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.




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