New ideas for land:

Name: More Advanced Land Features
AI: TBD
Author: Trigon
Co-authors:

[ PART I: CLEAN-UP ]

[ PART I, SECTION I: GLATF ]

[ There are no technical problems with the rules introduced by Gray Land
  and the Fountain, but these could be added to already existing rules
  to reduce clutter. Currently, there are six rules that contain only
  one or two paragraphs. I think this is inefficient, so I'm repealing
  all these rules and sticking them onto more relevant ones. ]

Repeal Rule 2568 "Facility Colors".

Amend Rule 2567 "Facility Categories" by replacing its text with:
      Each facility can be either a Production, Processing, Monument, or
      Miscellaneous Facility. This is to be set by the rule that defines
      that facility type.

      A facility has a number of Allowed Land Types not equal to 0. This
      is to be set by the rule that defines the facility type. If it is
      not set by that rule, the facility type's Allowed Land Types are
      Black and White.

      Rules to the contrary notwithstanding, a facility cannot have a
      Parent Land Unit whose Land Type is not an element of its 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 Land Type that is not in that facility's Allowed Land Types,
      that facility is destroyed.

      An "x facility", where x is a valid Land Type, refers to a
      facility that has x in its Allowed Land Types.

Repeal Rule 2569 "Gray Land".

Amend Rule 2565 "Land Types" by appending:
      Rules to the contrary notwithstanding, Gray Land Units are always
      preserved.

Repeal Rule 2571 "The Fountain" and Rule 2572 "Wishing Fountain".

Amend Rule 2570 "Monument Facilities" by appending:
      The following facilities are considered Monument Facilities:

         1. The Fountain
            -  Allowed Land Types: Gray
            -  Special Effects: If a player's location is the same as
               the fountain, e CAN transfer a coin to the fountain 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.

[ PART I, SECTION II: CURRENCY FIXES ]

[ This should've been done a long time ago. Also this supports some
  other things I'm about to propose. ]

Amend Rule 2483 "Economics" by replacing its text with:
      The following currencies, collectively called Economic Assets,
      are defined and tracked by the Treasuror. They can be owned by
      Agora, players, contracts, and facilities.

      1.  stones  (u)
      2.  apples  (u)
      3.  carrots (u)
      4.  incense (u)
      5.  coal    (u)
      6.  ore     (a)
      7.  lumber  (a)
      8.  cotton  (a)
      9.  coins   (r)
      10. papers  (r)
      11. fabric  (r)

      Those marked with a (u) are Unrefinable Economic Assets.
      Those marked with a (a) are Refinable Economic Assets.
      Those marked with a (r) are Refined Economic Assets.

      Coins are the official currency of Agora.

[ PART II: REVAMPING MOVEMENT ]

[ This section brings back a system formerly called Action Units. I
  didn't include this mechanic in the original PAoaM proposal since it
  looked very similar to Action Points, a very unpopular system at the
  time. But I think it allows for better movement options, so I'm
  reinstituting it. This also touches on some of Corona's ideas for
  prioritizing small groups of land units. ]

Amend rule 2003 "Actions in Arcadia" by replacing its text with:
      Energy Points (abbreviated EP) is an untracked natural player
      switch. Players can destroy one apple to increase eir Energy
      Points by one. Players can destroy one carrt to increase eir
      Energy Points by three. At the beginning of the week, each
      player's Energy Points switch is flipped to 0.

      Any player can decrease eir Energy Points by:

      1. 1 to move from one Land Unit to an adjacent Unit if their Land
         Types differ and the destination is not Aether;

      2. 2 to move from one Land Unit to an adjacent Unit if their Land
         Types are the same and the destination is not Aether;

      3. 2 to set the Land Type of a Land Unit which e owns to an
         alternating Land Type.

      4. 2 to set the Land Type of a Land Unit which e owns and is
         located on to eir choice of either Black or White.

      5. 3 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.

      6. 5 to set the Land Type of a Land Unit that is of type Aether
         and is owned by Agora, to an alternating Land Type.

[ PART III: SPECIALIZED FACILITIES ]

[ This mechanic will give more depth to the Facilities system at the
  expense of adding more stuff for the Treasuror to track. Maybe the
  Treasuror needs to be split into two or more positions? Dunno. I'll
  worry about that later. ]

Create a new power 2.1 rule entitled "Specializing Facilities" with
the text:
      Specialization is a Facility Switch with the values of Normal
      (the default), and any values specified by the rule that created
      the facility type. A player CAN, by announcement, change the
      Specialization switch of a facility e owns and is located on the
      Parent Land Unit of by destroying assets equal to any associated
      Specialization fees.

      Whenever a facility has its Specialization switch set using this
      method, it neither produces nor refines any assets the next week,
      rules to the contrary notwithstanding.

Amend Rule 2563 "Production Facilities" by replacing the list with:
      1. Mines
         -  Build Cost: 5 lumber
         -  Upkeep Cost: 2n-2 lumber
         -  Production Details: 3n stones
         -  Specialization Options:
            -  Coal (fee of 3 stones): also produces 2n coal
            -  Ore (fee of 3 stones): also produces 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
         -  Specialization Options: none
         -  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: 2 lumber and 2 stones
         -  Upkeep Cost: n-1 lumber and n-1 stones
         -  Production Details: none
         -  Specialization Options:
            -  Cotton (no fee): produces 3n cotton
            -  Carrot (no fee): produces 3n carrots
         -  Upgrade Costs:
            -  Rank 2: 3 coins, 1 lumber, 1 stones
            -  Rank 3: 4 coins, 2 lumber, 2 stones
            -  Rank 4: 5 coins, 3 lumber, 3 stones, 1 fabric
            -  Rank 5: 6 coins, 4 lumber, 4 stones, 2 fabric

      4. Temples
         -  Build Cost: 2 lumber and 3 fabric
         -  Upkeep Cost: n-1 fabric
         -  Production Details: 3n incense
         -  Specialization Options: none
         -  Upgrade Costs:
            -  Rank 2: 4 coins, 1 lumber, 1 fabric
            -  Rank 3: 6 coins, 2 lumber, 3 fabric
            -  Rank 4: 8 coins, 4 lumber, 2 stones, 5 fabric
            -  Rank 5: 10 coins, 6 lumber, 4 stones, 7 fabric

Amend Rule 2563 "Processing Facilities" by replacing the list with:
      1. Refineries
         -  Build Cost: 4 lumber and 8 stones
         -  Upkeep Cost: n^2+2 coins
         -  Processing Details: 1 ore and 1 coal to 5 coins
         -  Upgrade Costs: no upgrades

      2. Mills
         -  Build Cost: 6 lumber and 6 stones
         -  Upkeep Cost: n^2+2 coins
         -  Processing Details: 1 lumber and 1 coal to 2 paper
         -  Upgrade Costs: no upgrades

      3. Looms
         -  Build Cost: 8 lumber and 4 stones
         -  Upkeep Cost: n^2+2 coins
         -  Processing Details: 1 cotton and 1 coal to 2 fabric
         -  Upgrade Costs: no upgrades

Amend Rule 2561 "Asset Generation with Facilities" by adding a new
paragraph with the text:
      If non-preserved Land Unit A, which has a facility on it, is
      connected to non-preserved Land Unit B, which has a facility of
      the same category as the facility on Land Unit A at the instant at
      which it is to produce or refine assets, that facility neither
      produces nor refines any assets, rules to the contrary
      notwithstanding.

[ This would be a good time to mention that this fits really well with
  Corona's No-Go proposal, so it might make sense to have that one pass
  before this one. ]

--
Trigon

Reply via email to