Zechariah's Troll Throne
What about deciding who sits on the Troll Throne by:
1- a vote by nobles, bribes allowed
2- a game of skill, weighted by the amount wagered by each candidate
3- a game of chance, weighted by the amount wagered by each candidate
Give a third weighting to each component, the winner takes 50% of the pot from 2- & 3-, the remainder goes to the town coffers.
Either have challengers pay a fee to challenge, or have a periodic selection at regular intervals.
Always the option of fighting battles to decide who is King, but a formal process could work too.
Interesting. Does up the complexity somewhat as well introduce more variables that need to be defined/calculated.
Really, I'd say anyone interested in thinking about CK's game design to join the Ryver chat room as it does have some good features for at least organizing ideas.
HMC has an interesting general idea as well, but it does up the complexity a good amount:
HMC: What if land and payouts were representations of real world nodes? This would make land desirable and the payout could be based on how many tx the node processed .
I'm talking about any coin--monero makes the most sense as a testbed as there is already a M3 item that can be donated by the community. Most coins have node issues, so a way for the community to donate and monitor would be beneficial.
An m/m3/b1/xx per tx payment scheme would work until donation runs out. Node operators could decide how they want to get paid and which coin's tx they want to handle.
Loaf: and you then rank the nodes by tx # + volume and assign them with declining macrolocation? so the most txs + volume in movement goes to the highest macrolocation?