There's two separate issues:

1.  How fast should a brand new player be able to catch up with an old player;

2.  How much consistent advantage should an officer have over a non-officer.

It's confounded because most old players are officers, but given the welcome
package I think it's mostly a problem of (2) not (1).

On Sat, 23 Sep 2017, Nic Evans wrote:
> On 09/23/2017 04:47 PM, Cuddle Beam wrote:
>       I think a good way to analyze the game design is to guess in how much 
> time the average player (eith average activeness and skill) will achieve a 
> win (or dictatorship) given their join date.
> 
> If its not the same (or very similar) for someone who was around at the start 
> than someone who joins later, then its Gerontocratic imo (on that front). For 
> example, the case where the total capital
> of all active players, in comparison to what a newcomer has (Welcome Pack), 
> grows over time. 
> 
> 
> New players shouldn't have such a handicap that they overcome consistently 
> good play from existing players. And the stamp win isn't restricted to 
> one-time. New players can still win with as much work as
> old players, but the old players have a lead by virtue of starting sooner.
> 
>       On Sat, 23 Sep 2017 at 22:26, Kerim Aydin <ke...@u.washington.edu> 
> wrote:
> 
> 
>       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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