I applaud your efforts.

-Welcome packages: elig*i*ble (though it doesn't matter there)

-Coins: Well, once players get refineries, they will necessarily be
strongly inflationary, but because the coin production cannot (using
the Refineries you defined) rise boundlessly, the inflation rate will
decrease over time. I know it's merely a statement of fact, not an
opinion, but do consider that.

On 11/30/17, Reuben Staley <[email protected]> wrote:
> I see that there is not much activity today. I intend to change that.
>
> Title: Putting Agora on a Map v4
> Author: Trigon
> Co-Authors: Aris, ATMunn, G., o, VJ Rada
> AI: 2
>
> [ This version should address all of the issues that people had with
>    version 3, but I'm not entirely sure if it does, so if you still have
>    unaddressed questions, feel free to personally insult me on my
>    slackmansship. ]
>
> [ PART I: Removing and Changing Stuff ]
>
> Repeal rules 2488 "The Surveyor", 2489 "Estates", 2490 "Estate Ballots",
> 2491 "Estate Auctions", 2501 "Farm Rate", 2502 "Agoraculture", 2503
> "Comestibles", and 2504 "The Agronomist".
>
> [ Comestibles will probably be removed soon enough, so maybe removing
>    them right now isn't completely necessary. ]
>
> Repeal rule 2500.
>
> Amend rule 2445 "How to Pend a Proposal" by replacing the second
> paragraph and subsequent list with:
>
>        Any player CAN flip a specified proposal's imminence to "pending"
>        by announcement by spending 1 paper.
>
> Amend rule 991 "Calls for Judgement" by removing the list directly
> following the first paragraph, and replacing the first paragraph with
> the following:
>
>        Any person (the initiator) can initiate a Call for Judgement (CFJ,
>        syn. Judicial Case), specifying a statement to be inquired into by
>        announcement.
>
> [ Hold up. Before you complain about this being illogical, just know
>    that there are plans for this section. ]
>
> Repeal rules 2483 "Economics", 2487 "Shiny Supply Level", and 2497
> "Floating Value".
>
> Amend rule 2516 "Passive Income" by replacing it in full with:
>
>        As part of eir monthly duties, the Treasuror SHALL create the
>        following assets in possession of every player:
>
>        1. 10 coins
>        2. 5 apples
>        3. 3 papers
>
> [ This makes it so that impoverished players can move a little each week
>    and make some proposals. ]
>
> Amend rule 2599 "Welcome Packages" by replacing the second paragraph
> with:
>
>        When a player receives a Welcome Package, Agora creates the
>        following assets in eir possession:
>
>        1. 20 coins
>        2. 5 lumber
>        3. 5 stones
>        4. 10 apples
>        5. 3 papers
>
> Make all players eligable to recieve Welcome Packages.
>
> [PART II: Making Land]
>
> Re-enact rule 1993/1 (Power=2) "The Land of Arcadia" with the text:
>
>        Arcadia is a land entirely defined by the Arcadian Map (the Map).
>        The Map is the term for the set of all Land Units.
>
>        The Map divides Arcadia into a finite, discrete number of Units of
>        Land, or simply Land. Each Unit of Land is an indestructible asset
>        specified by an ordered pair of integers known as its Latitude and
>        Longitude.
>
>        Every unique ordered pair of integers within the limits defined in
>        the Rules for Latitude and Longitude signifies an existent Unit of
>        Land. No other Units of Land exist. Units of Land CAN only be
>        created or destroyed by changing the limits of Latitude and
>        Longitude defined in the Rules.
>
>        All values for Latitude and Longitude MUST lie between -9 and +9,
>        inclusive.
>
>        The Total Land Area of Arcadia is the number of existent Units of
>        Land defined by permissible Latitude and Longitude pairs.
>
> Re-enact rule 1994/0 (Power=2) "Ownership of Land" with the text:
>
>        Any existent Land for which ownership has not been explicitly
>        changed belongs to Agora.
>
>        Land belonging to Agora is called Public Land. Land belonging to
>        a contract is called Communal Land. Land belonging to any other
>        entity is called Private Land. Together, Communal Land and Private
>        Land are called Proprietary Land.
>
> Re-enact rule 1995/0 (Power=2) "Land Types" with the text:
>
>        Each Unit of Land has a Land Type switch, tracked by the
>        Cartographor, whose values are "Black", "White", and "Aether" (the
>        default). Changes to Land Type switches are secured. To "change
>        the type" of, or to "transform" a Unit of Land is to flip its Type
>        switch. A “Unit of X” is a Unit of Land whose Land Type switch has
>        the value X.
>
>        When existent Land has not had its Type changed as explicitly
>        permitted by the Rules, or has a Type that is not currently
>        defined by the Rules, it is considered to have the Land Type of
>        Aether. Rules to the contrary nonwithstanding, Units of Aether
>        CANNOT be transferred from Agora, or owned by any entity other
>        than Agora. If Proprietary Land becomes Aether, the Cartographor
>        SHALL transfer it to Agora in a timely fashion.
>
>        When an act specifies an alternating Land Type, the Land Type
>        chosen will be based upon the Land Type used as the previous
>        alternating Land Type, so that consecutive alternating Land Types
>        alternate between Black and White. In a timely fashion after a
>        Player notifies the Cartographor of an act that specifies an
>        alternating Land Type, the Cartographor MUST announce which Land
>        Type was used for that act.
>
> Re-enact rule 1996/3 (Power=1), renaming it to "The Cartographor" with
> the text:
>
>        The Cartographor is an office; its holder is recordkeepor for the
>        Land of Arcadia.
>
>        The Cartographor's Weekly Report shall include:
>
>        1. the ownership and land type of all existing land;
>        2. all changes in the ownership and land type of existing land
>           since the most recent report;
>        3. the location for the previous week and the current week of each
>           entity with a defined location;
>        4. the next alternating land type;
>        5. all facilities and their parent land units; and
>        6. a list of all preserved land units.
>
> Re-enact rule 1998/2 (Power=1) "Land Topology" with the text:
>
>        Two Units of Land are Adjacent if they have the same Latitude, and
>        their Longitudes differ by exactly one; or they have the same
>        Longitude, and their Latitudes differ by exactly one.
>
>        Land Unit A is said to be connected to Land Unit B if it is
>        possible, to reach B by moving only to adjacent Land Units of the
>        same color, starting from A.
>
> Re-enact rule 1999/0 (Power=1) "Entity Location" with the text:
>
>        Location is a player switch, tracked by the Cartographer, whose
>        values are ordered pairs of integers where the first value is a
>        valid Latitude, and the second is a valid Longitude. The default
>        Location is (0, 0).
>
>        To "move" a player is to flip that player’s Location switch to the
>        Latitude and Longitude of the destination.
>
>        No other Entity can have a location unless it is defined in a rule
>        other than this one. Changes to the Location of an Entity are
>        secured. If an Entity is specified by this Rule as having a
>        defined Location, but its Location has not been explicitly set or
>        changed, its Location is set to (0, 0).
>
> Re-enact rule 2003/11 (Power=1) "Actions in Arcadia" with the text:
>
>        Players CAN destroy:
>
>        1. 1 apple to move from one Land Unit to an adjacent Unit if their
>           Land Types are the same and the destination is not Aether;
>
>        2. 2 apples to move from one Land Unit to an adjacent Unit if
>           their Land Types differ and the destination is not Aether;
>
>        3. 2 apples to set Land Type of a Land Unit which e owns to any
>           Land Type other than Aether, whether or not e is located at
>           that Land Unit.
>
>        4. 3 apples to set the Land Type of a Land Unit that is adjacent
>           to the Entity's current location, is of type Aether, and is
>           owned by Agora, to an alternating Land Type.
>
>        5. 4 apples to set the Land Type of a Land Unit that is adjacent
>           to the Entity's current location, is of type Aether, and is
>           owned by Agora, to a Land Type of eir choice.
>
>        6. 6 apples to set the Land Type of a Land Unit that is of type
>           Aether, and is owned by Agora, to an alternating Land Type.
>
>        Players CAN, while performing the above actions, substitute 3
>        apples for 1 corn.
>
> [ These actions got a major revamp to balance them out. Tell me what you
>    all think. ]
>
> Re-enact rule 2004/3 (Power=1) "Land Auctions" with the text:
>
>        Every Agoran Week, if the number of units of Private Land is less
>        than one half the total number of units of Land, an auction SHALL
>        be initiated. For this auction, the announcer is the Cartographor,
>        the auctioneer is the Cartographor, the lots are chosen as such:
>
>        1. if there exist at least 3 Units of non-Aether Land in the
>           possession of Agora: any 3 such Units of Land, to be chosen by
>           the Cartographor, each Land Unit in a separate lot;
>
>        2. if there exist fewer than 3 Units of non-Aether Land in the
>           possession of Agora: all such Units, each land unit in a
>           separate lot;
>
>        and the minimum bid is 1 coin.
>
> Re-enact rule 2022/5 (Power=1), renaming it "Land Transfiguration" with
> the text:
>
>        During the second week of each Agoran Month, the Cartographor
>        SHALL perform the following actions in sequence, and report these
>        changes in a timely fashion:
>
>        1. Every Land Unit, excluding (0, 0) that is not directly
>           connected to a unit of Aether, or is not connected by its own
>           type to a unit of Aether, shall be transformed to Aether.
>
>        2. Any entities whose locations are on land units so transformed
>           shall have their locations set to 0,0.
>
>        3. If any land unit so transformed is not property of Agora, it
>           becomes property of Agora.
>
> [PART III: Creating Facilities]
>
> Create a new rule (Power=2) "Facilities" with the text:
>
>        Facilities are liquid assets tracked by the Cartographor. In order
>        for a facility to exist, it MUST be built on a Land Unit. Only one
>        facility is allowed per Land Unit. The Land Unit on which a
>        Facility is built is considered its Parent Land Unit.
>
>        A player CAN create a facility by announcement by specifying which
>        Land e wants to build it on, specifying which type of facility e
>        intends to build, and paying the corresponding build cost.
>
>        If a player owns any facilities with upkeep costs, e shall pay
>        them before the first day of the next Agoran month. Failing to do
>        this destroys the facility. In the second to last week of the
>        Agoran Month, the Cartographor SHALL issue a humiliating public
>        reminder to all  those who have not paid upkeep fees on any of eir
>        facilities.
>
>        If the ownership of the Parent Land Unit of a Facilty is changed,
>        that facility is transferred along with it.
>
> Create a new rule (Power=2) "Asset Generation with Facilities" with the
> text:
>
>        When facilities create assets, the assets are added to the
>        facility's possession. The rule that creates a facility CAN
>        specify a carrying capacity for assets. If, at any time, the
>        amount of an asset in the possession of a facility exceeds that
>        asset's carrying capacity, an amount of that asset is destroyed
>        until the amount of that asset in the possession of the facility
>        is equal to its carrying capacity.
>
>        Each facility is either a production facility or processing
>        facility, to be specified in the rule that creates them. At the
>        end of every Agoran Week, Agora creates a number of assets in a
>        production facility specified by the rule which creates the
>        facility.
>
>        At the end of every Agoran Week, Agora destroys any refinable
>        assets in the possession of each processing facility that that
>        facility can change into refinable assets and replaces them with a
>        corresponding number of refined assets to be specified by the rule
>        that creates the facility.
>
>        A player can take a number of assets from a facility's inventory
>        by announcement if eir location is the same as the facility's and
>        the following criteria are met:
>
>        1. if the facility is built on Public Land, none.
>
>        2. if the facility is built on Communal Land, e must be a party to
>           that contract and the text of the contract cannot prohibit
>           doing so.
>
>        3. if the facility is built on Private Land, e must own the
>           facility.
>
> Create a new rule (Power=2) "Facility Ranks" with the text:
>
>        Rank is a facility switch tracked by the Cartographor defaulting
>        to 1. Its possible values include all integers between 1 and 5,
>        inclusive.
>
>        A player CAN increase the rank of a facility e owns by
>        announcement by paying any upgrade costs of the facility for that
>        specific rank.
>
> Create a new rule (Power=2) "Varieties of Facilities" with the text:
>
>        For the purposes of this rule, the variable n is equivalent to the
>        rank of the facility.
>
>        The following facilities are defined as production facilities:
>
>        1. Mines
>           -  Build Cost: 5 lumber
>           -  Upkeep Cost: 2n-2 lumber
>           -  Production Details: 3n stones and 2n ore
>           -  Upgrade Costs:
>              -  Rank 2: 3 coins, 2 lumber
>              -  Rank 3: 4 coins, 4 lumber
>              -  Rank 4: 5 coins, 4 lumber, 3 stones
>              -  Rank 5: 6 coins, 6 lumber, 6 stones, 2 fabric
>
>        2. Orchards
>           -  Build Cost: 5 stones
>           -  Upkeep Cost: 2n-2 stones
>           -  Production Details: 3n apples and 3n lumber
>           -  Upgrade Costs:
>              -  Rank 2: 3 coins, 2 stones
>              -  Rank 3: 4 coins, 4 stones
>              -  Rank 4: 5 coins, 4 stones, 3 lumber
>              -  Rank 5: 6 coins, 6 stones, 6 lumber, 2 fabric
>
>        3. Farms
>           -  Build Cost: 3 lumber and 4 stones
>           -  Upkeep Cost: n-1 lumber and n-1 stones
>           -  Production Details: 3n corn and 3n cotton
>           -  Upgrade Costs:
>              -  Rank 2: 3 coins, 1 lumber, 1 stones
>              -  Rank 3: 4 coins, 2 lumber, 2 stones
>              -  Rank 4: 5 coins, 4 lumber, 4 stones, 1 fabric
>              -  Rank 5: 6 coins, 6 lumber, 6 stones, 3 fabric
>
>        The following facilities are defined as processing facilities:
>
>        1. Refineries
>           -  Build Cost: 4 lumber and 8 stones
>           -  Upkeep Cost: n^2+2 coins
>           -  Processing Details: 1 ore to 2n+3 coins
>           -  Upgrade Costs:
>              -  Rank 2: 5 coins, 2 lumber, 3 stones
>              -  Rank 3: 6 coins, 4 lumber, 4 stones
>              -  Rank 4: 7 coins, 4 lumber, 3 stones, 3 fabric
>              -  Rank 5: 8 coins, 6 lumber, 6 stones, 4 fabric
>
>        2. Mills
>           -  Build Cost: 6 lumber and 6 stones
>           -  Upkeep Cost: n^2+2 coins
>           -  Processing Details: 1 lumber to 2n+3 paper
>           -  Upgrade Costs:
>              -  Rank 2: 6 coins, 3 lumber, 3 stones
>              -  Rank 3: 7 coins, 4 lumber, 5 stones
>              -  Rank 4: 8 coins, 5 lumber, 5 stones, 3 fabric
>              -  Rank 5: 9 coins, 6 lumber, 7 stones, 5 fabric
>
>        3. Looms
>           - Build Cost: 8 lumber and 4 stones
>           - Upkeep Cost: n^2+2 coins
>           - Processing Details: 1 cotton to 2n+3 fabric
>           -  Upgrade Costs:
>              -  Rank 2: 6 coins, 3 lumber, 2 stones
>              -  Rank 3: 7 coins, 4 lumber, 3 stones, 3 fabric
>              -  Rank 4: 8 coins, 5 lumber, 4 stones, 5 fabric
>              -  Rank 5: 9 coins, 6 lumber, 5 stones, 7 fabric
>
> [ All the values in this section are experimental; feel free to contest
>    any or all of my decisions. ]
>
> Create a new rule (Power=2) "Economics" with the text:
>
>        The following currencies are defined, and are tracked by the
>        Treasuror:
>
>        1. ore
>        2. stones
>        3. lumber
>        4. apples
>        5. cotton
>        6. corn
>        7. coins
>        8. papers
>        9. fabric
>
> [ Probably not all of these will be managed by the Treasuror, but it all
>    depends on where the discussion takes us over the next few days.]
>
>        Stones, apples, and corn are considered unrefinable currencies;
>        ore, lumber, and cotton are considered refinable currencies; and
>        coins, papers, and fabric are considered refined currencies.
>
>        Coins are the official currency of Agora.
>
> Create a new rule (Power=2.6) "Preserved Land" with the text:
>
>        Preservation is a boolean land switch, defaulting to False. The
>        preservation switch CAN be set in a regulation promulgated by the
>        Cartographor without 2 objections. A Land Unit with its
>        preservation switch set to True is considered a preserved Land
>        Unit. A Land Unit with its preservation switch set to False is
>        considered an unconserved Land Unit.
>
>        Changes to the Land Type or ownership of a preserved land unit
>        are secured at a power threshold of 2.5.
>
>        Any Facilities built on a preserved land unit CANNOT have their
>        rank changed or be destroyed, rules to the contrary
>        notwithstanding.
>
> [ PART IV: Starting off the Map]
>
> Set the land type of all land units that lie withing the region from
> (-1, -2) to (+1, +2) to White and set their preservation switch to
> True.
>
> Create the following facilities:
>
> - Four mines at (-1, -2), (-1, +2), (+1, -2), and (+1, +2).
> - Two orchards at (-1, -1) and (+1, +1).
> - Two farms at (-1, +1) and (+1, -1).
>
> Set the locations of all players to (0, 0).
>
> Make Trigon the Cartographor.
>
> [ PART V: Replace shinies. ]
>
> [ TODO: Actually do this part. I'm not sure what value coins should
>    even have, so please help me. ]
>
> --
> Trigon
>

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