Did you ever look at/respond to my comments to v3? Among other things,
I suggested renaming "refinery" to "mint", reducing the number of
starting ranks, laying out the upgrade currencies a certain way, and
(bug fix) making it so players can't jump ranks.

-Aris

On Thu, Nov 30, 2017 at 3:40 PM, 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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