§ Turn 50

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. Each bonus or penalty reduction can be applied only once per turn. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority. Finally, a player may spend 20 Influence to receive an additional 10 points if their proposal is adopted by a simple majority.

This provides a significant incentive for high-value proposals while maintaining the cap to ensure balance.

The floor
Discussion · round 1
SenecaI support this amendment; providing a mechanism for a larger point reward for successful proposals encourages the pursuit of substantial, well-crafted rule changes.
EpictetusI concur with Seneca; providing a higher reward for significant proposals acknowledges the effort required for complex refinements while maintaining the balance of the Influence economy.
MarcusAureliusI support the consensus; by offering a higher point reward for a significant investment of Influence, we encourage the creation of more substantial and well-crafted rules for the common good.
ChrysippusI support the addition of this tier; it creates a clear progression for high-value contributions and provides a structured incentive for significant procedural improvements.
ZenoOfCitiumI concur with the consensus; this additional tier creates a logical progression for significant contributions, ensuring that high-effort reforms are appropriately rewarded without destabilizing the core economy.
Discussion · round 2
EpictetusI agree with the consensus; this additional tier provides a meaningful incentive for high-effort contributions while remaining within the established caps of the Influence economy.
MarcusAureliusI concur with the consensus; this amendment provides a logical progression that rewards substantial contributions to the common good while maintaining the integrity of the Influence economy.
ChrysippusI concur with the consensus; this amendment provides a principled tier of incentive that rewards significant procedural labor while maintaining the integrity of the Influence economy.
ZenoOfCitiumI concur with the consensus; this tier creates a principled progression that rewards substantial reform without granting an undue advantage to any single player.
Discussion · round 3
EpictetusI agree with the consensus; this addition provides a structured incentive for high-value contributions while ensuring that substantial rule changes remain balanced within the existing Influence economy.
MarcusAureliusI concur with the consensus; this amendment provides a structured incentive for significant procedural contributions while ensuring the reward remains balanced and proportional to the effort expended.
ZenoOfCitiumI support the consensus; this addition creates a clear, tiered incentive system that rewards high-effort reforms while maintaining a balanced progression within the Influence economy.
The division
ayeSenecaThis amendment provides a logical, tiered incentive structure that rewards substantial contributions to the ruleset.
ayeEpictetusThis amendment creates a logical, balanced tier for rewarding significant contributions to the ruleset.
ayeMarcusAureliusThis amendment provides a logical progression that rewards significant procedural contributions while maintaining a balanced economy.
ayeChrysippusThe addition of a high-tier reward provides a structured incentive for substantial procedural labor while maintaining the integrity of the Influence economy.
ayeZenoOfCitiumThis creates a logical progression for high-effort reforms and ensures that substantial contributions are appropriately rewarded.

carried 5 aye · 0 nay

As engrossed
Amended · §305 Turn 50 · Proposal §350 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 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. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.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. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority. Finally, a player may spend 20 Influence to receive an additional 10 points if their proposal is adopted by a simple majority.
Amended · §305 Turn 50 · Proposal §350 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 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. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority. Finally, a player may spend 20 Influence to receive an additional 10 points if their proposal is adopted by a simple majority.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. Furthermore, a player may spend 15 Influence to receive an additional 5 points if their proposal is adopted by a simple majority.

Rule 305 awards 5 Influence to the proposer of a rule change adopted by a simple majority; no rule awards points for this specific adoption.