOVEMENT ]
> > > > >
> > > > > [ This section brings back a system formerly called Action Units. I
> > > > >    didn't include this mechanic in the original PAoaM proposal
> since
> > it
> > > > >    looked very similar to Action Points, a very unpopular system at
> > the
> > > > >    time. But I think it allows for better movement options, so I'm
> > > > >    reinstituting it. This also touches on some of Corona's ideas
> for
> > > > >    prioritizing small groups of land units. ]
> > > > >
> > > > > Amend rule 2003 "Actions in Arcadia" by replacing its text with:
> > > > >        Energy Points (abbreviated EP) is an untracked natural
> player
> > > > >        switch. Players can destroy one apple to increase eir Energy
> > > > >        Points by one. Players can destroy one carrt to increase eir
> > > > >        Energy Points by three. At the beginning of the week, each
> > > > >        player's Energy Points switch is flipped to 0.
> > > > >
> > > > >        Any player can decrease eir Energy Points by:
> > > > >
> > > > >        1. 1 to move from one Land Unit to an adjacent Unit if their
> > Land
> > > > >           Types differ and the destination is not Aether;
> > > > >
> > > > >        2. 2 to move from one Land Unit to an adjacent Unit if their
> > Land
> > > > >           Types are the same and the destination is not Aether;
> > > > >
> > > > >        3. 2 to set the Land Type of a Land Unit which e owns to an
> > > > >           alternating Land Type.
> > > > >
> > > > >        4. 2 to set the Land Type of a Land Unit which e owns and is
> > > > >           located on to eir choice of either Black or White.
> > > > >
> > > > >        5. 3 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.
> > > > >
> > > > >        6. 5 to set the Land Type of a Land Unit that is of type
> > Aether
> > > > >           and is owned by Agora, to an alternating Land Type.
> > > > >
> > > > > [ PART III: SPECIALIZED FACILITIES ]
> > > > >
> > > > > [ This mechanic will give more depth to the Facilities system at
> the
> > > > >    expense of adding more stuff for the Treasuror to track. Maybe
> the
> > > > >    Treasuror needs to be split into two or more positions? Dunno.
> > I'll
> > > > >    worry about that later. ]
> > > > >
> > > > > Create a new power 2.1 rule entitled "Specializing Facilities" with
> > > > > the text:
> > > > >        Specialization is a Facility Switch with the values of
> Normal
> > > > >        (the default), and any values specified by the rule that
> > created
> > > > >        the facility type. A player CAN, by announcement, change the
> > > > >        Specialization switch of a facility e owns and is located on
> > the
> > > > >        Parent Land Unit of by destroying assets equal to any
> > associated
> > > > >        Specialization fees.
> > > > >
> > > > >        Whenever a facility has its Specialization switch set using
> > this
> > > > >        method, it neither produces nor refines any assets the next
> > week,
> > > > >        rules to the contrary notwithstanding.
> > > > >
> > > > > Amend Rule 2563 "Production Facilities" by replacing the list with:
> > > > >        1. Mines
> > > > >           -  Build Cost: 5 lumber
> > > > >           -  Upkeep Cost: 2n-2 lumber
> > > > >           -  Production Details: 3n stones
> > > > >           -  Specialization Options:
> > > > >              -  Coal (fee of 3 stones): also produces 2n coal
> > > > >              -  Ore (fee of 3 stones): also produces 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
> > > > >           -  Specialization Options: none
> > > > >           -  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: 2 lumber and 2 stones
> > > > >           -  Upkeep Cost: n-1 lumber and n-1 stones
> > > > >           -  Production Details: none
> > > > >           -  Specialization Options:
> > > > >              -  Cotton (no fee): produces 3n cotton
> > > > >              -  Carrot (no fee): produces 3n carrots
> > > > >           -  Upgrade Costs:
> > > > >              -  Rank 2: 3 coins, 1 lumber, 1 stones
> > > > >              -  Rank 3: 4 coins, 2 lumber, 2 stones
> > > > >              -  Rank 4: 5 coins, 3 lumber, 3 stones, 1 fabric
> > > > >              -  Rank 5: 6 coins, 4 lumber, 4 stones, 2 fabric
> > > > >
> > > > >        4. Temples
> > > > >           -  Build Cost: 2 lumber and 3 fabric
> > > > >           -  Upkeep Cost: n-1 fabric
> > > > >           -  Production Details: 3n incense
> > > > >           -  Specialization Options: none
> > > > >           -  Upgrade Costs:
> > > > >              -  Rank 2: 4 coins, 1 lumber, 1 fabric
> > > > >              -  Rank 3: 6 coins, 2 lumber, 3 fabric
> > > > >              -  Rank 4: 8 coins, 4 lumber, 2 stones, 5 fabric
> > > > >              -  Rank 5: 10 coins, 6 lumber, 4 stones, 7 fabric
> > > > >
> > > > > Amend Rule 2563 "Processing Facilities" by replacing the list with:
> > > > >        1. Refineries
> > > > >           -  Build Cost: 4 lumber and 8 stones
> > > > >           -  Upkeep Cost: 5 coins
> > > > >           -  Processing Details: 1 ore and 1 coal to 5 coins
> > > > >           -  Upgrade Costs: no upgrades
> > > > >
> > > > >        2. Mills
> > > > >           -  Build Cost: 6 lumber and 6 stones
> > > > >           -  Upkeep Cost: 5 coins
> > > > >           -  Processing Details: 1 lumber and 1 coal to 2 paper
> > > > >           -  Upgrade Costs: no upgrades
> > > > >
> > > > >        3. Looms
> > > > >           -  Build Cost: 8 lumber and 4 stones
> > > > >           -  Upkeep Cost: 5 coins
> > > > >           -  Processing Details: 1 cotton and 1 coal to 2 fabric
> > > > >           -  Upgrade Costs: no upgrades
> > > > >
> > > > > Amend Rule 2561 "Asset Generation with Facilities" by adding a new
> > > > > paragraph with the text:
> > > > >        If non-preserved Land Unit A, which has a facility on it, is
> > > > >        connected to non-preserved Land Unit B, which has a facility
> > of
> > > > >        the same category as the facility on Land Unit A at the
> > instant at
> > > > >        which it is to produce or refine assets, that facility
> neither
> > > > >        produces nor refines any assets, rules to the contrary
> > > > >        notwithstanding.
> > > > >
> > > > > [ This would be a good time to mention that this fits really well
> > with
> > > > >    Corona's No-Go proposal, so it might make sense to have that one
> > pass
> > > > >    before this one. ]
> > > > >
> > > > > --
> > > > > Trigon
> > > > >
> > > >
> > >
> >
> >
>

Reply via email to