Select Color: (255, 0, 127)
So hopefully that's enough administration to keep things running smoothly for a while. I was thinking of expanding on the map functionality, considering that it still doesn't do anything.
I realize this is true for money as well right now. But here's the thing...actions with money are typically kind of irreversible. I could propose the ability to give money to someone else, sure. But without any reason to do so, people won't, because there's no guarantee they'll get their money back. So people are more likely to hoard their money until there's a meaningful context to spend it. That's not so fun. In the spirit of evolutionary fun, I'd say it's better to hold off on this for a minute.
I kind of feel the same way about a territory grab scenario. I like territory-based games as much as the next guy; I love Go and probably you've seen me raving about Europa Universalis. But again, it's kind of irreversible, because people aren't going to want to give their territory up without a fight, so once we're set we're set. And without any clear goals, people will just follow their aesthetics--is it better to blob up? Or scatter around? Or control the center? Who knows! And then people will argue and try to bend the emerging rules to benefit their particular configuration.
The Legacy Point thing should be instituted IMO. That's probably the best way to introduce a meaningful context to everything, is to pick a win condition and run with it. But I don't feel like proposing that right now.
So I like the idea of starting off with individual, moving pieces on the map, more like Chess rather than Go. Eventually maybe you could have multiple pieces (the board is large enough I think), but let's start with one. I was thinking originally that we would move like Kings, but the board is bigger than I expected. I thought Rooks or Queens, but that's kind of weird and makes things more abstract.
So how about this more generalized system: You start off with four actions each turn, which you can spend in a variety of ways. One of the ways you can use an action is to move one of your units one tile, like a king. That way you can cover some considerable ground in one turn if you want to, a good fraction of the board. It's easy to legislate in new things you can do with actions, like eating food or fighting terrorists.
Also, with such a long time between turns, it would kind of be a bummer to just nudge your King one space. Here at least you could feel like you accomplished something substantive, and maybe pull off some complex tactics!
Anyway I'll just write it out. Let me know what you think!
Draft for Proposal 335:
At the beginning of his or her turn, each player gains four Initiative Points (abbreviated IPs). These IPs may be spent during his or her turn to affect the gamestate in various ways. The player does not need to spend all of his or her IPs, or any of them if he or she so chooses. If a player attempts to spend IPs in a way which is judged to be against the rules, that player's attempted actions will not succeed, but he will not lose the IPs he attempted to spend in this way.
At the end of each player's turn, his or her quantity of IPs is set to zero, such that IPs may not be saved for future turns.
If he or she has no Units on the World Map, a player may spend one IP to create a Unit of his or her allegiance on any World Map tile that does not already contain a Unit. This Unit will exist permanently on that tile, unless it is specifically moved or removed by application of a rule. The position of Units will be denoted on the official Google Doc by use of color--tiles which do not contain a Unit will be colored white, and tiles which contain a Unit will be colored with the personal color of the player of that Unit's allegiance.
To create a Unit in this way, post in thread the following bolded command: Create ##, where ## is the name of the tile where the Unit will be created.
A player may spend one IP to move a Unit of his or her allegiance to a tile which is directly adjacent or diagonally adjacent to its current position. Multiple ICs may be spent in this way each turn, and a Unit may occupy the same tile multiple times in one turn. A player may not attempt to move a Unit to an invalid tile, or to a tile which already contains a Unit.
To move a Unit in this way, post in thread the following bolded command: Move ## to %%, where ## is the name of the tile where the Unit is positioned, and %% is the name of the tile to which the Unit is moving.