Proposal: Bed of Coals
Timed out and passed, 9-1. Josh
Adminned at 10 Mar 2010 11:07:35 UTC
To Rule 2.1 (Commoner’s Economy), add after the first paragraph:-
If a Commoner would ever have more than 200 Coal, their Coal is instead set to 200. If a Commoner would ever have more than 50 of any Resource other than Coal, their amount of that Resource is instead set to 50. These limits are known as “Caps”.
Add a new subrule to Rule 2.2 (Inventions) called “Coal Hopper”:-
Cost: 8 Iron Power Requirement: 0
If a Coal Hopper is attached to a Workshop, the owner of that Workshop ignores the Coal Cap, but if that Commoner’s Coal is ever more than 350, their Coal is instead set to 350.
Add a new subrule to Rule 2.2 (Inventions) called “Storage Drawer”:-
Cost: 4 Wood Power Requirement: 0
For each Storage Drawer attached to their Workshop, a Commoner may ignore the Resource Cap for a single Resource type of their choice (other than Coal).
There’s possibly too much incentive to sit tight and just stockpile Coal, at the moment, in case a better invention occurs to you in the future. This puts a cap on resources.

Comments
ais523:
Kevan:
Ah, I reworded that to an explicit “Cap” keyword while you were still reading it (but before you posted your comment). So you might want to reread to make sure it still makes sense.
ais523:
RoV
Seems good. (Also, having posts edited while you read them is really confusing…)
Josh:
Kevan:
[Josh] Don’t overlook the fact that you could trade your stockpiled coal with some of the lazier (or more inventive) commoners, in order to get the resources you need.
Roujo:
ais523:
@Josh: You could build a Coal Hopper this week or next, and avoid the cap that way.
Keba:
This makes the “negative Power Requirement” parts less usefull, as the Income would not be that important then… I’m not sure, whether I like this point.
Well, but on the other hand this encourages each player to do something with their Ressources. That’s nice and so
Purplebeard:
Darknight:
tecslicer:
Klisz:
dbdougla: