On 11/19/2017 1:10 AM, Aris Merchant wrote:
On Sat, Nov 18, 2017 at 10:57 PM, Reuben Staley <reuben.sta...@gmail.com> wrote:
Okay, here we go with round 2. This is looking like Go and Settlers of Catan
were mixed into one game. What could possibly go wrong?

I'm pretty sure I got all of the mechanics I wanted in there, but it's
possible that in my hurry to get another draft out I skipped something.
Please notify me of anything that seems out of place.

Also, sorry Aris, but hardly any of the stuff you brought up was fixed
because they haven't been discussed yet.

That's fine. I know how difficult is to keep up with comments. :)

[ PART I: Removing and Changing Stuff ]

Repeal rules 2488, 2489, 2490, and 2491.

[ I honestly tried to keep the estates, but these changes are so radical
   that it wouldn't be compatible. ]

Repeal rule 2500.

Amend rule 2445 by replacing the second paragraph and subsequent list
with:

       Any player CAN flip a specified proposal's imminence to "pending" by
       announcement by spending 1 paper.

Amend rule 991 by removing the first list item of the list directly
following the first paragraph.

[ Everyone wants to get rid of these so okay, let's do it. ]

Repeal rules 2483, 2487, and 2497.

[ No more shinies, everybody! ]

Amend rule 2516 by replacing it in full with:

       At the beginning of the Agoran week, the Treasuror CAN and SHALL
       cause Agora to give:

       1. every player with an amount of papers less than 2 an amount of
          papers so that eir paper balance is equal to 2.

       2. every player with an amount of apples less than 2 an amount of
          apples so that eir apple balance is equal to 2.

[ This makes it so that impoverished players can move a little each week
   and make some proposals. ]

Amend rule 2599 by replacing the second paragraph with:

       When a player receives a Welcome Package, Agora transfers the
       following assets to em:

       1. 10 bars
       2. 5 lumber
       3. 5 stones
       4. 10 apples
       5. 5 papers

[PART II: Making Land]

Re-enact rule 1993/1 (Power=2) "The Land of Arcadia" with the text:

       Arcadia is a land entirely defined by the Arcadian Map (the Map).
       The Map is the term for the set of all Land Units.

       The Map divides Arcadia into a finite, discrete number of Units of
       Land, or simply Land. Each Unit of Land is an indestructible asset
       specified by a pair of integers known as its Latitude and
       Longitude.

       Every unique pair of integers within the limits defined in the
       Rules for Latitude and Longitude signifies an existent Unit of
       Land. No other Units of Land exist. Units of Land CAN only be
       created or destroyed by changing the limits of Latitude and
       Longitude defined in the Rules.

Unique ordered pair please, or we may have confusing problems.

Nice job catching that.

       All values for Latitude and Longitude MUST lie between -9 and +9,
       inclusive.

Get rid of the MUST, or make it lower case. Were these all supposed to
be fixed now, or not until the next version after this one?

Ech, they all should've been fixed but the whole "oh I need to get this draft out asap" thing happened at 11:30 last night and turned this draft into a sloppy piece of garbage.

       The Total Land Area of Arcadia is the number of existent Units of
       Land defined by permissible Latitude and Longitude pairs.

Re-enact rule 1994/0 (Power=2) "Ownership of Land" with the text:

       Any existent Land for which ownership has not been explicitly
       changed belongs to Agora.

       Land belonging to Agora is called Public Land. Land belonging to
       a contract is called Communal Land. Land belonging to any other
       entity is called Private Land. Together, Communal Land and Private
       Land are called Proprietary Land.

       Land CAN be tranferred in the following ways:

       1. The Land Unit is Public, and the transfer is specifically
          permitted by the rules;

       2. The Land Unit is Communal, and the transfer is specifically
          permitted by the Contract that owns it;

       3. The Land Unit is Private, and the entity that owns it announces
          the transfer.

       If none of these criteria are met, changes in Land Ownership are
       secured.

Re-enact rule 1995/0 (Power=2) "Land Types" with the text:

       Each Unit of Land has a single Land Type. Changes to Land Type are
       secured. In addition to Aether, the Land types Black and White are
       defined.

       The phrase "Units of X", where X is a Land Type defined by the
       Rules, is considered a synonym for "Units of Land that have Land
       Type (or Subtype) X"

       When existent Land has not had its Type changed as explicitly
       permitted by the Rules, or has a Type that is not currently
       defined by the Rules, it is considered to have the Land Type of
       Aether. Rules to the contrary nonwithstanding, Units of Aether
       CANNOT be transferred from Agora, or owned by any entity other
       than Agora. If Proprietary Land becomes Aether, the Cartographor
       SHALL transfer it to Agora in a timely fashion.

CAN and SHALL please.

I really wish that that "WILL we?" proposal had been pended now. :(

       When an act specifies an alternating Land Type, the Land Type
       chosen will be based upon the Land Type used as the previous
       alternating Land Type, so that consecutive alternating Land Types
       alternate between Black and White. In a timely fashion after a
       Player notifies the Cartographor of an act that specifies an
       alternating Land Type, the Cartographor MUST announce which Land
       Type was used for that act.

Re-enact rule 1996/3 (Power=1), renaming it to "The Cartographor" with
the text:

       The Cartographor is an office; its holder is recordkeepor for the
       Land of Arcadia.

       The Cartographor's Weekly Report shall include:

       1. the ownership and land type of all existing land;
       2. all changes in the ownership and land type of existing land
          since the most recent report;
       3. the location for the previous week and the current week of each
          entity or instrument with a defined location;
       4. all patches and their constituents; and
       5. all facilities and their parent patches.

[ I renamed this from "Mapkeepor" to "Cartographor" because that's not a
   good name for a thing. Yes, I know that the Cartographor existed
   before as part of a different system, but it's unlikely any of that'll
   be coming back. ]

Re-enact rule 1998/2 (Power=1) "Land Topology" with the text:

       Two Units of Land are Adjacent if they have the same Latitude, and
       their Longitudes differ by exactly one; or they have the same
       Longitude, and their Latitudes differ by exactly one.

[ Penguin Distance is never referenced again, so I got rid of it. ]

       Two Units of Land are said to be Connected by a specific Type of
       Land if it is possible to travel from the first Unit to the second
       by only travelling over Land of that specific Type.

Re-enact rule 1999/0 (Power=1) "Entity Location" with the text:

       Every Player a single defined Location
       corresponding to a single Latitude, Longitude pair.

       No other Entity SHALL have a location unless it is defined in
       other Rules. Changes to the Location of an Entity are secured. If
       an Entity is specified by this Rule as having a defined Location,
       but its Location has not been explicity set or changed, its
       Location SHALL be set to (0, 0).

Re-enact rule 2003/11 (Power=1) "Actions in Arcadia" with the text:

       Energy is an untracked natural player switch with a default value
       of 0. At the beginning of each Agoran Week, every player's energy
       switch is set to 0.

       Players CAN consume 1 apple to gain 3 energy or 1 corn to gain 6
       energy.

[ Last minute addition; not sure if I like it as a mechanic. ]

       Players CAN decrease eir energy score by:

       1. 1 to move from one Land Unit to an adjacent Unit if their Land
          Types are the same and the destination is not Aether;

       2. 2 to move from one Land Unit to an adjacent Unit if their Land
          Types differ and the destination is not Aether;

       3. 2 to set Land Type of a Land Unit which e owns to any Land Type
          other than Aether, whether or not e is located at that Land
          Unit.

       4. 3 to set the Land Type of a random Land Unit that is adjacent
          to the Entity's current location, is of type Aether, and is
          owned by Agora, to an alternating Land Type. The Cartographor
          SHALL make the random determination. The Cartographor CAN and
          SHALL in a timely fashion, announce which Land Unit, if any, is
          changed by this action. This action has no effect if there are
          no qualifying Land Units.

       5. 4 to set the Land Type of eir current location to any Land Type
          of eir choice other than Aether, if and only if the Unit is
          owned by Agora.

       6. 6 to set the Land Type of any Land Unit that is of type Aether
          to an alternating Land Type.

Re-enact rule 2004/3 (Power=1) "Land Auctions" with the text:

       Every Agoran Week, if the number of units of Private Land is less
       than one half the total number of units of Land, an auction SHALL
       be initiated. For this auction, the announcer is the Cartographor,
       the auctioneer is the Cartographor, the lots are chosen as such:

       1. if there exist at least 3 Units of non-Aether Land in the
           possession of Agora: any 3 such Units of Land, to be chosen by
           the Cartographor;

       2. if there exist fewer than 3 Units of non-Aether Land in the
          possession of Agora: all such Units;

       and the minimum bid is 1 shiny.

Re-enact rule 2022/5 (Power=1), renaming it "Land Transfiguration" with
the text:

       During the second week of each Agoran Month, the Cartographor
       SHALL perform the following actions in sequence, and report these
       changes in a timely fashion:

       1. Every Land Unit, excluding (0, 0) that is not directly
          connected to a unit of Aether, or is not connected by its own
          type to a unit of Aether, shall be transformed to Aether.

       2. Any entities whose locations are on land units so transformed
          shall have their locations set to 0,0.

       3. If any land unit so transformed is not property of Agora, it
          becomes property of Agora.

[PART III: Creating Patches]

Create a new rule (Power=2) "Patches" with the text:

       Patches are liquid assets tracked by the Cartographor.

       In order to create a patch, the player who wishes to create it
       SHALL specify one or more Land Units that are all connected by a
       single Type that the patch is to be composed of. These land units
       are considered the patch's constituents.

       A player CAN create or destroy a patch by announcement by spending
       3 AP or 5 sh.

       If one or more units of land that make up a patch ever have their
       ownership or Land Type changed, then:

       1. If the change would cause the constituent Land Units to cease
          to be connected, then the patch is destroyed;

       2. otherwise, the offending Land Units are removed from the patch.

[ This needs to be worded better. Suggest fixes please. Thanks in
   advance. ]

Create a new rule (Power=2) "Facilities" with the text:

       Facilities are liquid assets tracked by the Cartographor. In order
       for a facility to exist, it MUST be built on a patch. Only one
       facility is allowed per patch. The patch on which a facility is
       built is called its parent patch.

It would really make more sense for facilities to be attached to the
land, rather than their own asset.

So facilities aren't their own asset, but rather a property of the land units they are on? I'm... hesitant... to say the least.

       A player CAN create a facility by announcement by specifying which
       patch e wants to build it on, specifying which type of facility e
       intends to build, and paying the corresponding build cost.

       If a player owns any facilities with upkeep costs, e SHALL pay
       them before the first day of the next Agoran month. Failing to do
       this destroys the facility. In the second to last week of the
       Agoran Month, the Cartographor SHALL issue a humiliating public
       reminder to all  those who have not paid upkeep fees on any of eir
       facilities.

       When facilities create assets, the assets are added to the
       facility's possession. Each facility has 9 switches corresponding
       to each of the nine currencies called their inventory switches.
       If, at any time, the amount of a currency in the possession of a
       facility exceeds that asset's corresponding inventory switch, an
       amount of that currency is destroyed until the amount of that
       currency in the possession of the facility is equal to its
       inventory switch.

Please use balances, rather than creating your own switches.

They are balances. The produced assets are created in the facility's possession. The inventory switches were just set limits on how many assets a facility could own before being full. There's probably a way to do it without switches though.

       A player can take a number of assets from a facility's inventory
       if eir location is the same as the facility's and the following
       criteria are met:

       1. if the facility is built on Public Land, by announcement.

       2. if the facility is built on Communal Land, by announcement if e
          is a party to that contract and the text of the contract does
          not strictly prohibit doing so.

       3. if the facility is built on Private Land, by announcement if e
          owns the facility.

[ Ew, that wording though. There's gotta be a better way to phrase this
   that I'm just overlooking. ]

Create a new rule (Power=2) "Varieties of Facilities" with the text:

       For the purposes of this rule, the variable n is equivalent to the
       triangular number of the parent patch's size.

       The following facilities are defined as production facilities:

       1. Mines
          -  Build Cost: 5 lumber
          -  Upkeep Cost: none
          -  Production Details: Every week, each Mine produces 4n stones
             and n ore.

       2. Orchards
          -  Build Cost: 5 stones
          -  Upkeep Cost: none
          -  Production Details: Every week, each Orchard produces 2n
             apples and 4n lumber.

       3. Farms
          -  Build Cost: 3 lumber and 4 stones

Why do farms cost so much more (both variety and 7 total) than the
others? They don't seem that much more profitable.

Because they produce corn, which is a really valuable product since it's worth three apples, and cotton can be made into cloth on which you write proposals. It seemed logical to me.

Also, Mines and Orchards produce assets you can build stuff with, so it would be kinda unfair to require stones to build mines or lumber to build orchards. But farms are supposed to be the most upgraded and profitable of them all, so...

Oh gosh, I'm not making any sense, am I? Yeah, I really do need to balance it.

          -  Upkeep Cost: 2 lumber
          -  Production Details: Every week, each Farm produces 2n corn
             and 2n cotton.

       The following facilities are defined as refinery facilities:

       1. Smelter
          -  Build Cost: 4 lumber and 8 stones
          -  Upkeep Cost: 5 stones

Why is the upkeep cost in stones? Wouldn't the tax collector asking
for bars make more sense?

Yeah, it probably would make more sense.

          -  Refinery Details: Every ore placed in a smelter is
             transmuted into 5 bars.

       2. Mill
          -  Build Cost: 6 lumber and 6 stones
          -  Upkeep Cost: 3 stones and 3 lumber
          -  Refinery Details: Every lumber placed in a mill is
             transmuted into 6 papers. Every cotton placed in a mill is
             transmuted into 4 fabric.

Three points:

There's only two here. I think you're missing something.

1. Is there a reason for this multiple production?

You mean how mills can make paper and fabric? Well, I didn't want to crowd up the whole map with refinery facilities so I wanted to limit them down to a smaller amount. But in retrospect, you get no benefits from having large production facilities so it probably wouldn't even be a problem. Yeah, I'll change this.

It makes sense for
ore to bars (and can they at least be coins? we're not Sparta),

Okay fine. Coins it is.

because we want more granularity for our main currency, but why for
these? Also, where are you getting the numbers?

I made these numbers up because I thought it balanced out the system well. If you disagree with me, please describe how you think I could do it better.

2. Why do mills and smelters get infinite production?

I never got around to making rules to limit it? Again, this draft was very haphazard so a lot of these errors are stupid mistakes that shouldn't've been made in the first place.

It might make
more sense if you could put in up to the inventory limit each week,
then it was all transmuted at the week changeover.

That's how I'll be doing it in my third draft. Interestingly enough, we both had the same idea on how to fix this.

-Aris

Sorry for making you slog through my garbage work.

--
Trigon

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