That sounds like fairly reasonable statistics. If someone writes out some
specific scenarios I suppose I'll take a look and do some number-crunching
when I am slightly less busy.

天火狐

On 23 September 2017 at 16:36, Kerim Aydin <ke...@u.washington.edu> wrote:

>
>
> It sounds like the kind of thing that could work.  Right now, what I'm
> really
> dying for is for someone to do a very simple simulation.  E.g. assume N
> players,
> M officers, each player pends a random# of proposals a week - how do things
> fluctuate and do holdings diverge between have and have-nots?  Then we
> could
> try various scenarios such as taxes.  (coding this was on my todo list but
> not
> likely soon...)
>
> On Sat, 23 Sep 2017, Owen Jacobson wrote:
> > On Sep 23, 2017, at 3:46 PM, Kerim Aydin <ke...@u.washington.edu> wrote:
> > > On Fri, 22 Sep 2017, Owen Jacobson wrote:
> > >> On Sep 22, 2017, at 10:45 AM, Kerim Aydin <ke...@u.washington.edu>
> wrote:
> > >>
> > >> I suspect that welcome packages are considerably too large, but I
> don’t think that
> > >> that was at all obvious at the time. Consider: in the last month or
> so, the pending
> > >> price has fluctuated between 1 and, approximately, 6 sh. repeatedly.
> We’ve actually
> > >> managed to keep most shinies in the hands of player. 50 sh. is enough
> to author
> > >> and pend more proposals than I have written since I started playing,
> more than a
> > >> year ago - and each Welcome Package causes the pend price to drop at
> least one full
> > >> shiny in the following week.
> > >>
> > >> I strongly suspect that that’s more economic impact than intended or
> wanted. I
> > >> know you’re planning to vote against any economy proposals that
> doesn’t enact a
> > >> reliable source of shinies in one form or another, but would you
> consider
> > >> supporting one that shrinks welcome packages?
> > >
> > > You mean instead of fixing basic income, do something that makes the
> problem worse?
> > > No, I don't think I'd support that, and in general I disagree that
> this is the
> > > issue to fix.
> >
> > Fair enough, it never hurts to ask.
> >
> > What about something like:
> >
> > * To “distribute” an amount fungible asset to a set of recipients is to
> transfer one instance of that asset at a time to the recipient with the
> fewest of that asset, until either no more instances of the asset are
> eligible to be distributed or the number of instances so transferred equals
> the amount to be distributed. If two or more recipients are tied for the
> fewest of an asset, then the recipient that most recently became eligible
> to own the asset shall be selected.
> >
> > * The Tax Rate is a singleton natural switch which can take values
> between 0 and 100, inclusive, tracked by the Secretary. The Tax Rate has a
> default value of 50.
> >
> > [It’s a switch for consistency and ease of tracking, but it can only be
> flipped by proposal.]
> >
> > * When a player pays Agora, the Secretary CAN cause Agora to distribute
> a percentage of that payment equal to the Tax Rate to all players, and
> SHALL do so in a timely fashion. As part of eir weekly duties, the
> Secretary SHALL do so for all payments to Agora that have not yet been
> scattered.
> >
> > [This gets rounded up, the Assets rule takes care of that, so the net
> result is that when the Pend Value is 1 sh., every shiny spent pending
> proposals goes to a player. It’s a trickle, but it’s a trickle proportional
> to the amount of activity going on.]
> >
> > -o
> >
> >
>

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