On 11/10/23 21:16, nix via agora-discussion wrote:
> Here is a proto economy. It tries to work with the existing game
> structures. Here's how it works:
>
> The core gameplay revolves around three different win conditions: Stamp
> collecting, which works exactly as currently, stone collecting, which
> works nearly the same, and a new method of victory tokens that is very
> similar to the Sets victory condition (with a change intended to fix
> set's deadlock).
>
> Stamps have specializations, and those specializations are used for the
> tasks of creating victory tokens, converting to other types of stamps,
> increasing voting strength, or grabbing stones. Players set their
> corresponding stamp's specialization, but only once per "round", meaning
> it's locked in for a while. Old stamps are wildcards that can be used
> for any purpose.
>
> Dreams and radiance are removed. Everyone has the equivalent of the
> Wealth Dream, and Stamps now feed directly into Stones and Strength so
> those dreams were unnecessary.
>
> Take a look here below. I'm looking for substantive feedback more than
> proofreading in this round, but both are appreciated.


The idea seems fine. Not sure I'm super thrilled about the idea of
bringing back the "10 more than anyone else" victory condition so soon.


And you know I can't *not* proofread, so here:


>
> {
> Enact a new rule titled "Stamp Specialization":
>
>     Specialization is a stamp type switch with potential values
>     "None" (default), "Any", "Selfsame", "Stone", and "Strength",
>     tracked by the Collector.


Are we sure that "stamp types" are entities in order for them to be able
to possess instances of switches? Also, "switch possessed by stamp
types" is probably clearer in this instance, otherwise it looks very
close to "stamp-type switch.


>     When a rule specifies a player can pay a fee that includes a stamp
>     of a specific specialization, a stamp with the stamp value "Any" can
>     be used instead.


This might have precedence problems.


> Enact a new rule titled "Victory Tokens":
>
>     Victory Tokens are an asset. A player CAN pay a Stamp with the
>     Selfsame specialization, a Stamp with the Stone specialization, and
>     a Stamp with the Strength specialization to grant emself one Victory
>     Token.
>     
>     If a player has 10 more victory tokens than the player with the
>     second most Victory Tokens, e CAN win by announcement.


"the player with the second most Victory Tokens" is not necessarily
well-defined (could be a tie).


>     If no player has won by victory tokens in 3 months, the player with
>     the most victory tokens CAN win by announcement.
>
> Enact a new rule titled "Stamps for Strength":
>
>     A player CAN pay three stamps with the "Strength" stamp
>     specialization. Eir Voting Strength is increased by 2 on all
>     ordinary referenda currently being voted on.


There should be a named action here (like for the Power Stone). Also, I
continue to believe that instantaneous voting strength changes do nothing.


> and adding:
>
>     At the beginning of the month, X stamps of eir own type are granted
>     to each player. When less than 8 Stamps of eir type exist, X is 2.
>     When 8 to 15 Stamps of eir type exist, X is 1. When 16 ore more
>     Stamps of eir type exist, X is 0.


"ore".

-- 
Janet Cobb

Assessor, Rulekeepor, S​tonemason

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