For some reason it looks like I got halfway through responding to your
comments and then stopped. I apologise for that. I'll fix it in my next
draft, which will also include other things that I forgot to do.

--
Trigon

On Dec 6, 2017 5:17 PM, "Aris Merchant" <[email protected]>
wrote:

> 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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