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 >

