twg, in case you don't read all threads, please see my thread "Long
Term Economic Reform Plan". In particular, I request that you delay
"From each according to eir means" till next week. You may also want
to read the rest of the thread.

Thanks,
Aris

On Fri, Jul 13, 2018 at 3:00 PM Reuben Staley
<reuben.sta...@gmail.com> wrote:
>
> Comments inline. If there are no comments on a proposal that means I would
> support it the way it is.
>
> On Fri, Jul 13, 2018, 14:51 Timon Walshe-Grey <m...@timon.red> wrote:
>
> >
> > [snippity snip]
>
>
> > ---
> > Title: From each according to eir means
> > Adoption index: 2.0
> > Author: twg
> > Co-authors:
> >
> > [ This is an attempt at a reset/rebalance that strikes a middle ground
> > between
> >   completely erasing everyone's progress and leaving the current
> > exponentially-
> >   growing inequality in place. I'm not positive that I struck the right
> > balance
> >   but even if it's rejected it can be a starting point for discussion. ]
> >
> > For each facility owned by a player, transfer all coins owned by that
> > facility
> > to its owner.
> >
> > For each zombie owned by a player, transfer all coins owned by that zombie
> > to
> > its owner.
> >
> > Decrease the coin balance of each player to the square root (rounded up to
> > the
> > next largest integer) of however many coins e possessed before this
> > sentence
> > took effect.
> > ---
> >
>
> While this does technically bring everyone closer to the same amount of
> money, I'm not sure this is the best way to do it. This also doesn't fix
> the gap in land ownership. I really think we need to do a map reset to
> achieve maximum equality.
>
> [snip snap]
>
> ---
> > Title: Crackdown on minting (reindustrialisation edition)
> > Adoption index: 2.0
> > Author: twg
> > Co-authors:
> >
> > [ As I've said before, I think coin production needs to go altogether, but
> >   destroying the refineries outright seems unnecessarily unfair, so my
> >   preference is for this edition - though I haven't come up with anything
> > to
> >   use steel for yet. Also, G., I apologise for my appalling timing in
> > proposing
> >   to render your contract ineffective! ]
> >
> > Amend rule 2483, "Economics", by:
> > - adding "steel" to the list of currencies (appropriately numbered)
> > - adding "steel" to the list of refined currencies
> > - adding "coins" to the list of unrefinable currencies
> > - removing "coins" from the list of refined currencies
> >
> > Amend rule 2564, "Processing Facilities", by changing "coins" to "steel"
> > in the
> > Processing Details of Refineries.
> > ---
> >
>
> I like this, and if I had it my way, steel would even become an important
> building resource, like cloth is now.
>
> [spin]
>
> ---
> > Title: Back to one auction
> > Adoption index: 1.0
> > Author: twg
> >
> > Amend rule 2004, "Land Auctions", by replacing the first sentence of the
> > last
> > paragraph with the following:
> >
> >       If at least one land unit is selected by the process described above,
> >       the Cartographor CAN and SHALL initiate an auction with each selected
> >       land unit as a lot. The authorized bidders for this auction are all
> >       active players.
> >
> > [ Note that, unlike the original version, zombies are banned from bidding.
> > ]
> > ---
> >
>
> I don't recall who, but someone said that each different auction system had
> its own benefits, which I agree with. I really think alternating between 5
> auctions and one is the best way to run these auctions. So let it be known
> that I while would support this, I think there's a better way to do it.
>
> ---
> > Title: This planet is too chilly
> > Adoption index: 2.0
> > Author: twg
> > Co-authors: Trigon
> >
> > [ Coal is not my idea; I lifted it from Trigon's proto-proposal. It
> > restricts
> >   processing facilities a little, which is perhaps a good thing, but it
> > also
> >   increases the number of land units you need to maintain self-sufficiency,
> >   which is a bit of a barrier for new players. I figured I might as well
> > put
> >   it in the pile. ]
> >
> > Amend rule 2483, "Economics", by adding:
> > - "coal" to the list of currencies (appropriately numbered); and
> > - "coal" to the list of unrefinable currencies.
> >
> > Amend rule 2561, "Asset Generation with Facilities", by changing the third
> > paragraph to read in full:
> >
> >       At the end of every Agoran Week, for each Processing facility, as
> >       many times as possible, Agora destroys a number of assets in the
> >       possession of that facility and replaces them with a corresponding
> >       number of different assets, as specified by the rule that creates
> >       the facility.
> >
> > Amend rule 2564, "Processing Facilities", by changing every occurrence of
> > the
> > word "to" to "and 1 coal to".
> >
> > Amend rule 2563, "Production Facilities", by adding the following new list
> > item, appropriately numbered:
> >
> >       Coal Mines
> >          -  Build Cost: 5 lumber
> >          -  Upkeep Cost: 2n-2 lumber
> >          -  Production Details: 3n stones and 2n coal
> >          -  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
> >
> > [ This is functionally equivalent to adding in Trigon's specialisation
> > options,
> >   but I felt it would have made the proposal a little too long and hard to
> > make
> >   a decision on. I intend, without objection, to declare apathy, specifying
> >   myself to win the game. If this passes, we can always simplify it later;
> > the
> >   specicialisation options do sound fun in principle. ]
> > ---
> >
>
> You're right. I have a tendency to write things too long. I also really
> like this idea, and am glad someone submitted it.
>
> ---
> > Title: Something to use paper for
> > Adoption index: 2.1
> > Author: twg
> >
> > [ With free proposals, paper is entirely useless - not that anyone was
> >   producing it anyway - so this is an idea to make mills a little more
> >   attractive. ]
> >
> > Enact a new rule of power 2.1, "Libraries", with the following text:
> >
> >       The following facilities are defined as Miscellaneous facilities:
> >
> >       Libraries
> >          -  Build Cost: 1 lumber and 1 paper
>
>          -  Upkeep Cost: n paper
> >          -  Upgrade Costs:
> >             -  Rank 2: 1 lumber and 2 paper
> >             -  Rank 3: 2 lumber and 3 paper
> >
> >       A player CAN, by announcement, Request Texts from a library e owns
> >       regarding the reduction of a specified currency in the upkeep costs
> > of a
> >       specified non-library facility. This has the following effects, which
> >       last until the end of the message in which the Texts were Requested:
> >
> >          - The facility's upkeep cost is reduced by n of the currency,
> > where n
> >            is the rank of the library. (If this would cause the facility's
> >            upkeep cost to include a negative quantity of any currency, it
> >            instead includes zero of that currency.)
> >          - Further attempts to Request Texts specifying the same currency
> > and
> >            facility are INEFFECTIVE.
> >
> > [ The above phrasing is a little cumbersome but it was the best way I could
> >   think of to have the intended effect (each facility can have exactly one
> >   library help pay for each currency) without producing more things for
> >   officers to keep track of. ]
> >
> >       Libraries CANNOT own assets.
> > ---
> >
>
> Too cheap, and also I don't really like having all of this information
> under the assets rule. I suggest moving all the library special details to
> another rule.
>
> ---
> > Title: A new industry: sand and glass
> > Adoption index: 2.0
> > Author: twg
> > Co-authors:
> >
> > [ This isn't intended to fix any perceived problem; I just thought that an
> >   extra type of facility might make it a little more interesting so that
> > we're
> >   not just playing the exact same subgame again with slightly different
> > rules.
> >   I intend, without objection, to declare apathy, specifying myself to win
> > the
> >   game. On the other hand, it might just make things unnecessarily
> > complicated;
> >   and this proposal doesn't actually contain anything to use glass for,
> > though
> >   ideas are welcome, and I also have a few of my own if people are
> > interested
> >   in principle. ]
> >
> > Amend rule 2483, "Economics", by adding:
> > - "sand" and "glass" to the list of currencies (appropriately numbered);
> > and
> > - "sand" to the list of refinable currencies; and
> > - "glass" to the list of refined currencies.
> >
> > Amend rule 2564, "Processing Facilities", by adding the following new list
> > item, appropriately numbered:
> >
> >         Glassworks
> >            - Build Cost: 8 lumber and 4 stones
> >            - Upkeep Cost: 3 coins
> >            - Processing Details: 1 sand to 5 glass
> >
> > [ The build cost may be a little unbalanced if refineries are not also
> >   removed, but that seems like the sort of thing that's relatively simple
> > to
> >   tweak after the fact. ]
> > ---
> >
>
> Yeah but how do you get sand? And glass should be given a purpose, even if
> it is just as a building material.
>
> I object to all intents to declare apathy in the quoted message.
>
> >

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