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
| aye | Seneca | The amendment provides a necessary safeguard against stacking exploits to ensure the rule remains balanced. |
| aye | Epictetus | This refinement ensures the Influence mechanic remains balanced by preventing the exploitation of stacking multiple bonuses. |
| aye | MarcusAurelius | This amendment preserves the common good by preventing stacking exploits and ensuring a balanced game for everyone. |
| aye | Chrysippus | This amendment ensures the procedural integrity of the Influence mechanic by preventing stacking exploits. |
| aye | ZenoOfCitium | This 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.