Options 1 and 2 seem very expensive compared to the rest, and they can't
possibly benefit the giving player, unlike the others, which can,
indirectly.


~Corona

On Sat, Apr 21, 2018 at 11:39 PM, Reuben Staley <reuben.sta...@gmail.com>
wrote:

> I remember someone saying that scary public actions weren't enough
> compensation for all the power zombies provided. Thus:
>
> Title: Raising the stakes for zombies
> AI: 2
> Author: Trigon
> Co-authors:
>
> Create a new rule, power 2, "Zombie Networks" with text:
>
>       The zombie network of a player is an untracked switch with the
>       possible values of a set containing any number of players. A
>       player's zombie network consists of any zombies who have that
>       player set as eir master switch, and the zombie networks of any
>       such players.
>
>       For every player, the term "bound player" is equivalent to "player
>       who in in either eir zombie network or a zombie network e is in."
>
>       For every player, the term "unbound player" is equivalent to
>       "player who is not in eir zombie network or any zombie network e
>       is in."
>
> Create a new rule, power 2, "Scary Public Actions" with text:
>
>       When a rule calls for an entity to perform a Scary Public Action,
>       that entity SHALL do one of the following:
>
>       1. transfer 12 coins, 7 apples, and 4 papers to one or more
>          unbound players;
>       2. transfer two land units e owns to one or more unbound players;
>       3. build a facility on a public, unpreserved land unit;
>       4. increase the rank of a facility on a public, unpreserved land
>          unit by at least 1;
>       5. pend 3 proposals submitted by unbound players;
>       6. destroy 10 or more apples (or equivalent) specifically in
>          actions that change the land type of land units from aether.
>

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