I'm happy to admit that I may have been wrong on this one. However, extensibility is important. I was hoping we could do it in a short paragraph, not a whole rule. What do you guys think?
-Aris On Fri, Mar 2, 2018 at 9:05 PM Gaelan Steele <g...@canishe.com> wrote: > Sorry I forgot to bring this up earlier, but I think unless we have a use > case for facilities with multiple types, we should just have a simple > production/processing/{monument,other} option. This is well-written, but > until we need it I think it would be better to avoid the complexity. > > Gaelan > > > On Mar 2, 2018, at 1:37 PM, Kenyon Prater <kprater3...@gmail.com> 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. > > 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. > > > > Amend "Asset Generation with Facilities" (Power=2.0) to read the > following: > > 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. > > > > 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 > > 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. > > > > Create a new rule "Gray Land" (Power=2.0): > > Gray Land is Land whose Land Type switch is set to "Gray". Gray Land > > 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. > > > > 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.] > > > > 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 > > > >> 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 > >>>>> > >>>> > >>> > >> > >