First off, thanks a lot for your very helpful suggestions!

Okay, about the multi-colored VCs. Thing is, as much as this
encourages people to do different things in order to get different
colors of VCs, I feel like, as Treasuror, one could cause the Treasury
to give out different amounts of pesos based on different things
needed in the Agoran community. Because of this, the things that were
most-needed would pay the most.

Also, I intend for pesos to be spent similar to VCs, in that one can
increase his own VVLOP and others' as well. In fact, the biggest
difference in terms of this is that they can be transfered.

I've also some ideas for what they could be spent on. Namely, they
could be used similarly to VCs, but also would be given to others' for
help with tasks (for example, saying "if you help me with X, I'll give
you Y pesos). Also, they could be used in contests, but instead of
points being given out (though I do not intend to repeal points), a
contestmaster could decide to give out pesos instead. This would help
someone win by having more pesos than anybody else. In fact, I can
think of plenty of things they could be spent on.

You don't seem to like the idea of the Treasury. The reason I proposed
it was that without it, who would hold the official Agoran money? That
is, I wanted an official place where tax dollars would go, that is,
money printed by the Treasuror. Without it, that money would be mixed
with the Treasuror's money. It just seemed like a good idea, but if
you don't think it's necessary, then whatever. . .

I appreciate the feedback,
Avpx

On Dec 23, 2007 5:43 PM, Ed Murphy <[EMAIL PROTECTED]> wrote:
> avpx wrote:
>
> > One of the reasons I wanted to make it rule-regulated, BTW, was so
> > that it could possibly replace the system of VCs and marks, which,
> > personally, I find a little messy. It might be a good idea, if we can
> > all agree on that (which I doubt we can), to re-engineer the whole
> > idea, and add new functionality to the peso, giving it the ability to
> > increase one's VVLOP, and obsoleting the mark and VC. Obviously, there
> > would be the ability to transfer VCs and marks for pesos (I was
> > thinking that 1 mark should equal 1 peso, and 1 VC should equal 100
> > pesos).
>
> If you're obsoleting the other currencies, then you should just
> convert them in the proposal that does so, e.g.
>
>    "Upon the adoption of this proposal, each player receives 1 peso
>     for each Mark that e possesses, and 100 pesos for each VC that
>     e possesses."
>
> Make sure you do this /before/ repealing VCs and Marks.
>
> The point of multi-colored VCs is to give an advantage to players
> who participate in multiple aspects of the game (primarily proposing,
> officeholding, and judging; rarer colors can either be spent, or
> saved toward a win attempt).  The point of preventing transfers and
> making it cheaper to increase other players' VLOP is to give an
> advantage to players who log-roll.  Not that these ideas couldn't be
> repealed, but it's worth giving some thought first.
>
> There's also the question of what things are worth spending currency
> on, besides the perennial favorite of increased voting power.  Past
> attempts have included:
>
>    * Cards / Powers.  A recordkeeping nightmare, due to non-fungibility
>      and cascade errors.
>
>    * Proposal submission fees.  Out of favor.  On at least one occasion,
>      they led to a notable dearth of submissions, as players mostly
>      couldn't be bothered to work out personal budgets.  (Judicial
>      submission fees would surely be just as bad, if not worse.)
>
>    * Payment of fines.  Also out of favor.  At one time, things like
>      late reports were routinely pointed out and dinged; these days,
>      anything short of "hmm, maybe it's time for the non-performing
>      officer to be replaced" tends to be overlooked.
>
>    * Zombies (basically power of attorney over long-inactive
>      players).  Really just a means to increased voting power etc.
>
>    * Auctions.  Obviously just a means to whatever the auctioned
>      items (often Zombies) would be spent on.
>
> > I'm just trying to add some realism to the currency system, and
> > perhaps improve it. If you guys could help me out with it by giving
> > suggestions, I feel like we really could make the game more lively.
>
> Explicitly tracking the holdings of a central non-player entity is
> IMO not worth the extra recordkeeping effort.
>

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