I proto-propose the following proposal, entitled "Whither Weather?", with an 
Adoption Index of 1:
===
Amend Rule 2708 ("Crops") to read as follows:
---
Creating and destroying types of Crop is secured.

Growing Season, Seed Cost, Growth Duration, Resilience, Opportunity, and Sell 
Price are Crop type switches, tracked by the Land Managor, with these values:

- Growing Season - all Crop Seasons
- Seed Cost - integers from 50 to 200 inclusive, rounded
- Growth Duration - integers from 3 to 24 inclusive, rounded
- Resilience - integers from 75 to 100 inclusive, rounded
- Opportunity - integers from 1 to 25 inclusive, rounded
- Sell Price - integers from 100 to 400, rounded

Rules to the contrary notwithstanding, a Crop type CANNOT be planted while its 
Seed Cost is null, and CANNOT be harvested while its Growth Duration or Sell 
Price is null.

When rounding Seed Cost or Growth Duration, ties are broken toward the larger 
value.

An in-season Crop is one whose Growth Season is in progress. All others are 
out-of-season.
---

Amend Rule 2709 ('The Growth Cycle') to read as follows:
---
A player CAN plant an in-season Crop by paying a fee in Pyrite equal to its 
Seed Cost, provided that eir number of Hectares is greater than the number of 
unlost, unharvested Crops e planted earlier in the current Crop Season.

A Crop is ripe if all of the following are true:

a. It was planted earlier in the current Crop Season.
b. It has not been lost or harvested.
c. At least one of the following is true:
i. It was planted a number of days ago equal to or greater than its Growth 
Duration.
ii. The Weather for the current week is greater than or equal to its 
Opportunity, and had not yet been selected when it was planted.
d. At least one of the following is true:
i. It was not planted in the current week.
ii. The Weather for the current week had not yet been selected when it was 
planted.

Once per ripe Crop that e planted, a player CAN harvest it by announcement, 
gaining Pyrite equal to its Sell Value.

When the Fields Wither, all unlost, unharvested Crops are lost. For the 
avoidance of doubt, the previous paragraph notwithstanding, a player CANNOT 
harvest a Crop planted before the most recent time the Fields Withered.

Weather is a secured singleton integer switch with values between 1 and 100 
inclusive, tracked by the Land Managor, with a default value of 50. Once per 
week, the Land Managor SHALL select and announce a random integer between 1 and 
100 to be next week's Weather. At the beginning of each week, Weather is 
flipped to the last value so announced, after which all crops with Resilience 
lower than the current Weather are lost.

At the end of each Crop Season, the Fields Wither.
---

Amend the second sentence of the first paragraph of Rule 2710 ('Genetic 
Modification') to read as follows:
---
The Land Managor CAN once by announcement, and SHALL in a timely fashion, set 
its Growth Season, Seed Cost, Growth Duration, Resilience, Opportunity, and 
Sell Price to randomly selected valid values.
---

Amend the second paragraph of Rule 2710 ('Genetic Modification') to read as 
follows:
---
Once per Crop Season, a player CAN pay a fee of 750 Pyrite to alter a type of 
out-of-season Crop's Seed Cost, Growth Duration, Resilience, Opportunity, or 
Sell Price by up to 25% in either direction.
---

Set the Resilience of all Crop types to 90. Set the Opportunity of all Crop 
types to 20.
===

This is an attempt to make Weather a more interesting mechanic than just a 
random chance of crop failure. I noticed that Good Weather did not actually do 
anything, so now it does. I also decided to vary the effects of Weather between 
crops to make solving Agoriculture more difficult. Finally, this proposal 
clarifies that lost crops cannot be harvested, as currently it is not clear 
what a crop being "lost" actually means.

The amendments to Rule 2710 are written in such a way that there should be no 
collision with Murphy's proposal, should both be adopted.

The main reason I've decided to proto this is nailing down the exact mechanics 
of timing around Weather selection and harvesting. The basic idea here is that 
the Land Managor selects the Weather for the NEXT week, in order to allow time 
for players to harvest crops with high Opportunity, and that crop failure 
happens at the start of the week rather than at the end of it. I believe that 
what I've got here should maintain the basic flow of gameplay without allowing 
obvious exploits, but I'd like a second or third pair of eyes just in case I 
missed something.

- Galle

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