On Sun, 15 Apr 2012, omd wrote:
> On Sat, Apr 14, 2012 at 7:01 PM, Sean Hunt <[email protected]> 
> wrote:
> > Idea for a voting mechanic:
> >
> > The Ancient Golems are numbered and ordered. Possibly named? There
> > will be a resetting cycle, similar to the old Poobah's monthly
> > mechanic, which I will refer to regularly.
> >
> > Ancient Golems have a voting limit, with lower-numbered golems being
> > better. Every cycle, there is some sort of redistribution mechanic. It
> > should be designed so that high-numbered golems build up to
> > low-numbered ones; perhaps the Golemkeepor passes each golem down to
> > someone who owns Golem 2n to 3n? I dunno.
> 
> Just don't make it too similar to the old Caste system.

1.  Since golems are property, people should be able to create them.
Maybe rarely/expensively.  And transfer them.

2.  Instead of recycle, maybe regular auction?

[Both #1 and #2 require a working currency.

One interesting way is to auction N golems per month (1 or 2) chosen
randomly (with or without replacement), so player has to decide whether
to bid on a low-powered golem now or save up for a high-powered bid
on a later auction.

Since people here don't collect voting power for its own sake, should
be a new Win Condition tied to cornering the golem market.]

3.  Just for fun, a few unowned golems vote randomly, or vote by some
predetermined formula (e.g. if # of other votes is odd FOR, otw AGAINST).

4.  Extension of #3.  A player can set up a conditional golem that
votes conditionally on every proposal released for X time.  Player
specifies conditions, however once set up the conditions can't be 
changed for X time.  Game is other people writing proposals that 
unexpectedly match previous conditions, gaining votes (and wins?)  
For this to work, trivial conditions (e.g. "FOR on proposals by me") 
are to be somehow discouraged.



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