On Sat, 23 Sep 2017, Owen Jacobson wrote:
> As for the gerontocracy argument: Money is an inherently gerontocratic 
> system. 
> It abstracts value from labor in a way that allows arbitrary allocation.

Ok, I've been mulling this over for the past week or so, and some broad 
thoughts.

I think we should step away from thinking of this in terms of Economies and
think of it in terms of Game Design.

On the supply side, what we have is classic exponential asset growth.  Base
assets let you get things which then let your assets grow faster (I'm 
particularly thinking of the recent Agoraculture here).  This can be very
fun - the fun part of the grind games is when your properties start *really*
producing.  But the problem is that it leads to early determination of
winners versus losers, and if the game lasts too long, it's a frustrating
slog for the losers.  In a game with no fixed end (e.g. real life), this is
the gerontocracy.  

It's greatly exacerbated by the fact that distribution of valuable assets
is via Auction.  Auctions are inherently exponential (a slight lead in
your base asset leads to you winning a big valuable asset).  Moreover, 
right now, the auction properties are far too rare, so you have to compete
directly with the gerontocracy to buy in.  My main reason to hoard right now
is to have any chance in an auction.

I think the solution is some minimum income, and drastically reducing the
buy-in difficulties for auctions (I'd do that through increased land).

On the spending side:  quite frankly, we don't have enough diversity of
things that actually buy game advantage to be worth spending on.  We need
to add different pathways to accumulation and specialization.

There's a few ways to organize adding things to buy.  I personally would
add permanent political buy-in based on our old Oligarchic system, and
simultaneously re-form the Speaker position as we talked about last week.
This would be entirely separate from land.  (there are other things we could
invent to buy, this is one obvious addition).  I'd also think about specialized
roles (e.g. only allowing Farmers to own land, and you can't easily change
whether you're a farmer or not).

The total portfolio of things to buy should have a unified game balance and
different pathways to riches/success, and not just be a grab bag of random
investment instruments (e.g. stamps, bonds, whatever).

 
















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