G. is spot on here, but I want to offer some clarifications. The reason this is done in such a roundabout way is that I wanted to encourage more actual playing.
Option 2 exists because I wanted a way to republicize land. Option 1 exists to get currencies in the hands of more people. If something like this isn't passed, we definitely need to have methods to get land circulating again so that we never have so much proprietary land that new players can't conceivably get any. The other options are to promote public service benefiting the majority. To ensure that new players always have opportunities, we could try to prevent the fraction of proprietary land from getting up to 1/2 or we could have forced publication after it reaches 1/2. I do think that public service is a good idea that makes the map more interesting and that we should have some system to promote it, regardless of whether this proposal passes. TL;DR: I'm just trying to make the game interesting. On Sun, Apr 22, 2018, 11:35 Kerim Aydin <ke...@u.washington.edu> wrote: > > > The point is to charge some meaningful upkeep cost to zombie owners, > using the "scare" mechanism in the rules already. But I think this > version is needlessly complicated, and gameable as already pointed > out (by two zombie masters colluding), and isn't "scary". > > I think a simple "pay N to a neutral fund" (n can be a mixed basket) > does the trick. Maybe N is progressive depending on number of zombies > owned (making it near-impossible to have more than 2 in your chain, > say). > > Once the Neutral fund exists, a second step could be allowing use of > the neutral fund to do some of the below things (change land types or > whatnot). Those things could have a scary flavor. > > On Sun, 22 Apr 2018, ATMunn wrote: > > Honestly, I've read all the replies, and I'm still not sure I entirely > get the > > point of this proposal. As is, I would likely just vote PRESENT. > > > > On 4/21/2018 5:39 PM, Reuben Staley wrote: > > > I remember someone saying that scary public actions weren't enough > > > compensation for all the power zombies provided. Thus: > > > > > > Title: Raising the stakes for zombies > > > AI: 2 > > > Author: Trigon > > > Co-authors: > > > > > > Create a new rule, power 2, "Zombie Networks" with text: > > > > > > The zombie network of a player is an untracked switch with the > > > possible values of a set containing any number of players. A > > > player's zombie network consists of any zombies who have that > > > player set as eir master switch, and the zombie networks of any > > > such players. > > > > > > For every player, the term "bound player" is equivalent to > "player > > > who in in either eir zombie network or a zombie network e is > in." > > > > > > For every player, the term "unbound player" is equivalent to > > > "player who is not in eir zombie network or any zombie network e > > > is in." > > > > > > Create a new rule, power 2, "Scary Public Actions" with text: > > > > > > When a rule calls for an entity to perform a Scary Public > Action, > > > that entity SHALL do one of the following: > > > > > > 1. transfer 12 coins, 7 apples, and 4 papers to one or more > > > unbound players; > > > 2. transfer two land units e owns to one or more unbound > players; > > > 3. build a facility on a public, unpreserved land unit; > > > 4. increase the rank of a facility on a public, unpreserved land > > > unit by at least 1; > > > 5. pend 3 proposals submitted by unbound players; > > > 6. destroy 10 or more apples (or equivalent) specifically in > > > actions that change the land type of land units from aether. > > > > > > >