We've had a single auction before. There were fewer bids, and all the land units also sold for less. Although I suppose that at this point, it might be better to have one auction because of the nearness of monopolization.
On Fri, Jun 29, 2018, 10:29 Timon Walshe-Grey <[email protected]> wrote: > Can I ask why the land auction was split into five originally? Unless I'm > misunderstanding something, having it as one auction with five lots ensures > that each lot goes to a different person, which makes it impossible for one > person to monopolise land as Corona seems to be planning to do imminently. > > -twg > > > ‐‐‐‐‐‐‐ Original Message ‐‐‐‐‐‐‐ > > On June 29, 2018 3:51 PM, 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 > > >

