On Sat, Nov 15, 2025 at 4:55 PM 4st nomic <[email protected]> wrote:
>
> Some non-pedantic updates to this version of agroleum based on some
> feedback from kiako and ais.
> (still, compare with EarlyRetirement's version, it is still much different!!)
>
> I am taking inspiration from this game:
> https://en.wikipedia.org/wiki/Beer_distribution_game
>
> I think things that are interesting here are:
> 1. Leaving storage costs to the players to sort out. It's a flat rate
> per month, but, how will you earn the spendies to pay it back, how do
> you defeat the competition, etc.
> 2. There is asset growth, but it requires coordination between at
> least 5 players to implement initially. (looks like we have 7
> players?)
> -- growth could manage to allow a player to go beyond the 40 spendie
> fees of changing specialization repeatedly within the same month,
> which is a feat in itself.
> 3. The asset costs and earnings are prime numbers which is going to
> leave gaps in every step - in order for the system to churn a profit,
> these leftovers MUST be managed
> -- 23688 spendies is the first time when there are no leftover
> products from each stage, and this results in a revenue of 25935
> spendies.
>
> I also had some fun with numbers here... it works out to ~1.095x
> spendie growth per month given optimal play, which means, all
> resources have to be consumed or stored. So, this might be an economy?
> IDK. Maybe some things to spend the intermediate products on as well.
>
> Questions/feedback welcome.
> Some things I was thinking about:
> -- should the specialization cost more, so you have to earn spendies
> or get a loan to get into the game?
> -- enforce specialization changes only once a month?
> -- setting the max spendies a player can have? Like to 999 or
> something? so a player can't ever reach the optimum transaction
> amounts in a single month ever / prevent inflation?
>
> {
> The Baronor is an office.
>
> Agroil, Agroleum, Agresin, and Agrastic are liquid assets tracked by
> the Baronor in eir monthly report.
>
> A player has a text switch called specialization with possible values
> of none, fracking, distilling, solidifying, shaping, storing, or sales.
>
> A player with the specialization of fracking CAN pay a fee of 1
> spendie to gain 19 agroil.
> A player with the specialization of distilling CAN pay a fee of 1
> spendie and 23 agroil to gain 7 agroleum.
> A player with the specialization of solidifying can pay a fee of 1
> spendie and 11 agroleum to gain 13 agresin.
> A player with the specialization of shaping can pay a fee of 1 spendie
> and 17 agresin to gain 5 agrastic.
>
> If a player's specialization is none, e CAN pay a fee of 20 spendies
> to select eir specialization.
> A player CAN pay a fee of 20 spendies to change eir specialization to none.
>
> At the beginning of each month, the Market Churns.
> When the Market Churns, the following things happen in order:
> - All players with the specialization of sales gain 3 spendies for
> every 2 agrastic in their possession, then all eir agrastic are
> destroyed.
> - All agroil, agroleum, agresin, and agrastic are destroyed unless
> they are owned by a player with the specialization of storing.
> - Players with the specialization of storing have eir specialization
> set to none.
> }
>
> --
> 4ˢᵗ
> wearing Jester's Cap
> Uncertified Bad Idea Generator


alternative storage mechanic:
Crates -- purchasable only by "storing", destroyed at the end of
month, can hold X amount of agroleum assets, which are dumped onto the
owner. -- or perhaps, must be crafted from intermediates by
"storing".... etc...

-- 
4ˢᵗ
wearing Jester's Cap
Uncertified Bad Idea Generator

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