We'd probably need some kind of win condition with resources I believe,
otherwise they're just cool numbers dancing around without much apparent
"game" purpose.

So, PROTO:

----*----
If nobody else has done so current the current Agoran Month, a player may
Do a Parade by announcement and destroying for this purpose (and no other)
an amount of assets which total 100 in having Parade Merit (and they CAN
perform this destruction).

Each of the following are considered to have 1 Parade Merit: ore, stones,
lumber, apples, cotton,

Each of the following are considered to have 2 Parade Merit:  coins, paper,
fabric, corn

If the player who performed Do a Parade then has the most amount of Parade
Merit, they have won the game

Once a player has won in this fashion, no other player can until 30 Agoran
Days have passed.
----*----

Alternatively and way more simpler:

----*----
By destroying 10 of each resource for the purpose of this rule and no
other, a player achieves victory

Once a player has won in this fashion, no other player can until 30 Agoran
Days have passed.
----*----


On Sun, Feb 11, 2018 at 9:57 PM, Reuben Staley <reuben.sta...@gmail.com>
wrote:

> THE TITLE IS A JOKE
> THE TITLE IS A JOKE
> THE TITLE IS A JOKE
>
> I put that three times so no one can get mad at me.
>
> I submit and shiny-pend the following proposal:
>
> Title: Putting Agora on a Map v7
> Author: Trigon
> Co-Authors: Aris, ATMunn, G., o, VJ Rada
> AI: 2.6
>
> [ PART I: Removing and Changing Stuff ]
>
> Amend rule 2445 "How to Pend a Proposal" by replacing the second
> paragraph and subsequent list with:
>
>       Any player CAN flip a specified proposal's imminence to "pending"
>       by announcement by destroying 1 paper.
>
> Amend rule 991 "Calls for Judgement" by replacing the first paragraph
> and subsequent list with:
>
>       Any person (the initiator) can initiate a Call for Judgement (CFJ,
>       syn. Judicial Case), specifying a statement to be inquired into by
>       announcement.
>
> Re-enact rule 2599 "Welcome Packages" by replacing the second paragraph
> with:
>
>       If a player has not received a Welcome Package since e most
>       recently registered, any player CAN cause em to receive one by
>       announcement.
>
>       When a player receives a Welcome Package, Agora creates the
>       following assets in eir possession:
>
>       1. 10 coins
>       2. 5 lumber
>       3. 5 stones
>       4. 10 apples
>       5. 3 papers
>
> Make all players eligible to recieve Welcome Packages.
>
> Create a new rule "Paydays" (Power=2) and amend it so that its text
> reads, in full:
>
>       Whenever a Payday occurs, the following events happen in order:
>
>       1. The following assets are created in the possession of each
>          player:
>          A. 10 coins
>          B. 5 apples
>          C. 2 papers
>
>       2. For each office, if a single player held that office for 16 or
>          more days in the previous month and e was not issued any Cards
>          other than Green for eir conduct in that office during that
>          time, the following assets are created in the possession of
>          that player:
>          A. 5 coins
>          B. 1 corn
>
>       The occurrence of Paydays is secured.  At the beginning of each
>       month, a Payday occurs.
>
> [PART II: Making Land]
>
> Re-enact rule 1993/1 (Power=2) "The Land of Arcadia" with the text:
>
>       Arcadia is a land entirely defined by the Arcadian Map (the Map).
>       The Map is the term for the set of all Land Units.
>
>       The Map divides Arcadia into a finite, discrete number of Units of
>       Land, or simply Land. Each Unit of Land is an indestructible asset
>       specified by an ordered pair of integers known as its Latitude and
>       Longitude.
>
>       Every unique ordered pair of integers within the limits defined in
>       the Rules for Latitude and Longitude signifies an existent Unit of
>       Land. No other Units of Land exist. Units of Land CAN only be
>       created or destroyed by changing the limits of Latitude and
>       Longitude defined in the Rules.
>
>       All values for Latitude and Longitude MUST lie between -6 and +6,
>       inclusive.
>
>       The Total Land Area of Arcadia is the number of existent Units of
>       Land defined by permissible Latitude and Longitude pairs.
>
> Re-enact rule 1994/0 (Power=2) "Ownership of Land" with the text:
>
>       Any existent Land for which ownership has not been explicitly
>       changed belongs to Agora.
>
>       Land belonging to Agora is called Public Land. Land belonging to
>       a contract is called Communal Land. Land belonging to any other
>       entity is called Private Land. Together, Communal Land and Private
>       Land are called Proprietary Land.
>
> Re-enact rule 1995/0 (Power=2) "Land Types" with the text:
>
>       Each Unit of Land has a Land Type switch, tracked by the
>       Cartographor, whose values are "Black", "White", and "Aether" (the
>       default). Changes to Land Type switches are secured. To "change
>       the type" of, or to "transform" a Unit of Land is to flip its Type
>       switch. A “Unit of X” is a Unit of Land whose Land Type switch has
>       the value X.
>
>       When existent Land has not had its Type changed as explicitly
>       permitted by the Rules, or has a Type that is not currently
>       defined by the Rules, it is considered to have the Land Type of
>       Aether. Rules to the contrary nonwithstanding, Units of Aether
>       CANNOT be transferred from Agora, or owned by any entity other
>       than Agora.
>
>       If Proprietary Land becomes Aether, the Cartographor SHALL
>       transfer it to Agora in a timely fashion, destroy any facilities
>       on the Land Unit, and set all other switches to their default
>       values.
>
>       Type is a singleton switch with the values of Black and White,
>       defaulting to Black. When an act specifies that an alternating
>       land type is to be used, the current value of the Alternating Land
>       Type switch is used, and the switch is set to the next value of
>       the switch.
>
> Re-enact rule 1996/3 (Power=1), renaming it to "The Cartographor" with
> the text:
>
>       The Cartographor is an office; its holder is recordkeepor for the
>       Land of Arcadia.
>
>       The Cartographor's Weekly Report shall include:
>
>       1. the ownership and land type of all existing land;
>       2. all changes in the ownership and land type of existing land
>          since the most recent report;
>       3. the location for the previous week and the current week of each
>          entity with a defined location;
>       4. the next alternating land type;
>       5. all facilities and their parent land units; and
>       6. a list of all preserved land units.
>
> Re-enact rule 1998/2 (Power=1) "Land Topology" with the text:
>
>       Two Units of Land are Adjacent if they have the same Latitude, and
>       their Longitudes differ by exactly one; or they have the same
>       Longitude, and their Latitudes differ by exactly one.
>
>       Land Unit A is said to be connected to Land Unit B if it is
>       possible to reach B by moving only to adjacent Land Units of the
>       same color, starting from A.
>
> Re-enact rule 1999/0 (Power=1) "Entity Location" with the text:
>
>       Location is a player switch, tracked by the Cartographer, whose
>       values are ordered pairs of integers where the first value is a
>       valid Latitude, and the second is a valid Longitude. The default
>       Location is (0, 0).
>
>       To "move" a player is to flip that player’s Location switch to the
>       Latitude and Longitude of the destination.
>
>       No other Entity can have a location unless it is defined in a rule
>       other than this one. Changes to the Location of an Entity are
>       secured. If an Entity is specified by this Rule as having a
>       defined Location, but its Location has not been explicitly set or
>       changed, its Location is set to (0, 0).
>
> Re-enact rule 2003/11 (Power=1) "Actions in Arcadia" with the text:
>
>       Players CAN destroy:
>
>       1. 1 apple to move from one Land Unit to an adjacent Unit if their
>          Land Types are the same and the destination is not Aether;
>
>       2. 2 apples to move from one Land Unit to an adjacent Unit if
>          their Land Types differ and the destination is not Aether;
>
>       3. 2 apples to set Land Type of a Land Unit which e owns to any
>          Land Type other than Aether, whether or not e is located at
>          that Land Unit.
>
>       4. 3 apples 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.
>
>       5. 4 apples 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 a Land Type of eir choice.
>
>       6. 6 apples to set the Land Type of a Land Unit that is of type
>          Aether, and is owned by Agora, to an alternating Land Type.
>
>       Players CAN, while performing the above actions, substitute 3
>       apples for 1 corn.
>
> Re-enact rule 2004/3 (Power=1) "Land Auctions" with the text:
>
>       Every Agoran Week, if the number of units of Private Land is less
>       than one half the total number of units of Land, an auction SHALL
>       be initiated. For this auction, the announcer is the Cartographor,
>       the auctioneer is the Cartographor, the lots are chosen as such:
>
>       1. if there exist at least 5 Units of non-Aether Land in the
>          possession of Agora with the preservation switch set to False:
>          any 5 such Units of Land, to be chosen by the Cartographor,
>          each Land Unit in a separate lot;
>
>       2. if there exist fewer than 5 Units of non-Aether Land in the
>          possession of Agora: all such Units, each land unit in a
>          separate lot;
>
>       and the minimum bid is 1 coin.
>
> Re-enact rule 2022/5 (Power=1), renaming it "Land Transfiguration" with
> the text:
>
>       During the second Eastman week of each Agoran Month, the
>       Cartographor SHALL perform the following actions in sequence, and
>       report these changes:
>
>       1. Every Land Unit, with a preservation switch of False
>          that is not directly connected to a unit of Aether, or is not
>          connected by its own type to a unit of Aether, shall be
>          transformed to Aether.
>
>       2. Any entities whose locations are on land units so transformed
>          shall have their locations set to (0, 0).
>
>       3. If any land unit so transformed is not property of Agora, it
>          becomes property of Agora.
>
> [PART III: Creating Facilities]
>
> Create a new rule (Power=2) "Facilities" with the text:
>
>       Facilities are liquid assets tracked by the Cartographor. In order
>       for a facility to exist, it MUST be built on a Land Unit. Only one
>       facility is allowed per Land Unit. The Land Unit on which a
>       Facility is built is considered its Parent Land Unit.
>
>       A player CAN create a facility by announcement on the land unit e
>       is on by specifying which type of facility e intends to build and
>       destroying the build cost.
>
>       If a player owns any facilities with upkeep costs, e must pay them
>       before the first day of the next Agoran month. Failing to do this
>       destroys the facility. In the second to last Eastman week of the
>       Agoran Month, the Cartographor SHOULD issue a humiliating public
>       reminder to all those who have not paid upkeep fees on any of eir
>       facilities.
>
>       If the ownership of the Parent Land Unit of a Facilty is changed,
>       that facility is transferred along with it.
>
> Create a new rule (Power=2) "Asset Generation with Facilities" with the
> text:
>
>       When facilities create assets, the assets are added to the
>       facility's possession. The rule that creates a facility CAN
>       specify a carrying capacity for assets. If, at any time, the
>       amount of an asset in the possession of a facility exceeds that
>       asset's carrying capacity, an amount of that asset is destroyed
>       until the amount of that asset in the possession of the facility
>       is equal to its carrying capacity.
>
>       Each facility is either a production facility or processing
>       facility, to be specified in the rule that creates them. At the
>       end of every Agoran Week, Agora creates a number of assets in a
>       production facility specified by the rule which creates the
>       facility.
>
>       At the end of every Agoran Week, Agora destroys any refinable
>       assets in the possession of each processing facility that that
>       facility can change into refinable assets and replaces them with a
>       corresponding number of refined assets to be specified by the rule
>       that creates the facility.
>
>       A player can take a number of assets from a facility's inventory
>       by announcement if eir location is the same as the facility's and
>       the following criteria are met:
>
>       1. if the facility is built on Public Land, none.
>
>       2. if the facility is built on Communal Land, e must be a party to
>          that contract and the text of the contract must permit em to do
>          so.
>
>       3. if the facility is built on Private Land, e must own the
>          facility, or the owner must have consented.
>
> Create a new rule (Power=2) "Facility Ranks" with the text:
>
>       Rank is a facility switch tracked by the Cartographor defaulting
>       to 1. Its possible values include all integers between 1 and 5,
>       inclusive.
>
>       A player CAN increase the rank of a facility e owns that is at eir
>       location by exactly 1 by announcement by paying any upgrade costs
>       of the facility for that specific rank.
>
> Create a new rule (Power=2) "Production Facilities" with the text:
>
>       For the purposes of this rule, the variable n is equivalent to the
>       rank of the facility.
>
>       The following facilities are defined as production facilities:
>
>       1. Mines
>          -  Build Cost: 5 lumber
>          -  Upkeep Cost: 2n-2 lumber
>          -  Production Details: 3n stones and 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
>          -  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: 3 lumber and 4 stones
>          -  Upkeep Cost: n-1 lumber and n-1 stones
>          -  Production Details: 3n corn and 3n cotton
>          -  Upgrade Costs:
>             -  Rank 2: 3 coins, 1 lumber, 1 stones
>             -  Rank 3: 4 coins, 2 lumber, 2 stones
>             -  Rank 4: 5 coins, 4 lumber, 4 stones, 1 fabric
>             -  Rank 5: 6 coins, 6 lumber, 6 stones, 3 fabric
>
> Create a new rule (Power=2) "Processing Facilities" with the text:
>
>       For the purposes of this rule, the variable n is equivalent to the
>       rank of the facility.
>
>       The following facilities are defined as processing facilities:
>
>       1. Refineries
>          -  Build Cost: 4 lumber and 8 stones
>          -  Upkeep Cost: n^2+2 coins
>          -  Processing Details: 1 ore to 2n+3 coins
>          -  Upgrade Costs:
>             -  Rank 2: 5 coins, 2 lumber, 3 stones
>             -  Rank 3: 6 coins, 4 lumber, 4 stones
>             -  Rank 4: 7 coins, 4 lumber, 3 stones, 3 fabric
>             -  Rank 5: 8 coins, 6 lumber, 6 stones, 4 fabric
>
>       2. Mills
>          -  Build Cost: 6 lumber and 6 stones
>          -  Upkeep Cost: n^2+2 coins
>          -  Processing Details: 1 lumber to 2n+3 paper
>          -  Upgrade Costs:
>             -  Rank 2: 6 coins, 3 lumber, 3 stones
>             -  Rank 3: 7 coins, 4 lumber, 5 stones
>             -  Rank 4: 8 coins, 5 lumber, 5 stones, 3 fabric
>             -  Rank 5: 9 coins, 6 lumber, 7 stones, 5 fabric
>
>       3. Looms
>          - Build Cost: 8 lumber and 4 stones
>          - Upkeep Cost: n^2+2 coins
>          - Processing Details: 1 cotton to 2n+3 fabric
>          -  Upgrade Costs:
>             -  Rank 2: 6 coins, 3 lumber, 2 stones
>             -  Rank 3: 7 coins, 4 lumber, 3 stones, 3 fabric
>             -  Rank 4: 8 coins, 5 lumber, 4 stones, 5 fabric
>             -  Rank 5: 9 coins, 6 lumber, 5 stones, 7 fabric
>
> Amend rule 2483 "Economics" by replacing it, in its entirety with the
> following text:
>
>       The following currencies are defined, and are tracked by the
>       Treasuror. They can be owned by Agora, players, contracts, and
>       facilities.
>
>       1. ore
>       2. stones
>       3. lumber
>       4. apples
>       5. cotton
>       6. corn
>       7. coins
>       8. papers
>       9. fabric
>
>       Stones, apples, and corn are considered unrefinable currencies;
>       ore, lumber, and cotton are considered refinable currencies; and
>       coins, papers, and fabric are considered refined currencies.
>
>       Coins are the official currency of Agora.
>
> Create a new rule (Power=2.6) "Preserved Land" with the text:
>
>       Preservation is a boolean land switch, defaulting to False. The
>       preservation switch CAN be set in a regulation promulgated by the
>       Cartographor without 2 objections. A Land Unit with its
>       preservation switch set to True is considered a preserved Land
>       Unit. A Land Unit with its preservation switch set to False is
>       considered an unconserved Land Unit.
>
>       Changes to the Land Type or ownership of a preserved land unit
>       are secured at a power threshold of 2.5.
>
>       Any Facilities built on a preserved land unit CANNOT have their
>       rank changed or be destroyed, rules to the contrary
>       notwithstanding.
>
>       Whenever a land unit becomes preserved, it is transferred to
>       Agora. Rules to the contrary notwithstanding, entities that are
>       not Agora CANNOT own preserved land.
>
> [ PART IV: Starting off the Map]
>
> Set the land type of all the following land units to White:
>
> (-1, -2), (-1, -1), (-1, 0), (0, -2), (0, -1), (+1, -2), and (+1, -1).
>
> Set the land type of all the following land units to Black:
>
> (-1, +2), (-1, +1), (0, +2), (0, +1), (0, 0), (+1, +2), (+1, +1), and
> (+1, 0).
>
> Set the preservation switch of the following land units to True:
> (-1, -1), (-1, 0), (-1, +1), (0, -1), (0, 0), (0, +1), (+1, -1),
> (+1, 0), and (+1, +1)
>
> Create the following facilities:
>
> - Two mines at (-1, -1) and (+1, +1).
> - An orchard at (-1, +1).
> - A farm at (+1, -1).
>
> [ This would make the landscape look something like this:
>
>   land type    facils.      pres.
>    -21012+     -21012+     -21012+
>   -       -   -       -   -       -
>   1 wwwbb 1   1 .M.O. 1   1 FTTTF 1
>   0 wwwbb 0   0 ..... 0   0 FTTTF 0
>   1 wwbbb 1   1 .F.M. 1   1 FTTTF 1
>   +       +   +       +   +       +
>    -21012+     -21012+     -21012+ ]
>
> Set the locations of all players to (0, 0).
>
> Make Trigon the Cartographor.
>
> [ PART V: Replace shinies. ]
>
> Replace all occurances of "shiny" and "shinies" in the ruleset with
> "coin" and "coins" respectively in ascending numerical order.
>
> --
> Trigon
>

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