Wednesday, June 27, 2007

Proposal: Land

Self-killed.  Brendan

Adminned at 28 Jun 2007 14:21:43 UTC

We already have Kapital and Labor… This should maintain factory numbers in the low end, instead of the ludicrous exponential amounts the currentsystem allows. Sorry for the long Prop, but it may be worth reading.

Rename rule Money to Credit

Delete the first, third and fourth paragraphs of rule Credit.

In rule Production, change:

A Product is a numerical status column in the GNDT. There is a Product for every subrule of this Rule, named after that subrule and tracked in the GNDT.

to

There are three types of Products, as stated in their respective sub-rules:

*Means of Production
*Cash
*Commodities

There is a Product for every subrule of this Rule, named after that subrule and tracked elsewhere. A Mean of Production or Cash quantity is a numerical status column in the GNDT. A Commodity quantity is a numerical value tracked in the [[Inventory]] Page.

In the same rule, change

Each Corporation begins with one Office, one Factory and ten Souls

to

Each Corporation begins with one Office, one Factory, ten Souls, $50M in cash, one Land and no Commodities.

Rewrite sub-rule Souls so it reads:

The other Means of Production require Souls. Souls take time but not money. The production rights for Souls are in the public domain. No Corporation may have fewer Souls than they have other Means of Production combined. When Time is Advanced, if a Corporation has fewer Souls than other Means of Production combined, their Production is 0 and they produces nothing.

Add “*Type: Mean of Production” before the first paragraph of sub-rules Offices, Factories and Souls. Add “*Type: Cash” before the first paragraph of sub-rule Cash.

Add to sub-rule Cash:

A Corporation may give another Corporation any positive amount of Cash less than the amount they have minus its credit limit.

Immediately after Time is Advanced, by the Government or anyone else, any Corporation with a negative amount of Cash has their Cash multiplied by 1.1 and rounded to the nearest $1M.

Add a sub-rule Land, to Production:

Type: Mean of Production

The other Means of Production require Land to subsist on. Land cannot be produced, but has to be bought with money. The rights to buy Land are in the public domain. Each piece of Land may sustain simultaneously 2 Offices, 3 Factories and 5 Souls. Unused Land capacity for one Mean of Production is wasted and cannot be used to sustain other Means of Production. When Time is Advanced, if a Corporation has fewer Land than the necessary to sustain their other Means of Production, their Production is 0 and they produces nothing.

A Corporation may buy Land at any time, by spending the cost of that Land in M$ and adjusting the GNDT columns accordingly. Pieces of Land must be bought one at a time. A piece of Land’s cost in M$ is equal the square of the quantity of Land already owned by the Corporation buying it.

Give each Corporation Land just enough to sustain the Means of Productions they currently have. (Their Offices/2, Their Factories/3 or their Souls/5, all rounded up, whichever is larger).

Comments

ChronosPhaenon:

27-06-2007 09:25:25 UTC

?

Kevan: he/him

27-06-2007 09:36:00 UTC

against I think the game’s got enough stats it in already. Why not just have a straightforward cap of X buildings per player, with maybe some daemonic effects to raise the limit?

Brendan: he/him

27-06-2007 09:37:38 UTC

against We already have Souls as limiting factors on Offices and Factories, Offices as limiting factors on Factories, and the 5xsqrt() limit on Cash.  Unecessary.

Also, “Mean of Production” doesn’t make any sense, as “Means” isn’t plural.

Bucky:

27-06-2007 13:12:17 UTC

against In addition to the points made by Brendan and Kevan, this would only encourage land speculation by the smaller Corporations.

ChronosPhaenon:

27-06-2007 16:06:38 UTC

I don’t see either of Kevan’s or Bucky’s points as problems. Small Corps, specially late comers, must have something to work on to earn money and catch up with the older.

The Grammar issue is easy to fix. and There are no real limiting factors.

alethiophile:

27-06-2007 21:40:42 UTC

against Too much of a change. This would require major reworking of a game mechanic that works pretty well already.

Denis Brandao:

28-06-2007 03:53:16 UTC

Too much confusing. against

ChronosPhaenon:

28-06-2007 16:40:48 UTC

against Ok. S-K.