One thing that would be interesting to try, but for a fixed period of
time would be getting rid of officers and implementing IP restrictions
to force people to specialize as officers. Then anyone who payed a
certain fee for a license could act as an officer. Additionally,
privatizing proposals and justice could be an interesting experiment.


On 10/25/2017 02:51 PM, Nic Evans wrote:
> On 10/25/17 11:47, Kerim Aydin wrote:
>>
>> Hi all,  I wanted to share some observations on what makes Agoran 
>> economies function, and where we're not quite there yet.  These are just 
>> observations from watching systems go by.
>>
>> - To get trading, you need SPECIALIZATION and DIVERSE GOODS.  For 
>>   trading to work, you need the Cost of Specialization (in time or funds)
>>   to be much greater than the cost of a specialist producing those codes.
>>   Otherwise people just rotate through specialties to get the goods they 
>>   need.  (This is Econ 101 for Free Trade between nations).
>>
>> - Our current system has none of this.  What the current system is is
>>   an abstracted and volatile stock market.  We can invest stamps or
>>   proposals when price is low to sell high.  It's basically each player
>>   against "the system" (where the "system" is our collective behavior)
>>   and it's kind of interesting.  But it doesn't, at all, promote cross-
>>   person economic activity. 
>>
>> There's nothing wrong with an "abstract stock market" game.  But we shouldn't
>> mistake it for a trading system.  
> In a way, the fact that each person's stamps are different makes
> everyone a fixed specialist. This was by design. Trading is intended to
> happen for win conditions, but I agree that it's become clear that we
> need more routine reasons to trade.
>
>> So the way I see it, we should do one of two things:
>>
>> 1.  Embrace the current system as a stock market/gambling system, and
>> increase the Stamps and aspects of gambling, and make more ways that 
>> speculation can happen.  But not try too hard to make this a "trading 
>> economy".
>>
>> 2.  Scrap the volatile aspects entirely (fix FV, mint more shinies than
>> we'll ever need).  Instead, create a system of Specialization.  We can
>> use things like Land as a vehicle - either by making Land *one* limited
>> specialty (limited supply) but creating other specialty directions...
>> OR by making Land a basic low-level commodity (lots of supply) but with
>> customization (Farms and so forth).
>>
>> I think *either* system could be fun.  I do enjoy the "buy low/sell high"
>> simple gaming we've got now, and (in past history) we've done (2) much
>> more often than (1).  
>>
>> But we should really not try to go in both directions, because this hybrid
>> is just a *bit* of a mess.  [Once we've answered this basic question -
>> what are we trying to do - then we can talk about details like incomes,
>> supply level, etc. etc.]
>>
> I think a middle ground can exist, but only if the trading focuses on
> the speculative aspects. I propose that we make stamps even more unique,
> in a way that makes their trading more worthwhile. My proto:
>
> * Create a Bonus Stamp Value, at 1/5th the FV, with a minimum of 1.
>
> * When a player destroys a stamp that they did not create, the receive
> Stamp Value + (BSV / # of instances of that stamp that exist).
>
> Thus, your stamps are always more valuable to someone else, and vice
> versa. This should encourage trading. Additionally rarer stamps are more
> valuable, which gives new players a bit of an indirect advantage.
>


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