On 5/4/2020 11:03 AM, Nch wrote: > > Any feedback is appreciated. My ultimate goal is two documents: > > * A description of the various economies and if feasible, a taxonomy > based on them. > > * A document outlining Do's and Dont's of Agoran economies based on the > successes and failures of previous ones.
Some details on the first three then: On 5/4/2020 11:03 AM, Nch via agora-discussion wrote: >>> 2000 - 2002 Stems, Papyrus, Voting Entitlements, Indulgences, Auctions. >>> Multiple roles (Scribes, Acolytes, Politicians) to promote trade. Described this one in my 2017 thesis (in the library). It reached its peak elaboration around summer 2001, I posted a ruleset from that time a couple months ago: https://mailman.agoranomic.org/cgi-bin/mailman/private/agora-discussion/2020-January/056423.html Basics are described in the thesis, some interesting extra economic features worth looking at in that ruleset: Budgets (Rules 1957-1958), Taxation (R1917), and Bonds (a full private debt system with its own ruleset category) and the first version of zombies. >>> 2003 - 2006 Boons, Albatrosses, Kudos, Tabla Rasa. Designed to be a >>> "resetting" economy (reset every quarter). This was a purposeful reaction against the earlier complex economy. Designed to be anti-accumulation (one thing that brought the previous system down is that by the time it ended, it would take a new player 2+ years to catch up with longstanding players' holdings, especially voting power - that annoyed people). So in this system: * Basic unit was the kudo. Non-transferrable. You spent kudos to do stuff. * There were also boons and albatrosses, which were patent titles. You were awarded boons for doing typical "good stuff" (officering, judging) and albatrosses for bad stuff. * At the beginning of each quarter, your Kudos were set to a base level plus your (boons - albatrosses) from the previous quarter. No way to directly trade anything, other than by performing actions for others if you had kudos to do so. So overall much more game-like (limited actions per turn) than economy-like (saving/trading) - not sure if there's a dividing line between "economy" and "game" in your analysis? Maybe this is a good ruleset to look at: https://mailman.agoranomic.org/cgi-bin/mailman/private/agora-official/2004-January/001091.html >>> 2004 - 2006 Cards, o-Matic, Agora the Gathering (overlap with Boons). >>> Economy based on trading cards. Then, because we wanted something to trade, we created a trading card game. Kept the kudo system as a basic currency to use, but most actions were moved to cards. Cards were dealt from a fixed-size deck (and draws could be bought), hands were open, you played cards to perform actions, and certain hands were "winning hands" if you collected them all. This was great fun, but led to lots of temporarily-indeterminate states, because uncertainty in a single card's play success could cascade to uncertainty in many peoples' card holdings. This was gradually made more pragmatic but remained a challenge of this system, especially due to the finite deck. It was also notably chaotic like many trading card games - you could make short term economic decisions during a trade, but there were lots of "steal/discard other players' cards" cards so there wasn't really "economic savings/stability". Again, much more like a straight-up game than an economy. Here's a good ruleset, it's all in the "Cards" section: https://mailman.agoranomic.org/cgi-bin/mailman/private/agora-official/2005-March/001997.html

