As much as I would like to play with the current mechanics, doing so would
likely mean everyone would get burnt out with the game because Corona would
be the only one who could play. And by gosh, I'm going to prolong Arcadia's
life as a mechanic as long as I can, even if it means rewriting the whole
darn ruleset.

On Fri, Jun 29, 2018, 09:52 Kerim Aydin <[email protected]> wrote:

>
>
> 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
> > > > > > >
> > > > > >
> > > > >
> > > >
> > > >
> > >
> >
>
>

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