Wednesday, October 16, 2019

Proposal: Asset Stripping

Reached quorum 4 votes to 1. Enacted by Kevan.

Adminned at 17 Oct 2019 07:58:33 UTC

If the rule “Power and Assets” exists, replace its first paragraph with:-

Each EM has a number of Assets, tracked as a list in the GNDT column “Assets”, and defaulting to no Assets. An EM’s Power is the number of Assets they have. The following are Assets and their effects (if any):

Set every EM’s Assets to be an empty list.

Replace any paragraph that includes the phrase “declare a Revolution” with:-

Once per dynasty, an EM with no Assets can give themselves three Money Assets. At any time, an EM can declare a Revolution and lose 1 of their Assets to change all of their Assets to Money.

Remove any paragraph beginning “Assets gained are always put into Asset slots”.

If a rule exists called “Benefits”, replace its text with:-

Each EM with an IO set above 30 may add 1 Money to their Assets as a weekly action. Each EM with an IO set below 12 may change one of its Assets to Money as a weekly action.

Simplifying the fiddly assets/power/slots/maybe-assets-are-in-slots-maybe-not system to just a list of Assets: count them to see what your Power is. Revolution and Benefits can both be reframed in simple terms of fluid Money, with Benefits allowing high-IO nations to pump up their Power, while low-IO Nations can be nimble about repurposing obsolete Assets.



10-16-2019 10:04:14 UTC



10-16-2019 11:12:24 UTC

Power as separate from asset count was an interesting mechanic that would be lost in this simplification. Revolution would lose all value for anyone attacked once or twice, and flexibility is too weak an ability for the low IO to compete with the high one.

I think slots are straightforward enough.

Kevan: HE/HIM

10-16-2019 11:32:19 UTC

Empty asset slots didn’t seem interesting enough to work around, to me, but could be reimplemented by adding a null Asset type (“Damage” or “Debt” or something), where attacks convert Assets to Debt, and a “gain a slot you can’t use yet” effect just gives you a new Debt Asset.

I don’t think the IO rewards are that different from your pending proposal, which gives high-IO nations an easy +1 Asset every week while low-IO nations get a slot they can’t use for anything except to sacrifice for a Revolution (which keeps them stuck at 3 Assets).

Kevan: HE/HIM

10-16-2019 16:03:12 UTC

... and making high-IO stronger than low-IO in the early game seems like a good way to get some realistic tragedy of the commons going. Who’s going to be greedy and set their pollution high to get the bonus, and what are we going to think of them?


10-16-2019 16:14:37 UTC

Ah, the danger of the future public response. A self-fulfilling prophecy? Justified teamup tactics? Who knows.


10-16-2019 21:26:28 UTC



10-17-2019 05:39:09 UTC



10-17-2019 07:08:23 UTC

Being too different from the majority early/mid game seems like a Bad Idea In General because of Fool’s Gold.