As the Treasuror Extrordinaire, one of my greatest disappointments regarding my return to Agora is that there are currently no interesting economics to speak of. Today I introduce a concept for a "Sets-like" economy but with a different primary factor driving exchange rates.

For those unfamiliar, Sets[1] was an Agoran economy proposed by nix in 2020 which defined four types of cards and four types of corresponding products. Victory Cards were exchanged for Winsomes, allowing players to win the game. Justice Cards were exchanged for Blot-B-Gones, remove blots from players. Legislative Cards were exchanged for Pendants, which would formally submit (pend) a proposal. Finally, Voting Cards were exchanged for Votives, which increased voting power. Cards could be exchanged for products at a ratio of 1 card to 1 product, 2 cards to 3 products, 3 cards to 6 products, or 4 cards to 10 products. Because the rate of exchange between card and product was the best with four cards, this encouraged cooperation, competition, and specialization, creating an especially active period of economic activity from 2020 to 2022.

I don't want to just revive Sets, but I do think that the central mechanism of the Sets economy should serve as inspiration for similar Agoran economic systems, and I think I have a new spin that follows the core tenants of what made Sets interesting while still having its own flavor.

The central idea of this new economy has to do with a mechanic that I have thus far been calling "potency." The potency of an asset is a number that represents how strong of an effect that item will have when it is redeemed. The potency of an item is decreased when certain events happen, most prominently, whenever it is traded. Potency is carried over when items are "crafted" to create other items. So, although the asset pipeline won't work exactly the same way, it would be that a Legislative Card with a Potency of 6 would be exchanged for a pendant with a Potency of 6.

Then, instead of destroying the product at the time that it is redeemed, each usage of the product decreases its potency, so each instance of pending a proposal would decrease the product's potency by 1 until it reached zero, at which point it would be destroyed.

I also recommend a monthly potency depreciation for all items. This encourages more economic activity as items will be offered on a "use it or lose it" basis, requiring quick action to get the most out of the items and continual involvement with the gamestate to receive a constant inflow of newly-minted economic assets.

Another aspect to this system is that in my head, there is not a linear pipeline creating an equivalence between one type of card and one type of product. I think that this system is significantly more interesting if two or more types of card are required to create products. The potency of an item that has been created from two or more other items is the minimum of the potency of its constituent items. These mechanics should help to reintroduce the balancing act between collaboration and competition that the Sets economy enforced.

Balancing the potency depreciation function will be one of the biggest challenges of making this economy fun. One option is a constant decrease of 1 potency per transfer. A harsher curve might be to halve the potency with every transfer (or multiply it by some other fraction). Either way, I think it would be wise to one player-to-player transfer to effect the same potency decrease as one player-to-contract transfer so as not to dissuade players from using contracts to facilitate trades.

A few more design notes. One other potential feature is recombining assets of the same type into one with their combined potency. I would like this mechanic to be a lossy process so that players are encouraged to deal with what they have.

[1] https://mailman.agoranomic.org/cgi-bin/mailman/private/agora-official/2020-June/013771.html

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Trigon

Popular Polygon and Treasuror Extraordinaire

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