Ornaments and teleporters would both fit in an "other" category—they wouldn't need to be both production and processing.
Gaelan > On Mar 3, 2018, at 3:37 AM, Cuddle Beam <cuddleb...@gmail.com> wrote: > > I suggest adding an example along that extensibility to market the idea of > it better. Swag purely aesthetics ornaments, walls and teleporters, > perhaps? (Not entirely necessary though, it just makes it look better > because it has a purpose instead of being blank) > > On Sat, Mar 3, 2018 at 8:44 AM, Aris Merchant < > thoughtsoflifeandligh...@gmail.com> wrote: > >> 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 >>>>>>>> >>>>>>> >>>>>> >>>>> >>> >>> >>