On the use of switches: Is it appropriate to have something be a switch if there isn't really any case in which its value would change other than a rule change? I originally had a facility's Categories and Allowed Land Types as Switches but I couldn't find any examples of them being used like that. (Where under normal circumstances, nobody can flip them to a different value except through proposal). The other changes are very helpful, thanks! And re the MMI, I'll try and fix what I notice. If there's things I don't fix in the next draft, let me know specifically where they are, I feel like I might be missing some.
On Fri, Mar 2, 2018 at 2:35 PM, Reuben Staley <reuben.sta...@gmail.com> wrote: > Comments inline. > > On 3/2/2018 2:37 PM, Kenyon Prater wrote: > >> Gray Land and Fountain Draft 1 { >> >> Amend rule 1995/0 "Land Types" (Power=2.0): >> Replace "whose values are "Black", "White", and "Aether"", with the >> text "whose values are "Black", "White", "Gray", and "Aether"" >> >> Create a new rule "Facility Categories", (Power=2.0): >> A Category is an entity specified as such by the rule that creates >> it. >> > > I don't understand what this is supposed to mean. Categories are entities? > Why? > > A facility's Categories may be defined in the rule that creates it, >> and >> may be any set of Categories defined in the rules. If no Categories >> are >> defined in the facility's creating rules, the facility's Categories >> is >> the null set. >> >> A facility belongs to [Category] if that Category is an element in >> its >> Categories. A [Category] facility refers to a facility that belong to >> [Category]. A Pure-[Category] facility refers to a facility that >> belong >> to [Category] and no others. >> > > I'd recommend replacing "[Category]" with a single-letter variable like x > or n or maybe even c. Not that this is wrong, it's just more Agoran to have > it the other way. > > Amend "Asset Generation with Facilities" (Power=2.0) to read the following: >> > > Rename this rule to something like "Types of Facilities" or smth. > > > Asset Generator is a Category of facilities. When an Asset Generator >> facility creates assets, the assets are added to the facility's >> possession. The rule that creates an Asset Generator facility CAN >> specify a carrying capacity for assets. If, at any time, the amount >> of >> an asset in the possession of an Asset Generator 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. >> >> Production is a Category of facilities. A facility that is a >> Production >> facility is also an Asset Generator facility. 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. >> >> Processing is a Category of facilities. A facility that is a >> Processing >> facility is also an Asset Generator 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 refined >> 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 an Asset Generator >> 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 must permit em to do >> so. >> >> 3. if the facility is built on Private Land, e must own the >> facility, or the owner must have consented. >> > > This is a problem with the original PAoaM, not your proposal, but it sure > looks like players can't transfer assets to facilities. Gaelan, better add > that to the PAoaM patch proposal. > > Amend "Facility Ranks" (Power=2.0) to read the following: >> Rank is a facility switch tracked by the Cartographor defaulting to >> 1. >> Its possible values include all integers between 1 and 5, inclusive. >> >> If a facility specifies upgrade costs, a player CAN increase the rank >> of a facility e owns that is at eir location by exactly 1 by >> announcement by paying any upgrade costs of the facility for that >> specific rank. If no upgrade costs are specified for a facility, a >> player CANNOT increase the rank of that facility unless specified in >> other rules. >> >> Create a new rule "Facility Colors" (Power=2.0): >> A facility's Allowed Land Types is a property defined as such, having >> > > Make Allowed Land Types a switch with the possible values of a list of > allowed Land Types. Also, I think to keep consistent with the title, you > should have it be maybe named the color switch. > > allowable values of any set of allowed values of the Land Type switch, >> with a default value of {"Black", "White"}. A facility may not have a >> Parent Land Unit whose Land Type is not an element of their Allowed >> Land Types. If an action or set of actions would cause a facility to >> be >> created with a Parent Land Unit whose Land Type is not an element of >> its Allowed Land Types, that action or set of actions fails. If a >> facility's Parent Land Unit's Land Type is flipped to a color that is >> not in that facility's Allowed Land Types, that facility, and >> anything >> contained within, is destroyed. >> > > "and anything contained within" is gratuitous. Not saying you have to > remove it, but it's sort of implied, for future notice. > > Also, I still think another paragraph should be added that lists the X > facility shorthand. Then you can define something as a "gray facility" to > make it a bit shorter. > > Create a new rule "Gray Land" (Power=2.0): >> Gray Land is Land whose Land Type switch is set to "Gray". Gray Land >> > > This first sentence is gratuitous as well. In the original land types > rule, X Land is specified as Land with a type of X. > > is preserved and owned by Agora. If Land becomes Gray Land, it, along >> with any facilities with it as their Parent Land Unit, are transfered >> to Agora, and the Land's preservation switch is set to true. >> > > You mention being preserved twice here. Don't be redundant and repeat > yourself. > > Create a new rule "Gray Actions" (Power=1.0): >> Players CAN destroy: >> >> 1. 1 apple to move from one Gray Land Unit to an adjacent Unit of any >> Land Type that is not Aether; >> >> 2. 1 apple to move from one Land Unit of any Land Type to an adjacent >> Gray Land Unit. >> >> Players CAN, while performing the above actions, substitute 3 >> apples for 1 corn. [Maybe need a good way to say that these actions >> can >> be combined with actions described in Actions in Arcadia for the >> purposes of spending corn.] >> > > Here's how I'd implement this rule. Make the first item in the list in > that rule say this: > > 1. 1 apple to move from one Land Unit to an adjacent Unit if their > Land Types are the same or one of them is gray, and the > destination is not Aether; > > > Create a new rule "Agoran Monuments" (Power=1.0): >> Agoran Monument is a Category of facilities. For each type of Agoran >> Monument facility, there may only be one instance of that facility in >> existence at any one time. If an action would cause an Agoran >> Monument >> facility to exist while another Agoran Monument facility of the same >> type is already in existence, that action fails. >> >> Create a new rule "The Fountain" (Power=1.0): >> A fountain is a facility with Allowed Land Types of {"Gray"}, and >> Categories {Agoran Monument}. A fountain has no upkeep cost. >> >> Create a new rule "Wishing Fountain", (Power=1.0): >> If a player's location is the same as a fountain, e CAN and MAY >> destroy >> a coin to Throw A Coin into the fountain. This does nothing, unless >> specified in another Rule. A player MAY announce what e wishes for >> when >> e Throws A Coin. >> >> Set (0, 0)'s Land Type to "Gray". >> Create a fountain at (0, 0) belonging to Agora. >> } >> >> Reasons for rules: >> - "Land Types" needs to be amended to add Gray as a Land Type. >> - "Facility Categories" is an implementation of Aris' suggestion of >> defining facility categories. >> - "Asset Generation with Facilities" is amended to turn production and >> processing into Categories. The actual rules for specific >> facilities can be unmodified, I think. >> - "Facility Ranks" is modified so it's clear what happens if a facility >> doesn't define ranks, like the fountain right now. >> - "Facility Colors" is Trigon's suggestion of "X facilities" >> - "Gray Land" defines how Gray Land works, including Trigon's suggestion >> of specifying that Gray Land is always preserved. >> - "Gray Actions" allows walking on Gray Land. >> - "Agoran Monuments" specifies a Category used for unique structures >> that >> can only exist one place in Arcadia. >> - "The Fountain" is self explanatory, creates a unique gray fountain. >> - "Wishing Fountain" is just so fountains have a use, even a useless >> one. >> >> Corrections, fixes, ideas, etc would all be highly appreciated. >> >> Kenyon >> > > Very nice! I really like the idea of this adnd this is really quite good > for a first proposal. The MMI *really* needs some work, but otherwise, nice > job. > > On Fri, Mar 2, 2018 at 3:39 AM, Cuddle Beam <cuddleb...@gmail.com> wrote: >> >> I think non-Proc/Prod facilities would be great. Walls or streets for >>> example would be cool. >>> >>> On Fri, Mar 2, 2018 at 1:01 AM, Aris Merchant < >>> thoughtsoflifeandligh...@gmail.com> wrote: >>> >>> I'd go with solution 2, but modified. What if we made it so that each >>>> facility could fit into (0 or more) "categories", and defined Production >>>> and Processing as categories. That way, we could extend it later without >>>> dealing with an exponential increase in the number of types. It also >>>> >>> leave >>> >>>> flexibility if we want to do 3 later. >>>> >>>> -Aris >>>> >>>> On Thu, Mar 1, 2018 at 2:15 PM Kenyon Prater <kprater3...@gmail.com> >>>> wrote: >>>> >>>> I ran into a problem that I figured I'd share and ask for input. >>>>> >>>>> "Asset Generation with Facilities" specifies that "Each facility is >>>>> >>>> either >>>> >>>>> a production facility or processing facility". The draft up there >>>>> >>>> specifies >>>> >>>>> that a fountain is a facility, but that it neither produces nor >>>>> >>>> processes >>> >>>> anything. There are a couple solutions that I see: >>>>> >>>>> 1) A fountain is a production facility that produces nothing, or a >>>>> processing facility that processes nothing. Easy, kinda a hack, but >>>>> >>>> it'll >>> >>>> work. >>>>> 2) Modify "Asset Generation with Facilities" so facilities can have a >>>>> >>>> type >>>> >>>>> of any element in {None, Production, Processing, Production & >>>>> >>>> Processing}, >>>> >>>>> and fountains are type None. >>>>> 3) Define "buildings" as a superset/superclass of facilities, move the >>>>> shared rules to new rules about Buildings, and have fountain and >>>>> >>>> facility >>> >>>> be types of buildings with their own specific sub-rules. Easily the >>>>> >>>> most >>> >>>> flexible, but requires a fairly significant refactor, so it only really >>>>> seems worth it if this is going to be a recurring problem. If the >>>>> >>>> fountain >>>> >>>>> is the only non-facility-facility we add, we might as well go with 1 or >>>>> >>>> 2. >>>> >>>>> If we're adding a ton of non-production buildings (arenas, houses, >>>>> >>>> roads, >>> >>>> whatever) then this might be worth it? >>>>> >>>>> Not sure if there's a smarter solution here, but I just wanted to get >>>>> feedback to see if people were OK with 1 or if they thought 2 and 3 >>>>> >>>> were >>> >>>> better, or if there's another option I didn't consider. >>>>> >>>>> Thanks, >>>>> Kenyon >>>>> >>>>> On Thu, Mar 1, 2018 at 10:32 AM, Reuben Staley < >>>>> >>>> reuben.sta...@gmail.com> >>> >>>> wrote: >>>>> >>>>> Comments inline. >>>>>> >>>>>> On Wed, Feb 28, 2018 at 5:22 PM, Aris Merchant >>>>>> <thoughtsoflifeandligh...@gmail.com> wrote: >>>>>> >>>>>>> I like this. I'll have more detailed comments when it's typed up >>>>>>> >>>>>> in a >>> >>>> proposal, but I think that this fits with the spirit of what we're >>>>>>> >>>>>> going >>>>> >>>>>> for. Certainly it is a good idea to have a neutral spawn point, >>>>>>> >>>>>> even >>> >>>> if >>>> >>>>> the >>>>>> >>>>>>> colors don't mean that much yet. I suggest just calling the >>>>>>> >>>>>> facility >>> >>>> type >>>>> >>>>>> "fountain", and letting people refer to it as "the fountain", >>>>>>> >>>>>> because >>> >>>> there's only one. You could even make it an explicit singleton. >>>>>>> >>>>>> Something >>>>> >>>>>> to the effect of "There is a unique facility, know as 'the >>>>>>> >>>>>> fountain', >>> >>>> and >>>>> >>>>>> (0, 0). It... <properties>." I'd also suggest not referencing >>>>>>> Rule 2029 by number (and definitely don't include the revision >>>>>>> >>>>>> id). >>> >>>> Instead, either just say "the town fountain", or let people figure >>>>>>> >>>>>> it >>> >>>> out >>>>> >>>>>> for themselves (my personal favored option). >>>>>>> >>>>>> >>>>>> I agree with everything Aris said here. >>>>>> >>>>>> -Aris >>>>>>> >>>>>>> On Wed, Feb 28, 2018 at 4:05 PM Kenyon Prater < >>>>>>> >>>>>> kprater3...@gmail.com >>> >>>> >>>>> wrote: >>>>>> >>>>>>> >>>>>>> A very rough draft for a proposal. I'm going to hold off on >>>>>>>> >>>>>>> writing >>> >>>> it >>>> >>>>> up >>>>>> >>>>>>> until the current mess is resolved, but I wanted to get feedback >>>>>>>> >>>>>>> on >>> >>>> whether >>>>>> >>>>>>> the idea is interesting to people >>>>>>>> >>>>>>>> The proposal would: { >>>>>>>> >>>>>>>> Create a Land Type of "Gray". Land that has Land Type "Gray" is >>>>>>>> >>>>>>> gray >>> >>>> land. >>>>>> >>>>>>> >>>>>>>> Gray land cannot support any facilities except those specifically >>>>>>>> >>>>>>> stated to >>>>>> >>>>>>> be allowed on gray land. If land becomes gray land, any facilities >>>>>>>> >>>>>>> on >>>> >>>>> it >>>>> >>>>>> are destroyed, except for those specifically stated to be allowed >>>>>>>> >>>>>>> on >>> >>>> gray >>>>>> >>>>>>> land. >>>>>>>> >>>>>>> >>>>>> Maybe to avoid redundancy, you could term these facilities "gray >>>>>> facilities". Or even make a rule that says "X facilities" where X is >>>>>> >>>>> a >>> >>>> land type in case we decide to restrict the land types some >>>>>> >>>>> facilities >>> >>>> can be on in the future. >>>>>> >>>>>> Gray land cannot be owned by any entity other than Agora. If land >>>>>>>> >>>>>>> becomes >>>>>> >>>>>>> Gray land, it is transfered to Agora. >>>>>>>> >>>>>>> >>>>>> *transferred. Maybe also say that Gray land is always preserved. That >>>>>> way, no one can modify any of the facilities on the gray land. >>>>>> >>>>>> Gray land is treated as "the same" as both white and black for the >>>>>>>> >>>>>>> purposes >>>>>> >>>>>>> of movement, ie it only costs one apple to move from any >>>>>>>> >>>>>>> non-aether >>> >>>> land to >>>>>> >>>>>>> gray, and only one apple to move from gray to any non-aether land. >>>>>>>> >>>>>>>> Set (0, 0) to Gray land. >>>>>>>> >>>>>>>> Create a new facility type "the fountain". Only one the fountain >>>>>>>> >>>>>>> may >>> >>>> exist >>>>>> >>>>>>> at any one time. The fountain may exist on gray land, and may only >>>>>>>> >>>>>>> exist on >>>>>> >>>>>>> gray land. Players MAY and SHOULD think of this fountain as >>>>>>>> >>>>>>> referring >>>> >>>>> to >>>>> >>>>>> the one depicted in Rule 2029/0 "Town Fountain". The fountain may >>>>>>>> >>>>>>> only >>>> >>>>> be >>>>>> >>>>>>> owned by Agora. The fountain has no upkeep cost, and neither >>>>>>>> >>>>>>> refines >>> >>>> nor >>>>> >>>>>> produces anything, except as specified in other proposals. >>>>>>>> >>>>>>> >>>>>> Just "Fountain" please. >>>>>> >>>>>> Create a "the fountain" at (0, 0) belonging to Agora. >>>>>>>> >>>>>>>> } >>>>>>>> >>>>>>>> My goal with the draft was to to; >>>>>>>> 1) make the number of preserved squares each color had equal. >>>>>>>> 2) To ensure that the spawn at (0,0) was neutral to both colors >>>>>>>> >>>>>>> (right >>>> >>>>> now, >>>>>> >>>>>>> a player residing on one of the colors has to spend an extra apple >>>>>>>> >>>>>>> to >>>> >>>>> move >>>>>> >>>>>>> back home as compared to somebody residing equally far on the >>>>>>>> >>>>>>> other >>> >>>> color). >>>>>> >>>>>>> 3) To provide a meeting ground for players for future rules to >>>>>>>> >>>>>>> use. >>> >>>> One >>>>> >>>>>> could imagine a rule specifying that all players at (0,0) on >>>>>>>> >>>>>>> Agora's >>> >>>> Birthday CAN [do something]. Or this could be integrated into the >>>>>>>> >>>>>>> justice >>>>>> >>>>>>> reform; to rid themselves of weevils/blots/whatever, players must >>>>>>>> >>>>>>> make a >>>>> >>>>>> pilgrimage to the fountain to give [currency]. >>>>>>>> >>>>>>> >>>>>> Very nice. Perhaps Cuddlebeam's idea for arenas could have a physical >>>>>> manifestation on a piece of gray land. This also makes it really nice >>>>>> for future Agora-sponsored activities that take place on a map. >>>>>> >>>>>> -- >>>>>> Trigon >>>>>> >>>>>> >>>>> >>>> >>> >> --- >> This email has been checked for viruses by AVG. >> http://www.avg.com >> >> > -- > Trigon >