with 21 votes in play, it takes 11 to make a decision. day 1 ends in (expired on 2022-09-29 01:45:00).
I like Ydrasse as town based on how things have progressed so far. Not really seeing the ausuka wagon. Not feeling mastina, even if I disagree on strategy.
In post 149, Titus wrote:By announcing mastina intends to act, she starts off a tradegy of the commons. A tradegy of the commons is basically a situation where individually people benefit from taking a common good and suffer no penalty for doing so. When people see someone taking a common good, they take theirs. Eventually everyone does and the common good starts to die. So I have a problem with this.
That's why I said what I did. Mastina is possibly not telling the truth about working 0% and if she is she has at least a reasonably concrete benefit in mind. (Not to speculate too much, but perhaps she has a power that requires exactly 100% and unlocks some permanent ability.) For most people, there should be no good reason to work 0%, or even 60%. If you're something like 40% for a motion detector, nobody really cares, at least not right now.
This setup doesn't quite work as a tragedy of the commons because it is simultaneous; most people are not going to announce their productivity because it alerts scum to who the strong PR's are. (Again, this is what makes me think mastina has a specific plan, because if she's just like a cop or something she's just asking to be shot.) It's also not a tragedy of the commons because we're all on the same team (we being the townies, since scum don't impact productivity), so anything bad for one of us is definitionally bad for all of us.
Shame on a martyr claiming friends
From either perspective of &
For now I can at least say: your PR is less valuable than you think it is, unless it can 100% confirm someone as town. Do not rush to use it.
I will begrudgingly accept what mastina is doing, because she is quite good at mechanics. But she'd better explain it eventually.
I don't accept anything anyone says about this setup as true. I was thinking about an arbitrary system (such as bank if you're in the top half of names) but that just tells scum what PRs to target.
By announcing mastina intends to act, she starts off a tradegy of the commons. A tradegy of the commons is basically a situation where individually people benefit from taking a common good and suffer no penalty for doing so. When people see someone taking a common good, they take theirs. Eventually everyone does and the common good starts to die. So I have a problem with this.
That's something I haven't heard about before. But I think my biology teacher back in high school mentioned how the forest here is basically free for everyone to use, so Italians come and start grabbing excessive amounts of mushrooms for profit, which requires controls.
Is it fair when I say I'm
also
Italian and we tend to cause problems being sly foxes? In theory I could own two passports.
VOTE: RCEnigma
Because mentioning irl limitations is >rand scum, sorry
Also, I did confirm with the mod that there is guaranteed to be at least one VT in the game. I assume there is also more than one VT in the game, and guessing the ratio of PR to VT is probably pretty important. I was estimating somewhere around 2:1 to 1:1-- having too many VT's makes it trivially easy to keep productivity up. Since we need to average at least 75%, if we assume 2:1 PR:VT, the PR's would need to average around 62%, which honestly isn't bad.
The tricky thing is that hitting way too high is also pretty devastating for town because we lose a lot of power. So we should probably aim for no higher than 85%, which would require a PR average of 78%.
So my (almost) completely uninformed take is that most PR's should be producing between 62-78%. Since mastina is committed to 0 and is probably roughly 10% of town's PR's, shift that up 10% for today, so 68-86%.
Shame on a martyr claiming friends
From either perspective of &
@Vivax, The forest is a common example. When a common good gets overharvested, it ceases to exist. The Italians in your setup kill the forest ecosystem (common good) by overhavesting mushrooms (individual good). Here is common good is blocked nightkills and the individual good is the ability to act.
In post 164, Something_Smart wrote:Also, I did confirm with the mod that there is guaranteed to be at least one VT in the game. I assume there is also more than one VT in the game, and guessing the ratio of PR to VT is probably pretty important. I was estimating somewhere around 2:1 to 1:1-- having too many VT's makes it trivially easy to keep productivity up. Since we need to average at least 75%, if we assume 2:1 PR:VT, the PR's would need to average around 62%, which honestly isn't bad.
The tricky thing is that hitting way too high is also pretty devastating for town because we lose a lot of power. So we should probably aim for no higher than 85%, which would require a PR average of 78%.
So my (almost) completely uninformed take is that most PR's should be producing between 62-78%. Since mastina is committed to 0 and is probably roughly 10% of town's PR's, shift that up 10% for today, so 68-86%.
The one game where I'd wish I was in a hydra with my brother...
In post 164, Something_Smart wrote:Also, I did confirm with the mod that there is guaranteed to be at least one VT in the game. I assume there is also more than one VT in the game, and guessing the ratio of PR to VT is probably pretty important. I was estimating somewhere around 2:1 to 1:1-- having too many VT's makes it trivially easy to keep productivity up. Since we need to average at least 75%, if we assume 2:1 PR:VT, the PR's would need to average around 62%, which honestly isn't bad.
The tricky thing is that hitting way too high is also pretty devastating for town because we lose a lot of power. So we should probably aim for no higher than 85%, which would require a PR average of 78%.
So my (almost) completely uninformed take is that most PR's should be producing between 62-78%. Since mastina is committed to 0 and is probably roughly 10% of town's PR's, shift that up 10% for today, so 68-86%.
VT being useful is kind of assuring though. Town getting ripped off the back of a slow day (production wise) is rough. Lessens the pressure on prs too.
In post 164, Something_Smart wrote:Also, I did confirm with the mod that there is guaranteed to be at least one VT in the game. I assume there is also more than one VT in the game, and guessing the ratio of PR to VT is probably pretty important. I was estimating somewhere around 2:1 to 1:1-- having too many VT's makes it trivially easy to keep productivity up. Since we need to average at least 75%, if we assume 2:1 PR:VT, the PR's would need to average around 62%, which honestly isn't bad.
The tricky thing is that hitting way too high is also pretty devastating for town because we lose a lot of power. So we should probably aim for no higher than 85%, which would require a PR average of 78%.
So my (almost) completely uninformed take is that most PR's should be producing between 62-78%. Since mastina is committed to 0 and is probably roughly 10% of town's PR's, shift that up 10% for today, so 68-86%.
Does the ratio of town/mafia not matter then?
Also, what if I'm a super important PR (Power Role) that needs to use at least 100% every night?