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
>

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