Thanks for the explanation.
On Fri, 29 Jun 2018, Reuben Staley wrote:
> 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
> > > > > >
> > > > >
> > > >
> > >
> > >
> >
>