Re: DIS: Re: BUS: Voting Simplified

2013-06-25 Thread Kerim Aydin


On Mon, 24 Jun 2013, Charles Walker wrote:
 On 24 Jun 2013, at 18:37, Kerim Aydin ke...@u.washington.edu wrote:
  This sort of three-fold action/house concept (Proposals, Voting, and
  Justice) with separate currencies was carried over into Cards, but
  I think over time, the paid systems have become more about buying
  general specific actions without organizing them into categories.
 
 Wow! More complicated than I imagined. Thanks for writing that all out.
 
 There's a nice symmetry between the three things players want to spend money 
 on (proposal submission, expunging blots/rests, voting) and the three things 
 we want to reward them for (proposal adoption, judging, recordkeeping). I 
 dunno if there's something in that.
 
 If I may ask another question, what facilitated all the trading? Contracts, 
 or an auction/ trade offer system?

Had to go back and refresh my memory again!

There was no official thing as concurrent, automatic trades.  I'd 
say 99% was done on a handshake deal. I personally don't have any 
memory of anyone breaking a handshake deal on purpose, and if done 
on accident then the breaker almost always tried to make it right.

For more complex things, we had a basic equity system that a judge
could enforce (Rule 1742, quoted below).  So someone could say (even 
in private) I agree, with the intention it be binding, that if you 
do X I'll do Y. with the other party just saying I agree and do X
and if the first party didn't do Y, a judge could enforce it.  This 
probably helped a few folks with paranoia, but I don't 
remember many court cases and it certainly wasn't like the big era
of contracts!

Finally, Lindrum set up a wholly independent trading company.  In fact, 
e stated outright that eir intent was to see if e could set up a system 
to trade currencies that would be wholly independent of Agoran Law.  E 
had a website listing trading prices, and had eir own currency as an 
exchange medium.  The Agoran currencies came from investors.  But by 
Agoran law, e held the currencies personally and the only thing e was 
trading on was eir good name (and e was transparent and honest, and it 
worked).  Of course, that meant eir company's assets were subject to
being taxes as if held personally by Lindrum - e became quite an active
anti-tax lobbyist!

Interestingly, Lindrum had to leave fairly abruptly for RL reasons, and
left a few outstanding trades.  Despite all Lindrum's claims that the
trading company wasn't subject to Agoran Law, CFJ 1325 found that it
was clearly by common definition an Agreement, so that R1742 could be
used for a judge to satisfy Lindrum's remaining debts.

-G.

Rule 1742/2 (Power=1)
Agreements between Players

   Players may make agreements among themselves with the intention
   that such agreements will be binding under the Rules. If such
   an agreement is subsequently broken, any Player party to that
   agreement may then call a CFJ alleging that the agreement has
   been broken. If the Judge of such a CFJ finds that the
   agreement was entered into with the intention that the
   agreement be binding under the Rules and that the agreement has
   in fact been broken, e may Order the breaching party to:
   (1) transfer Property to the other party or parties to remedy
   the damages from the breach,
   (2) perform according to the agreement, or
   (3) perform such other substitute acts as would fairly serve
   the interests of the agreement.
   E may further Order the other parties of the agreement to
   perform such acts as may be necessary to preserve fairness and
   justice.

   Nothing in this Rule shall be construed so as to impair the
   enforcement of an agreement which requires a Player to violate
   another agreement.

   A CFJ alleging that an agreement has been broken called by
   anyone who is not party to that agreement lacks standing and
   shall be dismissed.
















Re: DIS: Re: BUS: Voting Simplified

2013-06-25 Thread Kerim Aydin



On Tue, 25 Jun 2013, Kerim Aydin wrote:
 On Mon, 24 Jun 2013, Charles Walker wrote:
  On 24 Jun 2013, at 18:37, Kerim Aydin ke...@u.washington.edu wrote:
   This sort of three-fold action/house concept (Proposals, Voting, and
   Justice) with separate currencies was carried over into Cards, but
   I think over time, the paid systems have become more about buying
   general specific actions without organizing them into categories.
  
  Wow! More complicated than I imagined. Thanks for writing that all out.
  
  There's a nice symmetry between the three things players want to spend 
  money on (proposal submission, expunging blots/rests, voting) and the three 
  things we want to reward them for (proposal adoption, judging, 
  recordkeeping). I dunno if there's something in that.
  
  If I may ask another question, what facilitated all the trading? Contracts, 
  or an auction/ trade offer system?
 
 Had to go back and refresh my memory again!
 
 There was no official thing as concurrent, automatic trades.

While I'm on it (blah blah blah), I'll add that the currencies at the 
time were ruthlessly pragmatic, on purpose.  Currency was never created 
nor transferred automatically or triggered by event.  Automatic events 
could create *debts*, but some person would always have to explicitly
transfer currency to cover those debts.

Also, pay a fee (transfer currency to the bank) to perform an action, but 
the action doesn't work?  Too bad, you still transferred the currency 
(though you could re-claim the currency and the bank officer would have 
to give it back).  Conditional transfers?  Nope, didn't work - not 
sufficiently and clearly specified.  I transfer all my currency to X 
didn't work, either, because all wasn't sufficiently specific as to an 
amount.

tl;dr we've gotten slack.





Re: DIS: Re: BUS: Voting Simplified

2013-06-25 Thread Alex Smith
On Tue, 2013-06-25 at 11:02 -0700, Kerim Aydin wrote:
 Had to go back and refresh my memory again!
 
 There was no official thing as concurrent, automatic trades.  I'd 
 say 99% was done on a handshake deal. I personally don't have any 
 memory of anyone breaking a handshake deal on purpose, and if done 
 on accident then the breaker almost always tried to make it right.

It's interesting to compare that with my observations of behaviour more
recently. I've never seen anyone break a handshake deal at any period
where I've been playing personally. On the other hand, there were
several instances where people voluntarily made rules-enforced deals,
then reneged on them.

(Of course, part of the reason for this pattern may be that people would
be more likely to try to rules-enforce a deal if they felt that the
other party was untrustworthy.)

-- 
ais523



Re: DIS: Re: BUS: Voting Simplified

2013-06-24 Thread Charles Walker
On 19 June 2013 22:05, Kerim Aydin ke...@u.washington.edu wrote:
 3.  Massive Economic System (1999-2002);

What was this like? In particular, what made it so massive compared to
more recent economies that I've seen?

-- Walker


Re: DIS: Re: BUS: Voting Simplified

2013-06-24 Thread Kerim Aydin


On Mon, 24 Jun 2013, Charles Walker wrote:
 On 19 June 2013 22:05, Kerim Aydin ke...@u.washington.edu wrote:
  3.  Massive Economic System (1999-2002);
 
 What was this like? In particular, what made it so massive compared to
 more recent economies that I've seen?

Heh, I think I'll defer this one to Steve...



Okay, enough deference.  Short answer: stable unified system for 3+ 
years with multiyear investments on 4 interlinked currencies (with much
active speculation), money supply and tax issues permeated elections 
(prices depended on balance of 4 officers' decisions), pretty much 
everyone played (couldn't be involved without it), spawned some very large 
scale deals (at least one where everyone was involved in a massive trade/
bidding coalition battle to corner a currency), spawned both secondary 
trading markets and tertiary investments (bonds on debts) and even 
(arguably) quartenary ones (obligations to create bonds or debts).

Key to the last points were that they evolved more or less naturally 
(i.e. different people over time because it was sensible) not just for
the sake of it (hey, I'm going to make a debt for a debt for a debt just 
because I can).

Of course, I could probably summarize any 3 years of Agora like this
and it would sound exciting in a compressed form... I dunno.  Michael,
Chuck, Steve am I just wearing rose-colored glasses here...

-Goethe







Re: DIS: Re: BUS: Voting Simplified

2013-06-24 Thread Charles Walker
On 24 Jun 2013, at 16:24, Kerim Aydin ke...@u.washington.edu wrote:
 On Mon, 24 Jun 2013, Charles Walker wrote:
 On 19 June 2013 22:05, Kerim Aydin ke...@u.washington.edu wrote:
 3.  Massive Economic System (1999-2002);
 
 What was this like? In particular, what made it so massive compared to
 more recent economies that I've seen?
 
 Heh, I think I'll defer this one to Steve...
 
 
 
 Okay, enough deference.  Short answer: stable unified system for 3+ 
 years with multiyear investments on 4 interlinked currencies (with much
 active speculation), money supply and tax issues permeated elections 
 (prices depended on balance of 4 officers' decisions), pretty much 
 everyone played (couldn't be involved without it), spawned some very large 
 scale deals (at least one where everyone was involved in a massive trade/
 bidding coalition battle to corner a currency), spawned both secondary 
 trading markets and tertiary investments (bonds on debts) and even 
 (arguably) quartenary ones (obligations to create bonds or debts).
 
 Key to the last points were that they evolved more or less naturally 
 (i.e. different people over time because it was sensible) not just for
 the sake of it (hey, I'm going to make a debt for a debt for a debt just 
 because I can).
 
 Of course, I could probably summarize any 3 years of Agora like this
 and it would sound exciting in a compressed form... I dunno.  Michael,
 Chuck, Steve am I just wearing rose-colored glasses here...
 
 -Goethe

It does sound exciting, but I guess we'll see what the other ancients think.

I'm amazed the game could support many different currencies and the secondary 
(never mind tertiary and quartenary) markets. I think that modern day Agora 
isn't active enough for that, but maybe if you build it, they will come.

What were the currencies based on? Was it something like you can spend X to 
submit a proposal, Y to increase your votes, or you get X for being an 
officer and Y for being a judge? Or something else?

Money supply and tax issues in elections are a good idea; we have the kernel of 
that with Budgets. It seems like making it impossible not to join in is the 
most important thing, not just because it 'forces' players to, but because it 
makes the economy interesting and worth playing if it permeates all aspects of 
the game.

-- Walker



Re: DIS: Re: BUS: Voting Simplified

2013-06-24 Thread Kerim Aydin


On Mon, 24 Jun 2013, Charles Walker wrote:
 I'm amazed the game could support many different currencies and the 
 secondary (never mind tertiary and quartenary) markets. I think that 
 modern day Agora isn't active enough for that, but maybe if you build it, 
 they will come.

In Feb 2001 Agora was Slashdotted (just via high-placed comment).  I think
it doubled in two weeks, and peaked a little while later in the 30+ players 
(IIRC, maybe I'm exaggerating).  The new players (like me) as a cohort 
basically jumped into the economy rather than going straight for ruleset 
changes.

 What were the currencies based on? Was it something like you can spend X 
 to submit a proposal, Y to increase your votes, or you get X for being an 
 officer and Y for being a judge? Or something else?

Ok, you asked for the long dissertation (maybe this should make a thesis).

- Stems were a fixed currency for basic awards, similar scale to Yaks for 
all salaries but fixed and untradeable.  Regular taxes.

- Three different non-fixed currencies, Papyrus, VEs, and Indulgences.
The only way to get these currencies into supply was (about monthly)
the recordkeepor for the currency would decide to auction some off, the
auctions were the only way to spend Stems.  So three recordkeepors, 3
types of auctions.  Each recordkeepor could decide within a range how
many to auction and thus regulate the supply.

- Papyrus were used to make proposals Distributable.  Only way.  This
was sort of the bread-and-butter trading currency (high turnover, constant
basic value).

- Indulgences were used to expunge blots (blots were the measure of rules-
breaking; having blots was a losing conditions, and too many blots lowered
your Voting Power).  These turned out to be highly speculative, and
fluctuated a lot in value (especially as blots could happen in patches,
like if a bunch of players try a scam).

- VEs were basically permanent +1 to your VVLDP per VE (up to max VVLDP
of 5).  Control strictly limited to 1 per player; when a new player
joined, e was given 0.5 of the resulting VE, and the remaining 0.5
was auctioned off.  Rare, valuable auctions!  Took people 2+ years
to slowly build up to the max 5.

- Each currency could be taxed by its recordkeepor every so often, but
   rates within a range at recordkeepor's discretion.  Tax rates were
   major campaign issue a couple times.

So, these three tradeable currencies with supply governed in part by
discretion of multiple officers conducting active auctions and in part
by players' activities (are there a flurry of competing proposals
coming?  sell your papyri high!).  Not bad.

Later built-up included formal Debt handling, Bonds, a private trading
company with investors.

The main reason it fell apart, though, was exactly what you'd expect.
Typical attrition with no new slashdotting brought us down to a more
typical player participation-and-interest level, and the weight of this 
machinery with far lower use kinda crashed inward/decayed until it was 
removed.

This sort of three-fold action/house concept (Proposals, Voting, and
Justice) with separate currencies was carried over into Cards, but
I think over time, the paid systems have become more about buying
general specific actions without organizing them into categories.

-G.






Re: DIS: Re: BUS: Voting Simplified

2013-06-24 Thread Charles Walker
On 24 Jun 2013, at 18:37, Kerim Aydin ke...@u.washington.edu wrote:
 This sort of three-fold action/house concept (Proposals, Voting, and
 Justice) with separate currencies was carried over into Cards, but
 I think over time, the paid systems have become more about buying
 general specific actions without organizing them into categories.

Wow! More complicated than I imagined. Thanks for writing that all out.

There's a nice symmetry between the three things players want to spend money on 
(proposal submission, expunging blots/rests, voting) and the three things we 
want to reward them for (proposal adoption, judging, recordkeeping). I dunno if 
there's something in that.

If I may ask another question, what facilitated all the trading? Contracts, or 
an auction/ trade offer system?

-- Walker

Re: DIS: Re: BUS: Voting Simplified

2013-06-24 Thread Charles Walker
On 24 Jun 2013, at 18:37, Kerim Aydin ke...@u.washington.edu wrote:
 In Feb 2001 Agora was Slashdotted (just via high-placed comment).  I think
 it doubled in two weeks, and peaked a little while later in the 30+ players 
 (IIRC, maybe I'm exaggerating).  The new players (like me) as a cohort 
 basically jumped into the economy rather than going straight for ruleset 
 changes.

Agora needs better advertising.

-- Walker

Re: DIS: Re: BUS: Voting Simplified

2013-06-21 Thread Ed Murphy

ehird wrote:


On 19 June 2013 20:12, Kerim Aydin ke...@u.washington.edu wrote:

Anyone joining before #6 is an old hand I think, I mean, if you
suffered through the contract wars you are my brother... well, except
ehird...


Hah! My plan all along was to destroy the UNDEAD! And it worked!


That's what you fnord think.



DIS: Re: BUS: Voting Simplified

2013-06-19 Thread Charles Walker
On 19 Jun 2013 06:30, Aaron Goldfein aarongoldf...@gmail.com wrote:
 As an aside, I find it funny that I still think of Roujo as a new
player, despite the fact that e has been playing for two and a half years
now and that only two players have last registered longer ago.

I still think of myself as a newbie.

Agora is old and slow.

-- Walker


Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread omd
On Wed, Jun 19, 2013 at 12:13 AM, Charles Walker
charles.w.wal...@gmail.com wrote:
 On 19 Jun 2013 06:30, Aaron Goldfein aarongoldf...@gmail.com wrote:
 As an aside, I find it funny that I still think of Roujo as a new
 player, despite the fact that e has been playing for two and a half years
 now and that only two players have last registered longer ago.

 I still think of myself as a newbie.

 Agora is old and slow.

I sometimes think of everyone who registered after me (6 years ago) as
a newbie.  Of course we have at least one player who played Agora's
spiritual predecessor and made vaguely precedential posts 15 years
before that, so...


Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread Kerim Aydin


On Wed, 19 Jun 2013, omd wrote:
 On Wed, Jun 19, 2013 at 12:13 AM, Charles Walker
 charles.w.wal...@gmail.com wrote:
  On 19 Jun 2013 06:30, Aaron Goldfein aarongoldf...@gmail.com wrote:
  As an aside, I find it funny that I still think of Roujo as a new
  player, despite the fact that e has been playing for two and a half years
  now and that only two players have last registered longer ago.
 
  I still think of myself as a newbie.
 
  Agora is old and slow.
 
 I sometimes think of everyone who registered after me (6 years ago) as
 a newbie.  Of course we have at least one player who played Agora's
 spiritual predecessor and made vaguely precedential posts 15 years
 before that, so...

15 years before nomic world?  I was 6.





Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread omd
On Wed, Jun 19, 2013 at 8:30 AM, Kerim Aydin ke...@u.washington.edu wrote:
 I sometimes think of everyone who registered after me (6 years ago) as
 a newbie.  Of course we have at least one player who played Agora's
 spiritual predecessor and made vaguely precedential posts 15 years
 before that, so...

 15 years before nomic world?  I was 6.

Grammar oops - by 'that' I intended to refer to my own registration.


Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread Charles Walker
On 19 Jun 2013, at 20:12, Kerim Aydin ke...@u.washington.edu wrote:
 On Wed, 19 Jun 2013, omd wrote:
 On Wed, Jun 19, 2013 at 8:30 AM, Kerim Aydin ke...@u.washington.edu wrote:
 I sometimes think of everyone who registered after me (6 years ago) as
 a newbie.  Of course we have at least one player who played Agora's
 spiritual predecessor and made vaguely precedential posts 15 years
 before that, so...
 
 15 years before nomic world?  I was 6.
 
 Grammar oops - by 'that' I intended to refer to my own registration.
 
 Heh.  Was thinking about it just now, I personally classify players by
 era:
 
 1.  Nomic World (to 1993);
 2.  Agora but departed pre-2001 (when I joined, maybe Murphy has more
 eras here);

Is this era based on your perspective, or did a large number of players leave 
before 2001?

 3.  Massive Economic System (1999-2002);
 4.  Interregnum (2003-2006);
 5.  Massive Contract System (2007-2010);
 6.  Second Interregnum (2011-present).
 
 Anyone joining before #6 is an old hand I think, I mean, if you 
 suffered through the contract wars you are my brother... well, except
 ehird...

Do you think of an interregnum as characterised by a lack of activity, or just 
a lack of stability? Or is it just the lack of a 'massive system'?

For me, this kind of long term perspective is really interesting to read (even 
a short list of eras). In fact, this sort of thing has always been my favourite 
type of post to read on the discussion forum. Despite having first registered 
in April 2009, it seems that I don't have that long term perspective at all 
yet. The idea of a contract system seems more 'obvious' to me, for example. One 
might think that it is the kind of thing that arises fairly naturally out of 
any long running nomic. I'm inclined to think that a contract system is the 
sort of thing we ought to always have around, but older players might feel like 
it's all been done before.

I'd love to hear players' views on what causes these eras (if you don't think 
they are just arbitrary labels), or rather what makes a particular system 
stable enough to make it last that long. Does Agora simply create new things 
that interest it and repeal things that bore it, or is there something deeper 
there?

I look forward to the game becoming interesting again in 2015. Any ideas, 
anyone?

-- Walker




Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread omd
On Wed, Jun 19, 2013 at 1:05 PM, Charles Walker
charles.w.wal...@gmail.com wrote:
 I'd love to hear players' views on what causes these eras (if you don't think 
 they are just arbitrary labels), or rather what makes a particular system 
 stable enough to make it last that long. Does Agora simply create new things 
 that interest it and repeal things that bore it, or is there something deeper 
 there?

There is more variation than those eras suggest.

Two suberas of the massive contract system era were sustained, as I
remember it, almost singlehandedly by BobTHJ and his steam-powered
gamestate tracking machine - not that we wouldn't have done some of
the same things without em, but the massive spurt of activity at the
time was promoted by eir willingness to track many fast-moving
quantities.  Both times, I think things subsided around the same time
as his deregistration, although correlation is not causation...

Right now, I think we have a lot of activity compared to several
months ago and some new rules despite not having many fundamental
changes since then.  Why?  Maybe just natural cyclic patterns of
interest: after a break, people are ready for more, and there is a
positive feedback loop.

But enough speculation, here's a pretty graph of proposal count per
month (don't want to use the domain for these incidental purposes, but
qoid.us is temporarily down):

http://agoranomic.org/propgraph/pg.html


Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread Kerim Aydin


On Wed, 19 Jun 2013, Charles Walker wrote:
 On 19 Jun 2013, at 20:12, Kerim Aydin ke...@u.washington.edu wrote:
  Heh.  Was thinking about it just now, I personally classify players by
  era:
  
  1.  Nomic World (to 1993);
  2.  Agora but departed pre-2001 (when I joined, maybe Murphy has more
  eras here);
 
 Is this era based on your perspective, or did a large number of players leave 
 before 2001?

My perspective entirely.  By the registrar's report, there were many players 
between 1993-2001 that I never knew except by name/rumor, and I can't say if 
there are eras in that time period.

  3.  Massive Economic System (1999-2002);
  4.  Interregnum (2003-2006);
  5.  Massive Contract System (2007-2010);
  6.  Second Interregnum (2011-present).
 
 Do you think of an interregnum as characterised by a lack of activity, or 
 just a lack of stability? Or is it just the lack of a 'massive system'?

Mainly lack of a single coherent system that was central to all play for
a long time.  Which also might translate as 'stability', too: there were 
systems during the first interregnum (cards comes to mind) but none lasted 
more than a year or so.  

Some of these started or ended abruptly (e.g. Zephram's CFJs on playerhood
starting the contract era) and some petered out (the 'massive economic
system' just sort of petered out before it was repealed).

 I'd love to hear players' views on what causes these eras (if you don't 
 think they are just arbitrary labels), 

Style of play is one thing.  Check out the transition around Jan 2007 here:
http://zenith.homelinux.net/cotc/case_count.php
It would be cool to plot enactments/repeals like this... omd have you made
plots like this from your database?

 rather what makes a particular 
 system stable enough to make it last that long. Does Agora simply create new 
 things that interest it and repeal things that bore it, or is there something 
 deeper there?

It's a mystery for me.  I don't know what made the first Cards successful
and the second one die.  Dunno why some economic system worked and some
didn't.  Proposal manipulation to more chambers than 1 or 2 seems to always
flounder.  Dunno why!

 Any ideas, anyone?

High hopes for Yaks!  I'd let it stabilize a bit before adding massively
to it (i.e. maybe add more good things to buy/sell, but not tacking major
major additional systems on yet).

-G.







Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread Kerim Aydin



On Wed, 19 Jun 2013, omd wrote:
 http://agoranomic.org/propgraph/pg.html

Well, yes.  Yes you have.





Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread omd
On Wed, Jun 19, 2013 at 2:09 PM, Kerim Aydin ke...@u.washington.edu wrote:
 On Wed, 19 Jun 2013, omd wrote:
 http://agoranomic.org/propgraph/pg.html

 Well, yes.  Yes you have.

Incidentally, just fixed that graph to deal with H. Former Promotor
Machiavelli's crazy Unicode subject lines.


Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread Kerim Aydin


On Wed, 19 Jun 2013, Kerim Aydin wrote:
 It's a mystery for me.  I don't know what made the first Cards successful
 and the second one die.

Reading omd's comments I'm going to throw out one answer to this one:

When you have a dedicated recordkeepor who keeps on top of (effectively
gamemasters) a new system, including reminding people of possible moves or 
making rewards on their behalf, that's a strong strong plus.





Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread omd
On Wed, Jun 19, 2013 at 2:34 PM, Alex Smith ais...@bham.ac.uk wrote:
 Meanwhile, VCs all reset whenever anyone's voting limit becomes high
 enough. It /is/ possible to get a win via VCs (although we should
 reintroduce a Clout rule so that it can be done via a method less
 disruptive than knocking everyone else's voting limit down to 0 then
 distributing a dictatorship/win proposal)

We do have a Clout rule:

Rule 2381/1 (Power=1.7)
Win by Clout

  If a single Player has a voting limit on an Agoran Decision that
  has a Chamber, and that voting limit, at the end of the
  Decision's voting period, is greater than the combined voting
  limits of all other entities on that decision, that player
  satisfies the Victory Condition of Clout.

in addition to the DVLOP thing.  However, I don't think it is possible
to increase one's voting limit to = 12, so it's almost impossible to
achieve.


Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread Elliott Hird
On 19 June 2013 20:12, Kerim Aydin ke...@u.washington.edu wrote:
 Anyone joining before #6 is an old hand I think, I mean, if you
 suffered through the contract wars you are my brother... well, except
 ehird...

Hah! My plan all along was to destroy the UNDEAD! And it worked!


Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread Kerim Aydin


On Wed, 19 Jun 2013, Alex Smith wrote:
 I'm not sure how typical or atypical I am of Agoran players, but it
 seems reasonable that there are other people with similar mindsets to
 me. I know that economies with no reset buttons and lifetime
 accumulation are often considered unfair, but if an economy isn't of
 that form, players like me are unlikely to participate.

I think you would have liked that old economic system very much - taxes
were there but low (and at the discretion of officers thus subject to
election pressure) and some currencies accumulated over 2+ years without
reset.

For myself (and I think you and I have talked about this before) winning
isn't much.  What I like is having periods of time where I have a greater
say in building the game rules - e.g. uneven voting structures, but
ones with enough stability for planning moves.  So I like it when winning
confers some advantage, for example Speakership with some real powers.
It's not exactly that I like power per se, I just like gameplay that
includes power dynamics as the main prize.

Though I'm not so fond of doing it by scam, prefer if the game setup and
the intent of the game is what gets you there.  Also of course, as a 
game, want to keep power turning over and temporary!

Personally, the AAA was one of the most boring periods of play for me;
just couldn't get into it and was basically out of it for the length
of time that went on.

-G.





Re: DIS: Re: BUS: Voting Simplified

2013-06-19 Thread Kerim Aydin


On Wed, 19 Jun 2013, omd wrote:
  Distribution fees suck.

I think distribution fees only work if they're high enough 
that people genuinely take time and proto everything, and maybe
reach out to opponents before finalizing, so their final proposal 
is just right.  Low fees are mostly a nuisance.  -G.