I don't believe voting strength affects it.

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Publius Scribonius Scholasticus

On Tue, May 23, 2017 at 3:45 PM, Quazie <quazieno...@gmail.com> wrote:

> I consent.  Consent has nothing to do with voting strength, yeah?
>
>
> On Tue, May 23, 2017 at 12:33 Publius Scribonius Scholasticus <
> p.scribonius.scholasti...@googlemail.com> wrote:
>
>> I hereby announce intent to award the degree Associate of Nomic to G.
>> with 2 Agoran Consent.
>>
>> ----
>> Publius Scribonius Scholasticus
>>
>> On Tue, May 23, 2017 at 3:05 PM, Kerim Aydin <ke...@u.washington.edu>
>> wrote:
>>
>>>
>>>
>>> I submit the following document with the explicit intent to qualify for
>>> an A.N.
>>> (Associate of Nomic) degree.  It underwent peer review (was published and
>>> received comments) back last July.  Edits, notably adding comments from
>>> Ørjan,
>>> have been added since then (and this formed the seed for discussion of
>>> the new
>>> economy) - so it is ready for Herald's action.
>>>
>>>
>>> A Multi-Tiered, Multi-Controlled Currency System
>>> (a brief thesis by G., for an Agoran A.N. degree)
>>>
>>> This is an outline of the currency system that was in place when I
>>> began (2001) and ran until 2003, a good long time for Agora.  It was
>>> active and the source of much game play at the time.  It was installed
>>> before my time, but my understanding is that credit should go to Steve
>>> for the major points of this system.
>>>
>>> The basis of the system was a currency called Stems (from Stem cells).
>>> Every player got a basic salary in Stems, and Officers got a higher
>>> salary.  But the thing about Stems were, they were very limited in
>>> use.  You couldn't transfer them to anyone else, or buy much with
>>> them.  They just accumulated.
>>>
>>> Instead there were three currencies that were useful:
>>>    Papyrii
>>>       A single Papyrus made a Proposal distributable.
>>>    Indulgences
>>>       Penalties for breaking rules or other judicially-bad things were
>>>       measured in Blots.  Blots gave you game penalties (lowered
>>>       votes, kept you from winning).  An Indulgence would destroy a
>>>       Blot.
>>>    Voting Entitlements (VEs)
>>>       Hold a VE, get an extra proposal vote.  Max voting power 5.
>>>
>>> How did you get these currencies?  Each month, an Auction would be
>>> held, auctioning off a certain number of each currency.  The auction
>>> currency was Stems, that was really all you could use them for.
>>>
>>> Furthermore, each player had a Role.  Scribes (papyrus), Acolytes
>>> (Indulgences), and Politicians (VEs).  Only players holding the
>>> correct role could bid on the correct currency.  And roles could only
>>> be changed once a Quarter, so you had to plan ahead.
>>>
>>> Additionally, each currency was tied to an Office: the Promotor for
>>> papyrus, the Clerk of the Courts (Arbitor) for Indulgences, and the
>>> Assessor for VEs.  Each Officer could control their own currency
>>> supply by deciding (in a fixed range) how much to auction each month,
>>> and also had the ability to tax (collect a % of everyone's holdings
>>> for that currency).  Total circulating currency was fixed; direct
>>> creation of currency was tightly-controlled and rare, mostly the
>>> currencies circulated between players and a Bank.  Power over currency
>>> supply made these offices desirable, and elections were actually
>>> fought based on monetary policies.
>>>
>>> Just by the "nature" of play, each currency had a different liquidity.
>>>
>>> - Papyrus were the bread and butter of activities (in addition to
>>>   making proposals distributable, you could use them for other
>>>   parliamentary procedures such as Chambers).  Winning at this time
>>>   was by Points (the original Nomic system), and most of the ways of
>>>   scoring were voting-related: the old Nomic Prisoner's Dilemma or
>>>   other scoring rules, which made proposal-manipulation part of the
>>>   gameplay.
>>>
>>> - Total VE supply was pegged to the # of players in the game, and
>>>   permanent votes were powerful.  So these became the real estate in
>>>   the game; precious, commanding high prices at auctions, rarely
>>>   changing hands.
>>>
>>> - Indulgences were volatile.  The judicial system allowed players to
>>>   "ticket" each other for minor infractions just by announcement, only
>>>   needing CFJs if the facts were contested.  A day late on a report?
>>>   Someone gives you a Blot.  Sometimes, when players conspired for
>>>   scams or political plays, all would break the same rule and many
>>>   would get Blots.  Then Indulgences would be priceless.  Other times,
>>>   they were nearly worthless.
>>>
>>> Some auctions were snoozers.  Some were hotly contested.  Various
>>> features made for occasionally very hotly-contested events (if a
>>> player left the game while still having currencies, all their holdings
>>> would be auctioned off as a single lot - very very valuable).
>>>
>>> What made this so successful?  Part of it was situational; for various
>>> reasons, there were some very hotly debated topics (and long-term
>>> rivalries) that made proposal and vote struggles very tense and
>>> contested.  Second, there were a good 20+ active players, a high point
>>> (if you look at "departures in 2001" in the Registrar's report, you
>>> see many departures - this was the decay of the 2000-2001 boom).
>>>
>>> Part is of course my own nostalgia.
>>>
>>> But I think there were two parts that made the system itself work
>>> well.
>>>
>>> First, this system hit a real sweet spot in decision and contestable
>>> "exciting" points.  Grind with Stems, make strategic decisions with
>>> Roles, play them out with the other currencies.  Offices with "power"
>>> to set policies that had gameplay impacts.  Winning was related, but
>>> not the whole purpose of currencies.  There was enough variety that
>>> each "exciting moment" had a different quality and tactics, but not so
>>> many options that we were lost in the weeds.
>>>
>>> Secondly, as noted by Ørjan, "the three-currency system was also
>>> carefully thought out for the purpose of encouraging an economy with
>>> meaningful trading - something which we hadn't really managed before.
>>> This required making it impossible for a player to alone produce
>>> everything e needed, thus both the roles and the three different kind
>>> of assets."
>>>
>>> Finally, I think we had a period of strong stability in the
>>> underlying Rules.  At the time, we had players both from the computing
>>> world, but also a lawyer or two.  The Rules interpretations/CFJ tended
>>> to be very "practical" (following intent) rather than letting a
>>> twisted wording loophole break things (though some true "infinite
>>> loops" and other twisty ideas got through and were respected).  The
>>> stability was such that a whole family of concepts - Debt, Contracts,
>>> Bonds - were made privately (and sometimes added with rules) and some
>>> holdings built up over the full 2-3 years that the system lasted.
>>>
>>> All in all, it was a Pretty Good Time in Agora.
>>>
>>>
>>>
>>>
>>>
>>

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