Chapters

* Title * Contents * Introduction * Place * System * Design * Using * Future * Bibliography

Sections

* System * Flow * Ending * Architecture * Map * Production * Ready_Auction * Auction * Buying * Auction_Details * Boycotts * Pollution * Law



Laws and Boycotts

It's clearly better for the group playing the game as a whole if no one pollutes. Players can pursue both informal and formal agreements not to pollute.

The activity of pollution is invisible until players expend effort to uncover it. Players must spend part of their turn looking for pollution (thus foregoing an opportunity to do personally useful things) in order to detect which other players are polluting. Players who uncover pollution may then make it publicly known. They may try to convince other players not to buy the commodities produced by the offending player--to organize a boycott. Players may also make use of MarketPlace's Law facility.

Laws contain penalties for those caught polluting. Laws are enforced by the game with some level of effectiveness, in exchange for everyone being taxed. Taxes are paid in time, not money. Laws cost more than having the players look for pollution themselves, but give players some assurance that others are both not polluting and helping to police polluters.





Greg Kimberly/gregkimb@gak.com