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

