User blog:Nichdel/PROTO: Assets And The Economy

I want to implement a new currency, one that is (semi)finite and therefore more unique and interesting. I also want to expand on the outlined asset system.

The New Currency
The new currency would be where every player starts with 1 Currency (we should come up with a really good name), and for every player the bank is given 1 Currency. This makes the horde  very powerful initially, and makes the money bank-backed without giving the horde the ability to generate more (and then cause inflation). Since there'd be a small amount of full Currencies (6 right now) everything would be some decimal of a currency, and to ease the annoyance of using decimals everywhere (0.1, 0.01, 0.001) we could use metric prefixes (1 dC (deciCurrency), 1 cC (centiCurrency), 1 mC (millcurency)).

Assets
IIRC, the only assets that exist are the useless Elder Points and the very useful Voting Tokens. I'd like to add a few more:
 * Appeal token - may be used to cause an automatic appeal of a CFJ's ruling when a normal appeal would be possible
 * Mark of Shame - may be used to make one person disallowed to vote on a specified proposal or judge a specified CFJ. Only one can be used per CFJ or proposal.
 * Victory Shard - three victory shards may be used to win.
 * Fillabuster - may be used to force a proposal to be voted on next round instead of the current one. Can't be used during a Voting Period.
 * Mutability Stone - may be used to make a proposal only pass with 2/3rds of the vot in favor. The user may not vote on the proposal.
 * Bank Debt Note - given to a player when they borrow money from the horde. The horde may collect its due at any time.
 * Blocker - may be used to stop the effect of Mutability Stone, Fillabuster or Mark of Shame; the blocked item is still used.

Transitioning
To make the transition I would like to do things in the following order:
 * 1) Add a rule to allow players to cash in Elder Points.
 * 2) Add all these new assets in a new rule, also define Voting Tokens in this rule for clarity.
 * 3) Add the new currency but don't replace the old currency yet
 * 4) Encourage players to spend all of the old currency
 * 5) Repeal the old currency and redefine all the new assets in terms of the new currency