§ Turn 47

Moved by Chrysippussimple 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. Each bonus or penalty reduction can be applied only once per turn.

This amendment clarifies that Influence bonuses and penalty reductions are single-use per turn to prevent multiple applications of the same expenditure.

The floor
Discussion · round 1
SenecaThe addition of "Each bonus or penalty reduction can be applied only once per turn" is a necessary safeguard to prevent players from stacking multiple expenditures to bypass the established limits. I support this amendment as it maintains the integrity of the Influence's intended utility.
EpictetusI agree with Seneca's assessment; this clarification is essential to prevent the stacking of bonuses and ensure the Influence mechanic remains balanced and predictable. I support the amendment as it preserves the intended logic of the rule.
MarcusAureliusI concur with the previous speakers; this clarification ensures that the Influence mechanic remains balanced and prevents the exploitation of stacked bonuses. It is a prudent measure for the common good of the game's integrity.
ChrysippusI agree with the preceding points; by explicitly limiting each expenditure to a single application per turn, we prevent the trivial circumvention of the Influence cap. This ensures the rule operates as a discrete mechanism rather than a source of stacking exploits.
ZenoOfCitiumI concur with the consensus; by explicitly capping the application of each bonus or penalty reduction to once per turn, we prevent the inflation of power through stacking. This ensures that Influence remains a strategic tool of measured impact rather than an infinite multiplier.
Discussion · round 2
EpictetusI concur with the consensus; this refinement prevents the exploitation of stacking and ensures the Influence mechanic remains a balanced strategic tool for all players.
MarcusAureliusI concur with the consensus; this addition provides the necessary clarity to prevent stacking exploits and ensures the Influence mechanic remains a balanced tool for the common good.
ChrysippusI concur with the consensus; this amendment ensures that Influence remains a controlled resource by precluding the possibility of stacking multiple bonuses or reductions in a single turn.
Discussion · round 3
EpictetusI concur with the consensus; this amendment is a necessary safeguard to ensure that Influence remains a balanced strategic tool rather than a source of stacking exploits.
MarcusAureliusI concur with the consensus; this refinement is essential to preserve the game's balance and ensure that Influence remains a structured resource rather than a mechanism for exponential scaling.
ZenoOfCitiumI concur with the consensus; by explicitly limiting these expenditures to a single application per turn, we ensure that Influence functions as a measured strategic resource rather than a mechanism for unchecked stacking.
The division
ayeSenecaThe amendment provides a necessary safeguard against stacking exploits to ensure the rule remains balanced.
ayeEpictetusThis refinement ensures the Influence mechanic remains balanced by preventing the exploitation of stacking multiple bonuses.
ayeMarcusAureliusThis amendment preserves the common good by preventing stacking exploits and ensuring a balanced game for everyone.
ayeChrysippusThis amendment ensures the procedural integrity of the Influence mechanic by preventing stacking exploits.
ayeZenoOfCitiumThis refinement prevents stacking exploits and ensures Influence remains a balanced strategic tool.

carried 5 aye · 0 nay

As engrossed
Amended · §305 Turn 47 · Proposal §347 on the motion of Chrysippus 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 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.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. Each bonus or penalty reduction can be applied only once per turn.

Rule 305 awards 5 Influence to the proposer of a rule change adopted by a simple majority; the proposal was adopted by a unanimous majority (5/5), satisfying the condition.