Btw Agoran Geronotocracy has been a problem since forever:
http://users.cecs.anu.edu.au/~michaeln/agora/subgame-manifesto.html#gerontocracy-syndrome

On Sun, Sep 24, 2017 at 1:09 AM, Josh T <draconicdarkn...@gmail.com> wrote:

> I have an idea for making goods which is bouncing around in my mind, but I
> haven't the time to sit down and write it out. It'd also be my first
> proposal, so I'm a bit apprehensive at throwing it out into the wild
> without double-checking some basic things first.
>
> 天火狐
>
> On 23 September 2017 at 19:01, VJ Rada <vijar...@gmail.com> wrote:
>
>> I think we need to encourage spending. People ignore the current
>> agoran economy too much. People don't ignore the real economy because
>> they need to eat. My vision is to have it be completely impossible to
>> meaningfully participate without paying for it, thus forcing economic
>> participation.
>>
>> I also think we need inflation to match new players coming in. And we
>> need more incentivisation of inter-player spending, rather than just
>> player-agora spending. The few businesses people have set up right now
>> (Celestial Fire-Fox's vote-buying thing for example) just aren't being
>> used.
>>
>> On Sun, Sep 24, 2017 at 8:14 AM, Kerim Aydin <ke...@u.washington.edu>
>> wrote:
>> >
>> >
>> > There's two separate issues:
>> >
>> > 1.  How fast should a brand new player be able to catch up with an old
>> player;
>> >
>> > 2.  How much consistent advantage should an officer have over a
>> non-officer.
>> >
>> > It's confounded because most old players are officers, but given the
>> welcome
>> > package I think it's mostly a problem of (2) not (1).
>> >
>> > On Sat, 23 Sep 2017, Nic Evans wrote:
>> >> On 09/23/2017 04:47 PM, Cuddle Beam wrote:
>> >>       I think a good way to analyze the game design is to guess in how
>> much time the average player (eith average activeness and skill) will
>> achieve a win (or dictatorship) given their join date.
>> >>
>> >> If its not the same (or very similar) for someone who was around at
>> the start than someone who joins later, then its Gerontocratic imo (on that
>> front). For example, the case where the total capital
>> >> of all active players, in comparison to what a newcomer has (Welcome
>> Pack), grows over time.
>> >>
>> >>
>> >> New players shouldn't have such a handicap that they overcome
>> consistently good play from existing players. And the stamp win isn't
>> restricted to one-time. New players can still win with as much work as
>> >> old players, but the old players have a lead by virtue of starting
>> sooner.
>> >>
>> >>       On Sat, 23 Sep 2017 at 22:26, Kerim Aydin <
>> ke...@u.washington.edu> wrote:
>> >>
>> >>
>> >>       On Sat, 23 Sep 2017, Owen Jacobson wrote:
>> >>       > As for the gerontocracy argument: Money is an inherently
>> gerontocratic system.
>> >>       > It abstracts value from labor in a way that allows arbitrary
>> allocation.
>> >>
>> >>       Ok, I've been mulling this over for the past week or so, and
>> some broad thoughts.
>> >>
>> >>       I think we should step away from thinking of this in terms of
>> Economies and
>> >>       think of it in terms of Game Design.
>> >>
>> >>       On the supply side, what we have is classic exponential asset
>> growth.  Base
>> >>       assets let you get things which then let your assets grow faster
>> (I'm
>> >>       particularly thinking of the recent Agoraculture here).  This
>> can be very
>> >>       fun - the fun part of the grind games is when your properties
>> start *really*
>> >>       producing.  But the problem is that it leads to early
>> determination of
>> >>       winners versus losers, and if the game lasts too long, it's a
>> frustrating
>> >>       slog for the losers.  In a game with no fixed end (e.g. real
>> life), this is
>> >>       the gerontocracy.
>> >>
>> >>       It's greatly exacerbated by the fact that distribution of
>> valuable assets
>> >>       is via Auction.  Auctions are inherently exponential (a slight
>> lead in
>> >>       your base asset leads to you winning a big valuable asset).
>> Moreover,
>> >>       right now, the auction properties are far too rare, so you have
>> to compete
>> >>       directly with the gerontocracy to buy in.  My main reason to
>> hoard right now
>> >>       is to have any chance in an auction.
>> >>
>> >>       I think the solution is some minimum income, and drastically
>> reducing the
>> >>       buy-in difficulties for auctions (I'd do that through increased
>> land).
>> >>
>> >>       On the spending side:  quite frankly, we don't have enough
>> diversity of
>> >>       things that actually buy game advantage to be worth spending
>> on.  We need
>> >>       to add different pathways to accumulation and specialization.
>> >>
>> >>       There's a few ways to organize adding things to buy.  I
>> personally would
>> >>       add permanent political buy-in based on our old Oligarchic
>> system, and
>> >>       simultaneously re-form the Speaker position as we talked about
>> last week.
>> >>       This would be entirely separate from land.  (there are other
>> things we could
>> >>       invent to buy, this is one obvious addition).  I'd also think
>> about specialized
>> >>       roles (e.g. only allowing Farmers to own land, and you can't
>> easily change
>> >>       whether you're a farmer or not).
>> >>
>> >>       The total portfolio of things to buy should have a unified game
>> balance and
>> >>       different pathways to riches/success, and not just be a grab bag
>> of random
>> >>       investment instruments (e.g. stamps, bonds, whatever).
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>> >>
>>
>>
>>
>> --
>> From V.J. Rada
>>
>
>

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