Re: BUS: [Proposal] Sets v1.3

2020-05-24 Thread nch via agora-business
On Sunday, May 24, 2020 7:50:27 PM CDT you wrote:
> On Sun, May 24, 2020 at 5:42 PM nch via agora-business
> 
>  wrote:
> > Ok, here's 1.3.
> > 
> > I cut out auctions completely because there are two proposals right now to
> > fix them and I'd rather that dust settled first. I have a separate
> > proposal, based on Trigon's transmutation idea, coming later tonight.
> > That both adds a way to get Victory Points and helps us balance any card
> > types that might end up scarce.
> > 
> > I also reworked pending, based on G's comments. Now proposals go straight
> > into the pool like they always did. There's a separate rule that adds a
> > Pend switch for them, and distribution requires proposals to have
> > Pend=True. The net effect is less direct changes to important rules, and
> > honestly a more intuitive system.
> 
> *groans*
> 
> Back to non-empty proposal pool reports I see. *sigh*
> 
> I may propose changing this at some point so that I only have to
> report pending proposals, but that's the sort of thing that can be
> dealt with later.
> 
> -Aris

Sorry Aris. On the plus side PSS did just point out a good tiny adjustment. I 
withdraw Sets v1.3 and pledge not to submit any proposals until after the next 
distribution.

-- 
nch





BUS: [Proposal] Sets v1.3

2020-05-24 Thread nch via agora-business
Ok, here's 1.3.

I cut out auctions completely because there are two proposals right now to fix 
them and I'd rather that dust settled first. I have a separate proposal, based 
on Trigon's transmutation idea, coming later tonight. That both adds a way to 
get Victory Points and helps us balance any card types that might end up 
scarce.

I also reworked pending, based on G's comments. Now proposals go straight into 
the pool like they always did. There's a separate rule that adds a Pend switch 
for them, and distribution requires proposals to have Pend=True. The net effect 
is less direct changes to important rules, and honestly a more intuitive 
system.

The other changes are mostly tiny. As before you can see the difference between 
this and 1.2 on github ( https://github.com/nichdel/AgoranProposal/compare/
ce8b1458178fa420b0b94564791288aac6889fdb...c6d7f79ce39a88d97e491f62204e3ee2e6ac649c
 
)

I submit the following proposal:

{

Title: Sets v1.3
Author: nch
Co-Authors: Trigon, Falsifian, PSS, Jason, Aris, G., 
AI: 3

Enact a new Power=1 rule titled "Cards & Sets" with the text:

  Cards are a type of currency with a corresponding Product. Products are
  also currencies. The types of Cards and their corresponding Products 
are:

  * Victory Cards and Victory Points.

  * Justice Cards and Blot-B-Gones

  * Legislative Cards and Pendants

  * Voting Cards and Extra Votes

  A player CAN pay a 'set' of X Cards of the same type to earn Y
  corresponding Products. The value of X determines the value of Y in the
  following ways:

  * 1 Card = 1 Product

  * 2 Cards = 3 Products

  * 3 Cards = 6 Products

  * 4 Cards = 10 Products

  A player CANNOT pay more than 4 Cards as one 'set'.

  Cards and Products are tracked by the Treasuror.

For each player that is not a zombie, grant em 1 card of each type.

[The core of this proposal. Collect cards to make the other assets.]

Amend rule 2499 "Welcome Packages" by replacing:

  When a player receives a Welcome Package, e earns 10 coins.

with:

  When a player receives a Welcome Package, e earns 10 coins and one of
  each type of Card defined in the rules.

[Simple Welcome package addition]

Amend rule 2483 "Economics" by removing the following line:

  A player CAN win the game by paying a fee of 1,000 Coins.

[Ultimately counter to an economy where we want constant trading and asset
movement.]

Enact a new Power=1 rule titled "VP Wins" with the following text:

  If a player has at least 20 more Victory Points than any other player, e
  CAN win by announcement. When a player wins this way, all Cards and all
  Products are destroyed. Then each non-zombie player is granted 1 card of
  each type.

[Exactly what it says on the tin.]

Amend rule 2555 "Blots" by replacing the following paragraph:

  If a person (the penitent) has neither gained blots nor had more
  than 2 blots expunged from emself in the current Agoran week, then
  any player (the confessor) who has not, by this mechanism,
  expunged any blots in the current Agoran week CAN expunge 1 blot
  from the penitent, by announcement.

with:

  Any player CAN expunge a blot from a specified person (or emself if no
  one is specified) by paying a fee of one Blot-B-Gone.

[Pretty straightforward, now you need to use Blot-B-Gones to get rid of Blots
(except for the fugitive decay, I left that in).]

Amend rule 2350 "Proposals" by replacing:

  Creating a proposal adds it to the Proposal Pool. Once a proposal
  is created, neither its text nor any of the aforementioned
  attributes can be changed. The author (syn. proposer) of a
  proposal is the person who submitted it.
  
with:

  Creating a proposal adds it to the Proposal Pool. Once a proposal
  is created, neither its text nor any of the aforementioned
  attributes can be changed except as described in the rules. The author
  (syn. proposer) of a proposal is the person who submitted it.

[I moved all the pending stuff out of here, but still modified the language
to allow the co-author mechanic.]

Create a new Power=1 rule titled "Pending Proposals" with the following text:

  Pended is a proposal switch tracked by the Promotor with possible values
  True or False and default value False. Any player CAN pay 1 Pendant to
  flip the Pended switch of a specified proposal to True. If the player did
  not create the proposal and is not listed in the list of co-authors of
  the proposal, e is added to the list of co-authors.
  
  The Promotor CAN, once a week and with 2 support, flip the Pended switch
  of a proposal in the Proposal Pool to True. E SHOULD NOT do so if the
  author of the proposal has at least one Pendant or Legislative Card.
  
  A proposal with a Pended switch set to True is 'pending'.

[Basically pending is a separate mechanic from the Pool, so that