By the way, there is uh. Something I've noticed. Since the mafia kill can be done at any time, assuming the day is divisible by 4 of course, unless the rules are changed there will literally be no time to lynch someone, and once the mafia kills a townie of their choice, they'll win. So this is sort of a guaranteed win for the current mafia once tomorrow begins. Good thing that wouldn't make them win the whole Nomic anymore, eh?
Anyway, time for a proposal.
Proposal 86-New Economy: For each unique resource a player has in their status, they receive a unit of Commerce at the end of the turn. Any player attempting to spend Commerce must state what they spend that Commerce on. For example, spending 30 Commerce doesn't give you the increase to maximum tokens and an extra proposal. Each spending of commerce is an isolated occurrence, so a player can only receive one of these benefits. Commerce can currently be spent on the following purposes.
10 commerce: Gain an extra unit of any resource you currently have more than 0 of in your status.
20 commerce: Gain 1 token.
30 commerce: Increase the maximum number of tokens you can own by 2 permanently.
30 commerce: You may make an extra proposal this turn, regardless of any rules that state otherwise.
40 commerce: Change a single unit of one of the resources you own more than 0 of into any other valid resource.
50 commerce: Destroy 5 resources that are possessed by a player of your choice.
75 commerce: Create an experimental laboratory. At the end of each turn, an experimental laboratory adds 1 unit of a resource chosen at random to the player status of the player that owns that laboratory. This explicitly includes all resources, including resources not native to that player. Experimental laboratories are classified as a Building.
75 commerce: Half of a chosen player's tokens are removed from their status. This rounds to the nearest whole number.
100 commerce: Remove up to 5 resources of any type from a chosen player's status, and add them to your own. This is considered theft.
100 commerce: Gain the title of entrepreneur. Entrepreneurs gain 10% more commerce from all sources except for theft.
500 commerce: You win the Nomic. A win in this manner is known as an economical victory.
If a rule mentions "spending" Commerce, or an approximation, it is assumed that the player may only spend Commerce present in their status. The Commerce is removed from their status once spent. A player can not have less than 0 Commerce, or less than 0 of any resource.
500 commerce is an absurd number by the way. I agree that the addition of commerce (and the idea of resources as a whole) advantage earlier players more, but that is the case with all such things in Nomic. Anyway suffice to say that it'd take 50 turns to attain at 10 unique resources per turn, which would be quite the accomplishment to obtain. If you don't like this rule, I'm also proposing a variant that removes that option. Plus, consider that players have to trade resources willingly. Experimental Laboratories will only go so far. The rules on spending commerce are as ironclad as I could make them. Someone MIGHT find an exploit, but it shouldn't be too severe.
Proposal 86a-Alternative New Economy: For each unique resource a player has in their status, they receive a unit of Commerce at the end of the turn. Any player attempting to spend Commerce must state what they spend that Commerce on. For example, spending 30 Commerce doesn't give you the increase to maximum tokens and an extra proposal. Each spending of commerce is an isolated occurrence, so a player can only receive one of these benefits. Commerce can currently be spent on the following purposes.
10 commerce: Gain an extra unit of any resource you currently have more than 0 of in your status.
20 commerce: Gain 1 token.
30 commerce: Increase the maximum number of tokens you can own by 2 permanently.
30 commerce: You may make an extra proposal this turn, regardless of any rules that state otherwise.
40 commerce: Change a single unit of one of the resources you own more than 0 of into any other valid resource.
50 commerce: Destroy 5 resources that are possessed by a player of your choice.
75 commerce: Create an experimental laboratory. At the end of each turn, an experimental laboratory adds 1 unit of a resource chosen at random to the player status of the player that owns that laboratory. This explicitly includes all resources, including resources not native to that player. Experimental laboratories are classified as a Building.
75 commerce: Half of a chosen player's tokens are removed from their status. This rounds to the nearest whole number.
100 commerce: Remove up to 5 resources of any type from a chosen player's status, and add them to your own. This is considered theft.
100 commerce: Gain the title of entrepreneur. Entrepreneurs gain 10% more commerce from all sources except for theft.
If a rule mentions "spending" Commerce, or an approximation, it is assumed that the player may only spend Commerce present in their status. The Commerce is removed from their status once spent. A player can not have less than 0 Commerce, or less than 0 of any resource.