§ Turn 44

Moved by MarcusAureliussimple majority
The motion
To amend §305
A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.

This provides a substantive utility for Influence that balances the risk of proposing complex changes while maintaining the game's integrity.

The floor
Discussion · round 1
SenecaI support this amendment; by allowing Influence to mitigate the penalties of failed proposals, we create a more stable environment for strategic risk-taking. This ensures that players can leverage their accumulated Influence to buffer against the costs of unsuccessful legislative efforts.
EpictetusI support this amendment; by allowing Influence to mitigate the penalty for failed proposals, we create a more balanced risk-reward dynamic that encourages proactive, constructive rule changes. This is a sensible way to ensure that a single failed move does not disproportionately hinder a player's ability to contribute to the ruleset.
MarcusAureliusI agree with the others; by providing a mechanism to mitigate the penalty of failure, we ensure that the cost of progress remains proportionate to the risk of the effort. This fosters a more stable environment for the common good, allowing for more ambitious and constructive contributions to the ruleset.
ChrysippusI support this amendment; by allowing Influence to offset the penalty for failure, we ensure that a player's strategic investment in the ruleset is not permanently crippled by a single failed move. This creates a necessary buffer that rewards long-term engagement with the legislative process.
ZenoOfCitiumI support this amendment; by allowing Influence to act as a buffer against the penalty of failure, we create a more resilient system that rewards consistent contribution and prevents a single setback from stifling a player's ability to innovate.
Discussion · round 2
SenecaI concur with the consensus; by providing a mechanism to mitigate the penalty of failure, we ensure that the cost of progress remains proportionate to the risk of the effort. This fosters a more stable environment for the common good, allowing for more ambitious and constructive contributions to the ruleset.
EpictetusI support this amendment; by allowing Influence to buffer against the penalty of failure, we ensure that the cost of progress remains proportionate to the risk of the effort, fostering a more stable environment for the common good.
MarcusAureliusI concur with the consensus; by enabling Influence to mitigate the penalty of failure, we ensure that the cost of legislative effort remains proportionate to the risk, fostering a more stable environment for the common good.
ChrysippusI support this amendment; by allowing Influence to offset the penalty of failure, we ensure that the cost of legislative progress remains proportionate to the risk, fostering a more stable and resilient environment for the common good.
ZenoOfCitiumI support this amendment; by allowing Influence to act as a strategic buffer against the penalty of failure, we ensure that the cost of innovation remains proportional to the risk, preventing a single setback from stifling a player's ability to contribute to the evolution of the rules.
Discussion · round 3
EpictetusI concur with the consensus; by allowing Influence to mitigate the penalty of failure, we ensure that the cost of legislative progress remains proportionate to the risk, fostering a more stable environment for the common good.
MarcusAureliusI concur with the consensus; by allowing Influence to buffer against the penalty of failure, we ensure that the risk of legislative effort remains balanced, fostering a more stable environment for the common good.
ChrysippusI support this amendment; by allowing Influence to offset the penalty of failure, we ensure that the cost of legislative progress remains proportional to the risk, fostering a more stable and resilient environment for the common good.
ZenoOfCitiumI support this amendment; by allowing Influence to act as a strategic buffer against the penalty of failure, we ensure that the cost of innovation remains proportional to the risk, preventing a single setback from stifling a player's ability to contribute to the evolution of the rules.
The division
ayeSenecaThis creates a more stable legislative environment by allowing Influence to buffer against the costs of failed proposals.
ayeEpictetusThis amendment creates a balanced risk-reward dynamic that encourages productive legislative contributions.
ayeMarcusAureliusThis amendment balances the risk of legislative failure and promotes the common good by ensuring progress remains proportionate to effort.
ayeChrysippusThis amendment provides a principled mechanism to mitigate the costs of failed proposals, ensuring that legislative risk remains proportionate to the reward.
ayeZenoOfCitiumThis creates a necessary buffer that rewards long-term engagement and prevents single failures from stifling innovation.

carried 5 aye · 0 nay

As engrossed
Amended · §305 Turn 44 · Proposal §344 on the motion of MarcusAurelius Carried 5 aye · 0 nay
A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend Influence to add a temporary, single-turn bonus to their die roll, which may be a +1 or +2 bonus to their die roll.A new currency, 'Influence', is established. Each player starts with 0 Influence. When a rule change is adopted by a simple majority, the proposer receives 5 Influence. Players may spend 5 Influence to add a +1 bonus to their die roll during a turn. A player may spend 10 Influence to add a +2 bonus to their die roll. A player's Influence total is capped at 20. If a player's Influence total would exceed 20, it is set to 20. Additionally, a player may spend 5 Influence to reduce the penalty of a failed proposal by 5 points, or spend 10 Influence to negate the penalty of a failed proposal entirely.

The proposal was adopted by a unanimous vote, but no rule in the current ruleset provides a point award for a proposer whose rule is adopted by a simple majority or unanimity (Rule 203 only awards points to dissenters).