I'd probably reduce the radiance awards or increase the radiance-to-win requirement so that the expected frequency of radiance wins stays more or less the same.
In its own way, yes, I believe it solves the problem of votes having a strong motivation to vote for radiance interests rather than the body of the proposal itself. Unless you're the sort of person who doesn't like it when other people win, but I don't think that'll be much of an issue. I'm not sure how I feel about this yet. In a way, it's just "get 20 proposals passed to win", which is... fine, but it's pretty passive, boring and lonely, in a sense. I don't think that the solution for undesired interplayer interactions in a game is to have no significant interplayer interactions at all. Bar revolutions, but I'm not sure how that would play out in this new meta, and there's also the issue where it may become beneficial for some majority to just keep winning->revolutioning->winning->revolutioning in a loop. For example, despite its imbalances, I'm having a lot of fun with stamp-trading, and I believe that it's because it caters to my caveman desire for interpersonal interaction and games involving it. I don't think I'd have as much fun if gaining stamps was just something I could solitaire in the background. If radiance was just as "lonely" as it would be, I'm not sure it's complex enough for me to really engage with it. For example, I love Zelda games, which are single-player but complex enough to keep my attention, but radiance would just become a background "EXP" bar that fills up with tasks that seems like people just often do anyways. That said, I don't think that radiance in its new form would be bad. I just don't think it would be great either. Just lukewarm. On Thu, Apr 20, 2023 at 2:15 AM ais523 via agora-business < agora-busin...@agoranomic.org> wrote: > I submit a proposal with AI 1.5, title "Noncompetitive Radiance", and > the following text: > {{{{ > In rule 2656, amend > {{{ > Upon a correct announcement from a player that eir radiance is 100 > or more (correctly specifying the amount), e wins the game. Then, > eir radiance is set to 0, and all other players' radiance are set > to half their current value rounded down. > }}} > to > {{{ > A player whose radiance is 100 or more CAN by announcement Become > Radiant, as long as e correctly specifies the amount of eir > Radiance in the same message. When a player Becomes Radiant, e > wins the game; and when a player wins the game by this mechanism, > eir Radiance is flipped to 0. > }}} > > [Removes the reset on radiance; see my recent these for arguments on > why I think this is beneficial. There are also two bugfixes: one that > handles the situation where a higher-powered rule blocks the win, and > one that prevents radiance wins being accidentally triggered by, e.g., > the Herald's report when the Herald has 100 radiance.] > }}}} > > -- > ais523 >