BTW whose idea was it that paying agora for proposals and cfjs would
cost LESS when agora had LESS money? Can we like insta-fix that?

On Tue, Sep 26, 2017 at 2:56 PM, Owen Jacobson <o...@grimoire.ca> wrote:
>
>> On Sep 23, 2017, at 4:26 PM, 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.
>
> Shinies have already been a spectacular success at incentivizing adding to 
> the Story of Agora, per nichdel’s essay last year.
>
>> 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’d be open to replacing the Estate auction with a lottery of players with 
> the fewest number of Estates, or a straight lottery. My original intention 
> was specifically to create a high-value item, so that shinies would return to 
> Agora somewhat regularly, but tying it to Voting Strength seems to have made 
> Estates “too good to use,” and I expect that once all five are auctioned off, 
> the only time they’ll go back to Agora to be auctioned again will be due to 
> deregistrations. Agoraculture aggravates this by allowing Estates to produce 
> a steady income so long as players are willing to buy Comestibles. 
> (Separately, I suspect that the Voting Strength effects of Comestibles are 
> going to be… interesting. babelian did something smart by giving them a 
> best-before date, which should limit the carnage.)
>
> The last round of randomness framework work you did is more than sufficient 
> to support a lottery, and while I _dislike_ nondeterministic play, I think 
> it’s probably an improvement over a straight auction.
>
> Even if we had an effective way for players to form a cartel - which we 
> don’t, writing the appropriate Organization is significantly too hard, and 
> setting up an Agency with the right properties requires trusting someone with 
> the giant pot of Shinies, and the resulting Estate, to a degree that’s 
> probably impractical - what we’d probably end up with is a cartel of 
> gerontocrats, or a classic capitalist oligarchy.
>
>> I think the solution is some minimum income, and drastically reducing the
>> buy-in difficulties for auctions (I'd do that through increased land).
>
> I picked five estates when I believed that estates would cycle back to Agora 
> somewhat regularly, but that hasn’t happened. If we keep auctions, I’d be in 
> favour of a multi-part fix:
>
> * Create significantly more estates - maybe another five, maybe another ten.
>
> * Significantly shorten the auction period. Three days should be sufficient. 
> Add some timing-scam padding to ensure that it’s not two days of silence 
> followed by a late-night flurry of messages.
>
> * Auction an estate off weekly to get them into circulation faster.
>
>> 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.
>
> If you’ll humour adding steps for steps’ sakes, the “farm switch” system 
> suggests a system of land improvements. We could bring back medals, but 
> create a production chain for them:
>
> * An estate with an improvement cannot be cashed in for voting strength. 
> Removing or replacing an improvement costs shinies and requires a notice 
> period/only becomes possible some time after the estate was last improved.
>
> * An estate with no improvements can be cashed in for voting strength.
> * An estate with a Farm produces Comestibles, as under Agoraculture.
> * An estate with a Mine produces Minerals.
> * An estate with a Refinery consumes Minerals and produces Ingots, and 
> pollutes the estate when it does so.
> * An estate with a Mint consumes Ingots and produces Medals, and pollutes the 
> estate when it does so.
> * An estate with a Recycler can be tapped to remove pollution from an estate, 
> on a cooldown.
>
> * An improvement on a polluted estate is non-functional.
> * Destroying N owned medals grants a victory.
> * If more than N estates are polluted at any one time, all owners lose, and 
> all Estates are cleared and returned to Agora. (Yes, even the non-polluted 
> ones.)
>
> Tinkering with the ratios of minerals to ingots to medals, and the cooldowns 
> on recyclers, could create some interesting gameplay opportunities: does it 
> make more sense to stockpile each step, and turn over your Estates as needed 
> to produce the next thing, or can you win faster by paying someone to make 
> Ingots for you? And will they screw you over by allowing their estates to 
> become polluted, costing you your estates? Or can you negotiate for someone 
> to take out the trash?
>
> I’m not married to this exact system, but I agree that we haven’t got enough 
> to _do_ with Shinies. Adding texture to Estates seems like an obvious 
> direction to go in.
>
>> 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).
>
> Given that we already have problems with wealth capture (cough), I suspect 
> that the _last_ thing we need right now is profit-centric investment systems.
>
> -o
>



-- 
>From V.J. Rada

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