Re: DIS: Grey Land and the Fountain V2
This would undo EFDoA; you should to update the asset generation rule text in your proposal to reflect that it was amended by EFDoA: replace the first item on the list with the following two items, renumbering the other items appropriately: 1. if the facility is built on unconserved Public Land, none. 2. if the facility is built on preserved Public Land and less than four days have passed since assets were created in the facility most recently, e must not have taken any assets from the inventory of another facility located on a preserved Land Unit within this Agoran week. ~Corona On Wed, Apr 4, 2018 at 3:08 AM, Kenyon Praterwrote: > Title: Gray Land and the Fountain > Co-authors: Aris, Cuddle Beam, Gaelan, Trigon > AI: 2.0 > Contents: { > > Amend "Land Types" (Power=2.0): > Replace "whose values are "Black", "White", and "Aether"", with the > text "whose values are "Black", "White", "Gray", and "Aether"" > > Create a new rule "Facility Categories", (Power=2.0): > A facility's Category is a switch whose possible values are > “Production”, “Processing”, “Monument”, and “Miscellaneous”. An “x > facility”, where x is a Category, refers to a facility that has > Category switch set to x. > > Amend "Asset Generation with Facilities" (Power=2.0) to read the following: > When an Production or Processing facility creates assets, the assets > are added to the facility's possession. The rule that creates an > Production or Processing facility CAN specify a carrying capacity for > assets. If, at any time, the amount of an asset in the possession of an > Production or Processing 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. > > 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 refined 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 an Production or Processing > 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. > > Amend "Facility Ranks" (Power=2.0) to read the following: > Rank is a facility switch tracked by the Cartographor defaulting to 1. > Its possible values include all integers between 1 and 5, inclusive. > > If a facility specifies upgrade costs, 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. If no upgrade costs are specified for a facility, a > player CANNOT increase the rank of that facility unless specified in > other rules. > > Create a new rule "Facility Colors" (Power=2.0): > A facility's Allowed Land Types is a switch with allowed values of a > list of allowed values of the Land Type switch, with a default value of > {"Black", "White"}. A facility may not have a Parent Land Unit whose > Land Type is not an element of their 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 color that is not in that facility's Allowed > Land Types, that facility is destroyed. > > An “x facility”, where x is a Land Type or list of Land Types, refers > to a facility that has the Allowed Land Types switch set to x. > > Create a new rule "Gray Land" (Power=2.0): > Gray Land is preserved and owned by Agora. If Land becomes Gray Land, > it, along with any facilities with it as their Parent Land Unit, is > transferred to Agora. > > Amend “Actions in Arcadia” (Power=1.0) by replacing the first two element > in the list with: > 1. 1 apple to move from one Land Unit to an adjacent Unit if their Land > Types are the same or one of them is gray, and the destination is not > Aether; > > 2. 2 apples to move from one Land Unit to an adjacent Unit if their > Land Types differ, neither is gray, and the destination is not Aether; > > Create
DIS: Grey Land and the Fountain V2
Title: Gray Land and the Fountain Co-authors: Aris, Cuddle Beam, Gaelan, Trigon AI: 2.0 Contents: { Amend "Land Types" (Power=2.0): Replace "whose values are "Black", "White", and "Aether"", with the text "whose values are "Black", "White", "Gray", and "Aether"" Create a new rule "Facility Categories", (Power=2.0): A facility's Category is a switch whose possible values are “Production”, “Processing”, “Monument”, and “Miscellaneous”. An “x facility”, where x is a Category, refers to a facility that has Category switch set to x. Amend "Asset Generation with Facilities" (Power=2.0) to read the following: When an Production or Processing facility creates assets, the assets are added to the facility's possession. The rule that creates an Production or Processing facility CAN specify a carrying capacity for assets. If, at any time, the amount of an asset in the possession of an Production or Processing 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. 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 refined 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 an Production or Processing 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. Amend "Facility Ranks" (Power=2.0) to read the following: Rank is a facility switch tracked by the Cartographor defaulting to 1. Its possible values include all integers between 1 and 5, inclusive. If a facility specifies upgrade costs, 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. If no upgrade costs are specified for a facility, a player CANNOT increase the rank of that facility unless specified in other rules. Create a new rule "Facility Colors" (Power=2.0): A facility's Allowed Land Types is a switch with allowed values of a list of allowed values of the Land Type switch, with a default value of {"Black", "White"}. A facility may not have a Parent Land Unit whose Land Type is not an element of their 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 color that is not in that facility's Allowed Land Types, that facility is destroyed. An “x facility”, where x is a Land Type or list of Land Types, refers to a facility that has the Allowed Land Types switch set to x. Create a new rule "Gray Land" (Power=2.0): Gray Land is preserved and owned by Agora. If Land becomes Gray Land, it, along with any facilities with it as their Parent Land Unit, is transferred to Agora. Amend “Actions in Arcadia” (Power=1.0) by replacing the first two element in the list with: 1. 1 apple to move from one Land Unit to an adjacent Unit if their Land Types are the same or one of them is gray, and the destination is not Aether; 2. 2 apples to move from one Land Unit to an adjacent Unit if their Land Types differ, neither is gray, and the destination is not Aether; Create a new rule "Monument Facilities" (Power=1.0): For each type of Monument facility, there may only be one instance of that facility in existence at any one time. An action CANNOT cause an Monument facility to exist while another Monument facility of the same type is already in existence. Create a new rule "The Fountain" (Power=1.0): A fountain is a Gray Monument facility. A fountain has no upkeep cost. Create a new rule "Wishing Fountain", (Power=1.0): If a player's location is the same as a fountain, e CAN destroy a coin 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. Set (0, 0)'s Land Type to "Gray". Create a fountain at (0, 0) belonging to Agora. } Major changes from last time:
Re: DIS: Grey Land and the Fountain
I derped lol. But yeah, I agree with an "other" category. On Sat, Mar 3, 2018 at 7:05 PM, Kenyon Praterwrote: > Agreed with Gaelan re teleporters and ornaments, unless I'm misreading what > you're saying, Cuddle Beam. > > An example of two categories would be a unique (Agoran Monument) production > facility like a wonder in Civ. You can imagine a race to build it/steal it > from other players, with whoever has it having an advantage but having to > work to defend their claim. > > Or, imagine you had facilities that could pollute the environment, defining > a Polluter category and then simply adding all the facilities that caused > pollution to that category, without having to copy the same rule across > many locations. > > I do think that this is maybe a case of premature optimization and that one > category would work just as well. I'd be happy to change it if people are > unconvinced and want the simple version. > > Kenyon > > On Mar 3, 2018 8:36 AM, "Gaelan Steele" wrote: > > Ornaments and teleporters would both fit in an "other" category—they > wouldn't need to be both production and processing. > > Gaelan > > > On Mar 3, 2018, at 3:37 AM, Cuddle Beam wrote: > > > > I suggest adding an example along that extensibility to market the idea > of > > it better. Swag purely aesthetics ornaments, walls and teleporters, > > perhaps? (Not entirely necessary though, it just makes it look better > > because it has a purpose instead of being blank) > > > > On Sat, Mar 3, 2018 at 8:44 AM, Aris Merchant < > > thoughtsoflifeandligh...@gmail.com> wrote: > > > >> I'm happy to admit that I may have been wrong on this one. However, > >> extensibility is important. I was hoping we could do it in a short > >> paragraph, not a whole rule. What do you guys think? > >> > >> -Aris > >> > >>> On Fri, Mar 2, 2018 at 9:05 PM Gaelan Steele wrote: > >>> > >>> Sorry I forgot to bring this up earlier, but I think unless we have a > use > >>> case for facilities with multiple types, we should just have a simple > >>> production/processing/{monument,other} option. This is well-written, > but > >>> until we need it I think it would be better to avoid the complexity. > >>> > >>> Gaelan > >>> > On Mar 2, 2018, at 1:37 PM, Kenyon Prater > >> wrote: > > Gray Land and Fountain Draft 1 { > > Amend rule 1995/0 "Land Types" (Power=2.0): > Replace "whose values are "Black", "White", and "Aether"", with the > text "whose values are "Black", "White", "Gray", and "Aether"" > > Create a new rule "Facility Categories", (Power=2.0): > A Category is an entity specified as such by the rule that creates > >> it. > A facility's Categories may be defined in the rule that creates it, > >>> and > may be any set of Categories defined in the rules. If no Categories > >>> are > defined in the facility's creating rules, the facility's Categories > >> is > the null set. > > A facility belongs to [Category] if that Category is an element in > >> its > Categories. A [Category] facility refers to a facility that belong > >> to > [Category]. A Pure-[Category] facility refers to a facility that > >>> belong > to [Category] and no others. > > Amend "Asset Generation with Facilities" (Power=2.0) to read the > >>> following: > Asset Generator is a Category of facilities. When an Asset Generator > facility creates assets, the assets are added to the facility's > possession. The rule that creates an Asset Generator facility CAN > specify a carrying capacity for assets. If, at any time, the amount > >> of > an asset in the possession of an Asset Generator 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. > > Production is a Category of facilities. A facility that is a > >>> Production > facility is also an Asset Generator facility. 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. > > Processing is a Category of facilities. A facility that is a > >>> Processing > facility is also an Asset Generator 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 refined > 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 an Asset Generator > >>> facility's > inventory by announcement if eir location is the
Re: DIS: Grey Land and the Fountain
Agreed with Gaelan re teleporters and ornaments, unless I'm misreading what you're saying, Cuddle Beam. An example of two categories would be a unique (Agoran Monument) production facility like a wonder in Civ. You can imagine a race to build it/steal it from other players, with whoever has it having an advantage but having to work to defend their claim. Or, imagine you had facilities that could pollute the environment, defining a Polluter category and then simply adding all the facilities that caused pollution to that category, without having to copy the same rule across many locations. I do think that this is maybe a case of premature optimization and that one category would work just as well. I'd be happy to change it if people are unconvinced and want the simple version. Kenyon On Mar 3, 2018 8:36 AM, "Gaelan Steele"wrote: Ornaments and teleporters would both fit in an "other" category—they wouldn't need to be both production and processing. Gaelan > On Mar 3, 2018, at 3:37 AM, Cuddle Beam wrote: > > I suggest adding an example along that extensibility to market the idea of > it better. Swag purely aesthetics ornaments, walls and teleporters, > perhaps? (Not entirely necessary though, it just makes it look better > because it has a purpose instead of being blank) > > On Sat, Mar 3, 2018 at 8:44 AM, Aris Merchant < > thoughtsoflifeandligh...@gmail.com> wrote: > >> I'm happy to admit that I may have been wrong on this one. However, >> extensibility is important. I was hoping we could do it in a short >> paragraph, not a whole rule. What do you guys think? >> >> -Aris >> >>> On Fri, Mar 2, 2018 at 9:05 PM Gaelan Steele wrote: >>> >>> Sorry I forgot to bring this up earlier, but I think unless we have a use >>> case for facilities with multiple types, we should just have a simple >>> production/processing/{monument,other} option. This is well-written, but >>> until we need it I think it would be better to avoid the complexity. >>> >>> Gaelan >>> On Mar 2, 2018, at 1:37 PM, Kenyon Prater >> wrote: Gray Land and Fountain Draft 1 { Amend rule 1995/0 "Land Types" (Power=2.0): Replace "whose values are "Black", "White", and "Aether"", with the text "whose values are "Black", "White", "Gray", and "Aether"" Create a new rule "Facility Categories", (Power=2.0): A Category is an entity specified as such by the rule that creates >> it. A facility's Categories may be defined in the rule that creates it, >>> and may be any set of Categories defined in the rules. If no Categories >>> are defined in the facility's creating rules, the facility's Categories >> is the null set. A facility belongs to [Category] if that Category is an element in >> its Categories. A [Category] facility refers to a facility that belong >> to [Category]. A Pure-[Category] facility refers to a facility that >>> belong to [Category] and no others. Amend "Asset Generation with Facilities" (Power=2.0) to read the >>> following: Asset Generator is a Category of facilities. When an Asset Generator facility creates assets, the assets are added to the facility's possession. The rule that creates an Asset Generator facility CAN specify a carrying capacity for assets. If, at any time, the amount >> of an asset in the possession of an Asset Generator 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. Production is a Category of facilities. A facility that is a >>> Production facility is also an Asset Generator facility. 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. Processing is a Category of facilities. A facility that is a >>> Processing facility is also an Asset Generator 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 refined 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 an Asset Generator >>> 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
Re: DIS: Grey Land and the Fountain
Ornaments and teleporters would both fit in an "other" category—they wouldn't need to be both production and processing. Gaelan > On Mar 3, 2018, at 3:37 AM, Cuddle Beamwrote: > > I suggest adding an example along that extensibility to market the idea of > it better. Swag purely aesthetics ornaments, walls and teleporters, > perhaps? (Not entirely necessary though, it just makes it look better > because it has a purpose instead of being blank) > > On Sat, Mar 3, 2018 at 8:44 AM, Aris Merchant < > thoughtsoflifeandligh...@gmail.com> wrote: > >> I'm happy to admit that I may have been wrong on this one. However, >> extensibility is important. I was hoping we could do it in a short >> paragraph, not a whole rule. What do you guys think? >> >> -Aris >> >>> On Fri, Mar 2, 2018 at 9:05 PM Gaelan Steele wrote: >>> >>> Sorry I forgot to bring this up earlier, but I think unless we have a use >>> case for facilities with multiple types, we should just have a simple >>> production/processing/{monument,other} option. This is well-written, but >>> until we need it I think it would be better to avoid the complexity. >>> >>> Gaelan >>> On Mar 2, 2018, at 1:37 PM, Kenyon Prater >> wrote: Gray Land and Fountain Draft 1 { Amend rule 1995/0 "Land Types" (Power=2.0): Replace "whose values are "Black", "White", and "Aether"", with the text "whose values are "Black", "White", "Gray", and "Aether"" Create a new rule "Facility Categories", (Power=2.0): A Category is an entity specified as such by the rule that creates >> it. A facility's Categories may be defined in the rule that creates it, >>> and may be any set of Categories defined in the rules. If no Categories >>> are defined in the facility's creating rules, the facility's Categories >> is the null set. A facility belongs to [Category] if that Category is an element in >> its Categories. A [Category] facility refers to a facility that belong >> to [Category]. A Pure-[Category] facility refers to a facility that >>> belong to [Category] and no others. Amend "Asset Generation with Facilities" (Power=2.0) to read the >>> following: Asset Generator is a Category of facilities. When an Asset Generator facility creates assets, the assets are added to the facility's possession. The rule that creates an Asset Generator facility CAN specify a carrying capacity for assets. If, at any time, the amount >> of an asset in the possession of an Asset Generator 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. Production is a Category of facilities. A facility that is a >>> Production facility is also an Asset Generator facility. 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. Processing is a Category of facilities. A facility that is a >>> Processing facility is also an Asset Generator 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 refined 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 an Asset Generator >>> 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. Amend "Facility Ranks" (Power=2.0) to read the following: Rank is a facility switch tracked by the Cartographor defaulting to >> 1. Its possible values include all integers between 1 and 5, inclusive. If a facility specifies upgrade costs, 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. If no upgrade costs are specified for a facility, a player CANNOT increase the rank of that facility unless specified in other rules. Create a new rule "Facility Colors" (Power=2.0): A facility's Allowed Land Types is a property defined as such, >> having allowable
Re: DIS: Grey Land and the Fountain
I suggest adding an example along that extensibility to market the idea of it better. Swag purely aesthetics ornaments, walls and teleporters, perhaps? (Not entirely necessary though, it just makes it look better because it has a purpose instead of being blank) On Sat, Mar 3, 2018 at 8:44 AM, Aris Merchant < thoughtsoflifeandligh...@gmail.com> wrote: > I'm happy to admit that I may have been wrong on this one. However, > extensibility is important. I was hoping we could do it in a short > paragraph, not a whole rule. What do you guys think? > > -Aris > > On Fri, Mar 2, 2018 at 9:05 PM Gaelan Steelewrote: > > > Sorry I forgot to bring this up earlier, but I think unless we have a use > > case for facilities with multiple types, we should just have a simple > > production/processing/{monument,other} option. This is well-written, but > > until we need it I think it would be better to avoid the complexity. > > > > Gaelan > > > > > On Mar 2, 2018, at 1:37 PM, Kenyon Prater > wrote: > > > > > > Gray Land and Fountain Draft 1 { > > > > > > Amend rule 1995/0 "Land Types" (Power=2.0): > > >Replace "whose values are "Black", "White", and "Aether"", with the > > >text "whose values are "Black", "White", "Gray", and "Aether"" > > > > > > Create a new rule "Facility Categories", (Power=2.0): > > >A Category is an entity specified as such by the rule that creates > it. > > >A facility's Categories may be defined in the rule that creates it, > > and > > >may be any set of Categories defined in the rules. If no Categories > > are > > >defined in the facility's creating rules, the facility's Categories > is > > >the null set. > > > > > >A facility belongs to [Category] if that Category is an element in > its > > >Categories. A [Category] facility refers to a facility that belong > to > > >[Category]. A Pure-[Category] facility refers to a facility that > > belong > > >to [Category] and no others. > > > > > > Amend "Asset Generation with Facilities" (Power=2.0) to read the > > following: > > >Asset Generator is a Category of facilities. When an Asset Generator > > >facility creates assets, the assets are added to the facility's > > >possession. The rule that creates an Asset Generator facility CAN > > >specify a carrying capacity for assets. If, at any time, the amount > of > > >an asset in the possession of an Asset Generator 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. > > > > > >Production is a Category of facilities. A facility that is a > > Production > > >facility is also an Asset Generator facility. 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. > > > > > >Processing is a Category of facilities. A facility that is a > > Processing > > >facility is also an Asset Generator 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 refined > > >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 an Asset Generator > > 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. > > > > > > Amend "Facility Ranks" (Power=2.0) to read the following: > > >Rank is a facility switch tracked by the Cartographor defaulting to > 1. > > >Its possible values include all integers between 1 and 5, inclusive. > > > > > >If a facility specifies upgrade costs, 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. If no upgrade costs are specified for a facility, a > > >player CANNOT increase the rank of that facility unless specified in > > >other rules. > > > > > > Create a new rule "Facility Colors" (Power=2.0): > > >A facility's Allowed Land Types is a property defined as such, > having > > >allowable values of any set of allowed values of the Land Type > switch, > > >with a default value of {"Black", "White"}. A facility may not have > a > > >
Re: DIS: Grey Land and the Fountain
I'm happy to admit that I may have been wrong on this one. However, extensibility is important. I was hoping we could do it in a short paragraph, not a whole rule. What do you guys think? -Aris On Fri, Mar 2, 2018 at 9:05 PM Gaelan Steelewrote: > Sorry I forgot to bring this up earlier, but I think unless we have a use > case for facilities with multiple types, we should just have a simple > production/processing/{monument,other} option. This is well-written, but > until we need it I think it would be better to avoid the complexity. > > Gaelan > > > On Mar 2, 2018, at 1:37 PM, Kenyon Prater wrote: > > > > Gray Land and Fountain Draft 1 { > > > > Amend rule 1995/0 "Land Types" (Power=2.0): > >Replace "whose values are "Black", "White", and "Aether"", with the > >text "whose values are "Black", "White", "Gray", and "Aether"" > > > > Create a new rule "Facility Categories", (Power=2.0): > >A Category is an entity specified as such by the rule that creates it. > >A facility's Categories may be defined in the rule that creates it, > and > >may be any set of Categories defined in the rules. If no Categories > are > >defined in the facility's creating rules, the facility's Categories is > >the null set. > > > >A facility belongs to [Category] if that Category is an element in its > >Categories. A [Category] facility refers to a facility that belong to > >[Category]. A Pure-[Category] facility refers to a facility that > belong > >to [Category] and no others. > > > > Amend "Asset Generation with Facilities" (Power=2.0) to read the > following: > >Asset Generator is a Category of facilities. When an Asset Generator > >facility creates assets, the assets are added to the facility's > >possession. The rule that creates an Asset Generator facility CAN > >specify a carrying capacity for assets. If, at any time, the amount of > >an asset in the possession of an Asset Generator 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. > > > >Production is a Category of facilities. A facility that is a > Production > >facility is also an Asset Generator facility. 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. > > > >Processing is a Category of facilities. A facility that is a > Processing > >facility is also an Asset Generator 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 refined > >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 an Asset Generator > 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. > > > > Amend "Facility Ranks" (Power=2.0) to read the following: > >Rank is a facility switch tracked by the Cartographor defaulting to 1. > >Its possible values include all integers between 1 and 5, inclusive. > > > >If a facility specifies upgrade costs, 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. If no upgrade costs are specified for a facility, a > >player CANNOT increase the rank of that facility unless specified in > >other rules. > > > > Create a new rule "Facility Colors" (Power=2.0): > >A facility's Allowed Land Types is a property defined as such, having > >allowable values of any set of allowed values of the Land Type switch, > >with a default value of {"Black", "White"}. A facility may not have a > >Parent Land Unit whose Land Type is not an element of their 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 color that is > >not in that facility's Allowed Land Types, that facility, and anything > >contained within, is destroyed. > > > > Create a new rule "Gray Land" (Power=2.0): > >Gray Land is Land
Re: DIS: Grey Land and the Fountain
Sorry I forgot to bring this up earlier, but I think unless we have a use case for facilities with multiple types, we should just have a simple production/processing/{monument,other} option. This is well-written, but until we need it I think it would be better to avoid the complexity. Gaelan > On Mar 2, 2018, at 1:37 PM, Kenyon Praterwrote: > > Gray Land and Fountain Draft 1 { > > Amend rule 1995/0 "Land Types" (Power=2.0): >Replace "whose values are "Black", "White", and "Aether"", with the >text "whose values are "Black", "White", "Gray", and "Aether"" > > Create a new rule "Facility Categories", (Power=2.0): >A Category is an entity specified as such by the rule that creates it. >A facility's Categories may be defined in the rule that creates it, and >may be any set of Categories defined in the rules. If no Categories are >defined in the facility's creating rules, the facility's Categories is >the null set. > >A facility belongs to [Category] if that Category is an element in its >Categories. A [Category] facility refers to a facility that belong to >[Category]. A Pure-[Category] facility refers to a facility that belong >to [Category] and no others. > > Amend "Asset Generation with Facilities" (Power=2.0) to read the following: >Asset Generator is a Category of facilities. When an Asset Generator >facility creates assets, the assets are added to the facility's >possession. The rule that creates an Asset Generator facility CAN >specify a carrying capacity for assets. If, at any time, the amount of >an asset in the possession of an Asset Generator 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. > >Production is a Category of facilities. A facility that is a Production >facility is also an Asset Generator facility. 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. > >Processing is a Category of facilities. A facility that is a Processing >facility is also an Asset Generator 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 refined >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 an Asset Generator 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. > > Amend "Facility Ranks" (Power=2.0) to read the following: >Rank is a facility switch tracked by the Cartographor defaulting to 1. >Its possible values include all integers between 1 and 5, inclusive. > >If a facility specifies upgrade costs, 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. If no upgrade costs are specified for a facility, a >player CANNOT increase the rank of that facility unless specified in >other rules. > > Create a new rule "Facility Colors" (Power=2.0): >A facility's Allowed Land Types is a property defined as such, having >allowable values of any set of allowed values of the Land Type switch, >with a default value of {"Black", "White"}. A facility may not have a >Parent Land Unit whose Land Type is not an element of their 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 color that is >not in that facility's Allowed Land Types, that facility, and anything >contained within, is destroyed. > > Create a new rule "Gray Land" (Power=2.0): >Gray Land is Land whose Land Type switch is set to "Gray". Gray Land >is preserved and owned by Agora. If Land becomes Gray Land, it, along >with any facilities with it as their Parent Land Unit, are transfered >to Agora, and the Land's preservation switch is set to true. > > Create a new rule "Gray Actions" (Power=1.0): >Players CAN destroy: > >1. 1 apple to move from one Gray Land Unit to an adjacent Unit of any > Land Type
Re: DIS: Grey Land and the Fountain
On the use of switches: Is it appropriate to have something be a switch if there isn't really any case in which its value would change other than a rule change? I originally had a facility's Categories and Allowed Land Types as Switches but I couldn't find any examples of them being used like that. (Where under normal circumstances, nobody can flip them to a different value except through proposal). The other changes are very helpful, thanks! And re the MMI, I'll try and fix what I notice. If there's things I don't fix in the next draft, let me know specifically where they are, I feel like I might be missing some. On Fri, Mar 2, 2018 at 2:35 PM, Reuben Staleywrote: > Comments inline. > > On 3/2/2018 2:37 PM, Kenyon Prater wrote: > >> Gray Land and Fountain Draft 1 { >> >> Amend rule 1995/0 "Land Types" (Power=2.0): >> Replace "whose values are "Black", "White", and "Aether"", with the >> text "whose values are "Black", "White", "Gray", and "Aether"" >> >> Create a new rule "Facility Categories", (Power=2.0): >> A Category is an entity specified as such by the rule that creates >> it. >> > > I don't understand what this is supposed to mean. Categories are entities? > Why? > > A facility's Categories may be defined in the rule that creates it, >> and >> may be any set of Categories defined in the rules. If no Categories >> are >> defined in the facility's creating rules, the facility's Categories >> is >> the null set. >> >> A facility belongs to [Category] if that Category is an element in >> its >> Categories. A [Category] facility refers to a facility that belong to >> [Category]. A Pure-[Category] facility refers to a facility that >> belong >> to [Category] and no others. >> > > I'd recommend replacing "[Category]" with a single-letter variable like x > or n or maybe even c. Not that this is wrong, it's just more Agoran to have > it the other way. > > Amend "Asset Generation with Facilities" (Power=2.0) to read the following: >> > > Rename this rule to something like "Types of Facilities" or smth. > > > Asset Generator is a Category of facilities. When an Asset Generator >> facility creates assets, the assets are added to the facility's >> possession. The rule that creates an Asset Generator facility CAN >> specify a carrying capacity for assets. If, at any time, the amount >> of >> an asset in the possession of an Asset Generator 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. >> >> Production is a Category of facilities. A facility that is a >> Production >> facility is also an Asset Generator facility. 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. >> >> Processing is a Category of facilities. A facility that is a >> Processing >> facility is also an Asset Generator 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 refined >> 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 an Asset Generator >> 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. >> > > This is a problem with the original PAoaM, not your proposal, but it sure > looks like players can't transfer assets to facilities. Gaelan, better add > that to the PAoaM patch proposal. > > Amend "Facility Ranks" (Power=2.0) to read the following: >> Rank is a facility switch tracked by the Cartographor defaulting to >> 1. >> Its possible values include all integers between 1 and 5, inclusive. >> >> If a facility specifies upgrade costs, 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. If no upgrade costs are specified for a facility, a >> player CANNOT increase the rank of that facility unless specified in >> other rules. >> >> Create a new rule "Facility Colors" (Power=2.0): >> A facility's Allowed Land Types is a property defined as such, having >> > > Make Allowed Land
Re: DIS: Grey Land and the Fountain
Comments inline. On 3/2/2018 2:37 PM, Kenyon Prater wrote: Gray Land and Fountain Draft 1 { Amend rule 1995/0 "Land Types" (Power=2.0): Replace "whose values are "Black", "White", and "Aether"", with the text "whose values are "Black", "White", "Gray", and "Aether"" Create a new rule "Facility Categories", (Power=2.0): A Category is an entity specified as such by the rule that creates it. I don't understand what this is supposed to mean. Categories are entities? Why? A facility's Categories may be defined in the rule that creates it, and may be any set of Categories defined in the rules. If no Categories are defined in the facility's creating rules, the facility's Categories is the null set. A facility belongs to [Category] if that Category is an element in its Categories. A [Category] facility refers to a facility that belong to [Category]. A Pure-[Category] facility refers to a facility that belong to [Category] and no others. I'd recommend replacing "[Category]" with a single-letter variable like x or n or maybe even c. Not that this is wrong, it's just more Agoran to have it the other way. Amend "Asset Generation with Facilities" (Power=2.0) to read the following: Rename this rule to something like "Types of Facilities" or smth. Asset Generator is a Category of facilities. When an Asset Generator facility creates assets, the assets are added to the facility's possession. The rule that creates an Asset Generator facility CAN specify a carrying capacity for assets. If, at any time, the amount of an asset in the possession of an Asset Generator 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. Production is a Category of facilities. A facility that is a Production facility is also an Asset Generator facility. 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. Processing is a Category of facilities. A facility that is a Processing facility is also an Asset Generator 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 refined 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 an Asset Generator 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. This is a problem with the original PAoaM, not your proposal, but it sure looks like players can't transfer assets to facilities. Gaelan, better add that to the PAoaM patch proposal. Amend "Facility Ranks" (Power=2.0) to read the following: Rank is a facility switch tracked by the Cartographor defaulting to 1. Its possible values include all integers between 1 and 5, inclusive. If a facility specifies upgrade costs, 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. If no upgrade costs are specified for a facility, a player CANNOT increase the rank of that facility unless specified in other rules. Create a new rule "Facility Colors" (Power=2.0): A facility's Allowed Land Types is a property defined as such, having Make Allowed Land Types a switch with the possible values of a list of allowed Land Types. Also, I think to keep consistent with the title, you should have it be maybe named the color switch. allowable values of any set of allowed values of the Land Type switch, with a default value of {"Black", "White"}. A facility may not have a Parent Land Unit whose Land Type is not an element of their 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 color that is not in that facility's Allowed Land Types, that facility, and anything contained within, is destroyed. "and anything contained within" is gratuitous. Not saying you have to remove it, but it's sort of implied, for future notice. Also, I still
Re: DIS: Grey Land and the Fountain
Gray Land and Fountain Draft 1 { Amend rule 1995/0 "Land Types" (Power=2.0): Replace "whose values are "Black", "White", and "Aether"", with the text "whose values are "Black", "White", "Gray", and "Aether"" Create a new rule "Facility Categories", (Power=2.0): A Category is an entity specified as such by the rule that creates it. A facility's Categories may be defined in the rule that creates it, and may be any set of Categories defined in the rules. If no Categories are defined in the facility's creating rules, the facility's Categories is the null set. A facility belongs to [Category] if that Category is an element in its Categories. A [Category] facility refers to a facility that belong to [Category]. A Pure-[Category] facility refers to a facility that belong to [Category] and no others. Amend "Asset Generation with Facilities" (Power=2.0) to read the following: Asset Generator is a Category of facilities. When an Asset Generator facility creates assets, the assets are added to the facility's possession. The rule that creates an Asset Generator facility CAN specify a carrying capacity for assets. If, at any time, the amount of an asset in the possession of an Asset Generator 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. Production is a Category of facilities. A facility that is a Production facility is also an Asset Generator facility. 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. Processing is a Category of facilities. A facility that is a Processing facility is also an Asset Generator 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 refined 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 an Asset Generator 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. Amend "Facility Ranks" (Power=2.0) to read the following: Rank is a facility switch tracked by the Cartographor defaulting to 1. Its possible values include all integers between 1 and 5, inclusive. If a facility specifies upgrade costs, 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. If no upgrade costs are specified for a facility, a player CANNOT increase the rank of that facility unless specified in other rules. Create a new rule "Facility Colors" (Power=2.0): A facility's Allowed Land Types is a property defined as such, having allowable values of any set of allowed values of the Land Type switch, with a default value of {"Black", "White"}. A facility may not have a Parent Land Unit whose Land Type is not an element of their 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 color that is not in that facility's Allowed Land Types, that facility, and anything contained within, is destroyed. Create a new rule "Gray Land" (Power=2.0): Gray Land is Land whose Land Type switch is set to "Gray". Gray Land is preserved and owned by Agora. If Land becomes Gray Land, it, along with any facilities with it as their Parent Land Unit, are transfered to Agora, and the Land's preservation switch is set to true. Create a new rule "Gray Actions" (Power=1.0): Players CAN destroy: 1. 1 apple to move from one Gray Land Unit to an adjacent Unit of any Land Type that is not Aether; 2. 1 apple to move from one Land Unit of any Land Type to an adjacent Gray Land Unit. Players CAN, while performing the above actions, substitute 3 apples for 1 corn. [Maybe need a good way to say that these actions can be combined with actions described in Actions in Arcadia for the purposes of spending corn.] Create a new rule "Agoran Monuments" (Power=1.0): Agoran Monument is a Category of facilities. For each type of Agoran
Re: DIS: Grey Land and the Fountain
I think non-Proc/Prod facilities would be great. Walls or streets for example would be cool. On Fri, Mar 2, 2018 at 1:01 AM, Aris Merchant < thoughtsoflifeandligh...@gmail.com> wrote: > I'd go with solution 2, but modified. What if we made it so that each > facility could fit into (0 or more) "categories", and defined Production > and Processing as categories. That way, we could extend it later without > dealing with an exponential increase in the number of types. It also leave > flexibility if we want to do 3 later. > > -Aris > > On Thu, Mar 1, 2018 at 2:15 PM Kenyon Prater> wrote: > > > I ran into a problem that I figured I'd share and ask for input. > > > > "Asset Generation with Facilities" specifies that "Each facility is > either > > a production facility or processing facility". The draft up there > specifies > > that a fountain is a facility, but that it neither produces nor processes > > anything. There are a couple solutions that I see: > > > > 1) A fountain is a production facility that produces nothing, or a > > processing facility that processes nothing. Easy, kinda a hack, but it'll > > work. > > 2) Modify "Asset Generation with Facilities" so facilities can have a > type > > of any element in {None, Production, Processing, Production & > Processing}, > > and fountains are type None. > > 3) Define "buildings" as a superset/superclass of facilities, move the > > shared rules to new rules about Buildings, and have fountain and facility > > be types of buildings with their own specific sub-rules. Easily the most > > flexible, but requires a fairly significant refactor, so it only really > > seems worth it if this is going to be a recurring problem. If the > fountain > > is the only non-facility-facility we add, we might as well go with 1 or > 2. > > If we're adding a ton of non-production buildings (arenas, houses, roads, > > whatever) then this might be worth it? > > > > Not sure if there's a smarter solution here, but I just wanted to get > > feedback to see if people were OK with 1 or if they thought 2 and 3 were > > better, or if there's another option I didn't consider. > > > > Thanks, > > Kenyon > > > > On Thu, Mar 1, 2018 at 10:32 AM, Reuben Staley > > wrote: > > > > > Comments inline. > > > > > > On Wed, Feb 28, 2018 at 5:22 PM, Aris Merchant > > > wrote: > > > > I like this. I'll have more detailed comments when it's typed up in a > > > > proposal, but I think that this fits with the spirit of what we're > > going > > > > for. Certainly it is a good idea to have a neutral spawn point, even > if > > > the > > > > colors don't mean that much yet. I suggest just calling the facility > > type > > > > "fountain", and letting people refer to it as "the fountain", because > > > > there's only one. You could even make it an explicit singleton. > > Something > > > > to the effect of "There is a unique facility, know as 'the fountain', > > and > > > > (0, 0). It... ." I'd also suggest not referencing > > > > Rule 2029 by number (and definitely don't include the revision id). > > > > Instead, either just say "the town fountain", or let people figure it > > out > > > > for themselves (my personal favored option). > > > > > > I agree with everything Aris said here. > > > > > > > -Aris > > > > > > > > On Wed, Feb 28, 2018 at 4:05 PM Kenyon Prater > > > > wrote: > > > > > > > >> A very rough draft for a proposal. I'm going to hold off on writing > it > > > up > > > >> until the current mess is resolved, but I wanted to get feedback on > > > whether > > > >> the idea is interesting to people > > > >> > > > >> The proposal would: { > > > >> > > > >> Create a Land Type of "Gray". Land that has Land Type "Gray" is gray > > > land. > > > >> > > > >> Gray land cannot support any facilities except those specifically > > > stated to > > > >> be allowed on gray land. If land becomes gray land, any facilities > on > > it > > > >> are destroyed, except for those specifically stated to be allowed on > > > gray > > > >> land. > > > > > > Maybe to avoid redundancy, you could term these facilities "gray > > > facilities". Or even make a rule that says "X facilities" where X is a > > > land type in case we decide to restrict the land types some facilities > > > can be on in the future. > > > > > > >> Gray land cannot be owned by any entity other than Agora. If land > > > becomes > > > >> Gray land, it is transfered to Agora. > > > > > > *transferred. Maybe also say that Gray land is always preserved. That > > > way, no one can modify any of the facilities on the gray land. > > > > > > >> Gray land is treated as "the same" as both white and black for the > > > purposes > > > >> of movement, ie it only costs one apple to move from any non-aether > > > land to > > > >> gray, and only one apple to move from gray to any non-aether land. > > > >> > > > >> Set (0, 0) to Gray land. > > > >> > > > >> Create a
Re: DIS: Grey Land and the Fountain
I'd go with solution 2, but modified. What if we made it so that each facility could fit into (0 or more) "categories", and defined Production and Processing as categories. That way, we could extend it later without dealing with an exponential increase in the number of types. It also leave flexibility if we want to do 3 later. -Aris On Thu, Mar 1, 2018 at 2:15 PM Kenyon Praterwrote: > I ran into a problem that I figured I'd share and ask for input. > > "Asset Generation with Facilities" specifies that "Each facility is either > a production facility or processing facility". The draft up there specifies > that a fountain is a facility, but that it neither produces nor processes > anything. There are a couple solutions that I see: > > 1) A fountain is a production facility that produces nothing, or a > processing facility that processes nothing. Easy, kinda a hack, but it'll > work. > 2) Modify "Asset Generation with Facilities" so facilities can have a type > of any element in {None, Production, Processing, Production & Processing}, > and fountains are type None. > 3) Define "buildings" as a superset/superclass of facilities, move the > shared rules to new rules about Buildings, and have fountain and facility > be types of buildings with their own specific sub-rules. Easily the most > flexible, but requires a fairly significant refactor, so it only really > seems worth it if this is going to be a recurring problem. If the fountain > is the only non-facility-facility we add, we might as well go with 1 or 2. > If we're adding a ton of non-production buildings (arenas, houses, roads, > whatever) then this might be worth it? > > Not sure if there's a smarter solution here, but I just wanted to get > feedback to see if people were OK with 1 or if they thought 2 and 3 were > better, or if there's another option I didn't consider. > > Thanks, > Kenyon > > On Thu, Mar 1, 2018 at 10:32 AM, Reuben Staley > wrote: > > > Comments inline. > > > > On Wed, Feb 28, 2018 at 5:22 PM, Aris Merchant > > wrote: > > > I like this. I'll have more detailed comments when it's typed up in a > > > proposal, but I think that this fits with the spirit of what we're > going > > > for. Certainly it is a good idea to have a neutral spawn point, even if > > the > > > colors don't mean that much yet. I suggest just calling the facility > type > > > "fountain", and letting people refer to it as "the fountain", because > > > there's only one. You could even make it an explicit singleton. > Something > > > to the effect of "There is a unique facility, know as 'the fountain', > and > > > (0, 0). It... ." I'd also suggest not referencing > > > Rule 2029 by number (and definitely don't include the revision id). > > > Instead, either just say "the town fountain", or let people figure it > out > > > for themselves (my personal favored option). > > > > I agree with everything Aris said here. > > > > > -Aris > > > > > > On Wed, Feb 28, 2018 at 4:05 PM Kenyon Prater > > wrote: > > > > > >> A very rough draft for a proposal. I'm going to hold off on writing it > > up > > >> until the current mess is resolved, but I wanted to get feedback on > > whether > > >> the idea is interesting to people > > >> > > >> The proposal would: { > > >> > > >> Create a Land Type of "Gray". Land that has Land Type "Gray" is gray > > land. > > >> > > >> Gray land cannot support any facilities except those specifically > > stated to > > >> be allowed on gray land. If land becomes gray land, any facilities on > it > > >> are destroyed, except for those specifically stated to be allowed on > > gray > > >> land. > > > > Maybe to avoid redundancy, you could term these facilities "gray > > facilities". Or even make a rule that says "X facilities" where X is a > > land type in case we decide to restrict the land types some facilities > > can be on in the future. > > > > >> Gray land cannot be owned by any entity other than Agora. If land > > becomes > > >> Gray land, it is transfered to Agora. > > > > *transferred. Maybe also say that Gray land is always preserved. That > > way, no one can modify any of the facilities on the gray land. > > > > >> Gray land is treated as "the same" as both white and black for the > > purposes > > >> of movement, ie it only costs one apple to move from any non-aether > > land to > > >> gray, and only one apple to move from gray to any non-aether land. > > >> > > >> Set (0, 0) to Gray land. > > >> > > >> Create a new facility type "the fountain". Only one the fountain may > > exist > > >> at any one time. The fountain may exist on gray land, and may only > > exist on > > >> gray land. Players MAY and SHOULD think of this fountain as referring > to > > >> the one depicted in Rule 2029/0 "Town Fountain". The fountain may only > > be > > >> owned by Agora. The fountain has no upkeep cost, and neither refines > nor > > >> produces
Re: DIS: Grey Land and the Fountain
I ran into a problem that I figured I'd share and ask for input. "Asset Generation with Facilities" specifies that "Each facility is either a production facility or processing facility". The draft up there specifies that a fountain is a facility, but that it neither produces nor processes anything. There are a couple solutions that I see: 1) A fountain is a production facility that produces nothing, or a processing facility that processes nothing. Easy, kinda a hack, but it'll work. 2) Modify "Asset Generation with Facilities" so facilities can have a type of any element in {None, Production, Processing, Production & Processing}, and fountains are type None. 3) Define "buildings" as a superset/superclass of facilities, move the shared rules to new rules about Buildings, and have fountain and facility be types of buildings with their own specific sub-rules. Easily the most flexible, but requires a fairly significant refactor, so it only really seems worth it if this is going to be a recurring problem. If the fountain is the only non-facility-facility we add, we might as well go with 1 or 2. If we're adding a ton of non-production buildings (arenas, houses, roads, whatever) then this might be worth it? Not sure if there's a smarter solution here, but I just wanted to get feedback to see if people were OK with 1 or if they thought 2 and 3 were better, or if there's another option I didn't consider. Thanks, Kenyon On Thu, Mar 1, 2018 at 10:32 AM, Reuben Staleywrote: > Comments inline. > > On Wed, Feb 28, 2018 at 5:22 PM, Aris Merchant > wrote: > > I like this. I'll have more detailed comments when it's typed up in a > > proposal, but I think that this fits with the spirit of what we're going > > for. Certainly it is a good idea to have a neutral spawn point, even if > the > > colors don't mean that much yet. I suggest just calling the facility type > > "fountain", and letting people refer to it as "the fountain", because > > there's only one. You could even make it an explicit singleton. Something > > to the effect of "There is a unique facility, know as 'the fountain', and > > (0, 0). It... ." I'd also suggest not referencing > > Rule 2029 by number (and definitely don't include the revision id). > > Instead, either just say "the town fountain", or let people figure it out > > for themselves (my personal favored option). > > I agree with everything Aris said here. > > > -Aris > > > > On Wed, Feb 28, 2018 at 4:05 PM Kenyon Prater > wrote: > > > >> A very rough draft for a proposal. I'm going to hold off on writing it > up > >> until the current mess is resolved, but I wanted to get feedback on > whether > >> the idea is interesting to people > >> > >> The proposal would: { > >> > >> Create a Land Type of "Gray". Land that has Land Type "Gray" is gray > land. > >> > >> Gray land cannot support any facilities except those specifically > stated to > >> be allowed on gray land. If land becomes gray land, any facilities on it > >> are destroyed, except for those specifically stated to be allowed on > gray > >> land. > > Maybe to avoid redundancy, you could term these facilities "gray > facilities". Or even make a rule that says "X facilities" where X is a > land type in case we decide to restrict the land types some facilities > can be on in the future. > > >> Gray land cannot be owned by any entity other than Agora. If land > becomes > >> Gray land, it is transfered to Agora. > > *transferred. Maybe also say that Gray land is always preserved. That > way, no one can modify any of the facilities on the gray land. > > >> Gray land is treated as "the same" as both white and black for the > purposes > >> of movement, ie it only costs one apple to move from any non-aether > land to > >> gray, and only one apple to move from gray to any non-aether land. > >> > >> Set (0, 0) to Gray land. > >> > >> Create a new facility type "the fountain". Only one the fountain may > exist > >> at any one time. The fountain may exist on gray land, and may only > exist on > >> gray land. Players MAY and SHOULD think of this fountain as referring to > >> the one depicted in Rule 2029/0 "Town Fountain". The fountain may only > be > >> owned by Agora. The fountain has no upkeep cost, and neither refines nor > >> produces anything, except as specified in other proposals. > > Just "Fountain" please. > > >> Create a "the fountain" at (0, 0) belonging to Agora. > >> > >> } > >> > >> My goal with the draft was to to; > >> 1) make the number of preserved squares each color had equal. > >> 2) To ensure that the spawn at (0,0) was neutral to both colors (right > now, > >> a player residing on one of the colors has to spend an extra apple to > move > >> back home as compared to somebody residing equally far on the other > color). > >> 3) To provide a meeting ground for players for future rules to use. One > >> could imagine a rule specifying that all
Re: DIS: Grey Land and the Fountain
Comments inline. On Wed, Feb 28, 2018 at 5:22 PM, Aris Merchantwrote: > I like this. I'll have more detailed comments when it's typed up in a > proposal, but I think that this fits with the spirit of what we're going > for. Certainly it is a good idea to have a neutral spawn point, even if the > colors don't mean that much yet. I suggest just calling the facility type > "fountain", and letting people refer to it as "the fountain", because > there's only one. You could even make it an explicit singleton. Something > to the effect of "There is a unique facility, know as 'the fountain', and > (0, 0). It... ." I'd also suggest not referencing > Rule 2029 by number (and definitely don't include the revision id). > Instead, either just say "the town fountain", or let people figure it out > for themselves (my personal favored option). I agree with everything Aris said here. > -Aris > > On Wed, Feb 28, 2018 at 4:05 PM Kenyon Prater wrote: > >> A very rough draft for a proposal. I'm going to hold off on writing it up >> until the current mess is resolved, but I wanted to get feedback on whether >> the idea is interesting to people >> >> The proposal would: { >> >> Create a Land Type of "Gray". Land that has Land Type "Gray" is gray land. >> >> Gray land cannot support any facilities except those specifically stated to >> be allowed on gray land. If land becomes gray land, any facilities on it >> are destroyed, except for those specifically stated to be allowed on gray >> land. Maybe to avoid redundancy, you could term these facilities "gray facilities". Or even make a rule that says "X facilities" where X is a land type in case we decide to restrict the land types some facilities can be on in the future. >> Gray land cannot be owned by any entity other than Agora. If land becomes >> Gray land, it is transfered to Agora. *transferred. Maybe also say that Gray land is always preserved. That way, no one can modify any of the facilities on the gray land. >> Gray land is treated as "the same" as both white and black for the purposes >> of movement, ie it only costs one apple to move from any non-aether land to >> gray, and only one apple to move from gray to any non-aether land. >> >> Set (0, 0) to Gray land. >> >> Create a new facility type "the fountain". Only one the fountain may exist >> at any one time. The fountain may exist on gray land, and may only exist on >> gray land. Players MAY and SHOULD think of this fountain as referring to >> the one depicted in Rule 2029/0 "Town Fountain". The fountain may only be >> owned by Agora. The fountain has no upkeep cost, and neither refines nor >> produces anything, except as specified in other proposals. Just "Fountain" please. >> Create a "the fountain" at (0, 0) belonging to Agora. >> >> } >> >> My goal with the draft was to to; >> 1) make the number of preserved squares each color had equal. >> 2) To ensure that the spawn at (0,0) was neutral to both colors (right now, >> a player residing on one of the colors has to spend an extra apple to move >> back home as compared to somebody residing equally far on the other color). >> 3) To provide a meeting ground for players for future rules to use. One >> could imagine a rule specifying that all players at (0,0) on Agora's >> Birthday CAN [do something]. Or this could be integrated into the justice >> reform; to rid themselves of weevils/blots/whatever, players must make a >> pilgrimage to the fountain to give [currency]. Very nice. Perhaps Cuddlebeam's idea for arenas could have a physical manifestation on a piece of gray land. This also makes it really nice for future Agora-sponsored activities that take place on a map. -- Trigon
Re: DIS: Grey Land and the Fountain
I like this. I'll have more detailed comments when it's typed up in a proposal, but I think that this fits with the spirit of what we're going for. Certainly it is a good idea to have a neutral spawn point, even if the colors don't mean that much yet. I suggest just calling the facility type "fountain", and letting people refer to it as "the fountain", because there's only one. You could even make it an explicit singleton. Something to the effect of "There is a unique facility, know as 'the fountain', and (0, 0). It... ." I'd also suggest not referencing Rule 2029 by number (and definitely don't include the revision id). Instead, either just say "the town fountain", or let people figure it out for themselves (my personal favored option). -Aris On Wed, Feb 28, 2018 at 4:05 PM Kenyon Praterwrote: > A very rough draft for a proposal. I'm going to hold off on writing it up > until the current mess is resolved, but I wanted to get feedback on whether > the idea is interesting to people > > The proposal would: { > > Create a Land Type of "Gray". Land that has Land Type "Gray" is gray land. > > Gray land cannot support any facilities except those specifically stated to > be allowed on gray land. If land becomes gray land, any facilities on it > are destroyed, except for those specifically stated to be allowed on gray > land. > > Gray land cannot be owned by any entity other than Agora. If land becomes > Gray land, it is transfered to Agora. > > Gray land is treated as "the same" as both white and black for the purposes > of movement, ie it only costs one apple to move from any non-aether land to > gray, and only one apple to move from gray to any non-aether land. > > Set (0, 0) to Gray land. > > Create a new facility type "the fountain". Only one the fountain may exist > at any one time. The fountain may exist on gray land, and may only exist on > gray land. Players MAY and SHOULD think of this fountain as referring to > the one depicted in Rule 2029/0 "Town Fountain". The fountain may only be > owned by Agora. The fountain has no upkeep cost, and neither refines nor > produces anything, except as specified in other proposals. > > Create a "the fountain" at (0, 0) belonging to Agora. > > } > > My goal with the draft was to to; > 1) make the number of preserved squares each color had equal. > 2) To ensure that the spawn at (0,0) was neutral to both colors (right now, > a player residing on one of the colors has to spend an extra apple to move > back home as compared to somebody residing equally far on the other color). > 3) To provide a meeting ground for players for future rules to use. One > could imagine a rule specifying that all players at (0,0) on Agora's > Birthday CAN [do something]. Or this could be integrated into the justice > reform; to rid themselves of weevils/blots/whatever, players must make a > pilgrimage to the fountain to give [currency]. >
DIS: Grey Land and the Fountain
A very rough draft for a proposal. I'm going to hold off on writing it up until the current mess is resolved, but I wanted to get feedback on whether the idea is interesting to people The proposal would: { Create a Land Type of "Gray". Land that has Land Type "Gray" is gray land. Gray land cannot support any facilities except those specifically stated to be allowed on gray land. If land becomes gray land, any facilities on it are destroyed, except for those specifically stated to be allowed on gray land. Gray land cannot be owned by any entity other than Agora. If land becomes Gray land, it is transfered to Agora. Gray land is treated as "the same" as both white and black for the purposes of movement, ie it only costs one apple to move from any non-aether land to gray, and only one apple to move from gray to any non-aether land. Set (0, 0) to Gray land. Create a new facility type "the fountain". Only one the fountain may exist at any one time. The fountain may exist on gray land, and may only exist on gray land. Players MAY and SHOULD think of this fountain as referring to the one depicted in Rule 2029/0 "Town Fountain". The fountain may only be owned by Agora. The fountain has no upkeep cost, and neither refines nor produces anything, except as specified in other proposals. Create a "the fountain" at (0, 0) belonging to Agora. } My goal with the draft was to to; 1) make the number of preserved squares each color had equal. 2) To ensure that the spawn at (0,0) was neutral to both colors (right now, a player residing on one of the colors has to spend an extra apple to move back home as compared to somebody residing equally far on the other color). 3) To provide a meeting ground for players for future rules to use. One could imagine a rule specifying that all players at (0,0) on Agora's Birthday CAN [do something]. Or this could be integrated into the justice reform; to rid themselves of weevils/blots/whatever, players must make a pilgrimage to the fountain to give [currency].