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1081  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 12, 2016, 06:20:30 PM


Borough 22 - final push

Borough 22 borders to the west, the highest mountain in town, to the north, Old Town, in the east is the King's Esplanade and south is San Pietro. The town map is in /Map and borough plan is in /B22 (below).



To get the SCI conversion project finished, the following will be done:
- Split the shares 1:4 and conversion accordingly, to boost conversion.
- New conversion table effective 1627 onwards:

1 share = 4*SCI
2 shares = 12*SCI
3 shares = 24*SCI
4 shares = 40*SCI
5 shares = 60*SCI
6 shares = 84*SCI
7 shares = 112*SCI
8 shares = 144*SCI
9 shares = 180*SCI
10 shares = 220*SCI
11 shares = 264*SCI
12 shares = 312*SCI
13 shares = 364*SCI
14 shares = 420*SCI
15 shares = 480*SCI
16 shares = 544*SCI
17 shares = 612*SCI
18 shares = 684*SCI
19 shares = 760*SCI
20 shares = 840*SCI

- 50 SCI maps to 4 shares and 150 SCI to 8 shares as previously, with some left over.
- You can send any amount of SCI and the excess (not exactly fitting a price point) will be kept.
- No need to remove bids; the new share is a different item created by dividend.
- Once all the 4,000 shares have been issued, the land allocation starts without delay. Note that only 4/9 chapelries are immediately buildable, the rest will be quarried first, with up to 15 year delay in access to the land!
- The lots available, cost between 4 to 200+ (new) shares. Numbers in the map above are lot prices. If not indicated, lots cost 1 share (~4 mil per square (5x5 m).
- The rest of the practical things are listed in the /B22.
1082  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 12, 2016, 02:08:53 PM
NPCC - the new implementation of NPC's - Quest - Nice prizes!

The consumables have been produced in a distributed way for some time already, but there has been one oversized consumer only. This is changing with 200 NPC being implemented in one consumer account. There will be several accounts, with the same objectives and utility function, and the consumers will be pitted against each other to find the best deals from the producers, via the market!

Labor pool is funding each account with 200 mil per year, so you get to play with real money in a real market!! 7 people are sought to control these accounts and the Quest would start in the beginning of 1627 (next Monday). The consumes are packed in neat blocks with mainly a daily quota of food and drinks, and the annual quota of luxuries and suit situation. Playing the NPCC account is designed for login every day, though 1 day a week can be skipped without the penalty becoming extreme. Once a week a longer time need to be spent to optimize the wines.

Manor lords etc. are NOT excluded. This is a 3-year challenge only at this time, and prizes are good (King pays all prizes):

Winner with highest utility (consume points accumulated): Quest completed + medal
1-2 place: 50 CKG
3 place: 25 CKG
4 place: 15 CKG
5 place: 10 CKG
6 place: 5 CKG
7 place: something

The project sheet is in GameDB/NPCC, it is not yet final though, will be soon! If you enjoy playing this game, please enroll! Smiley
1083  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: February 11, 2016, 10:23:23 PM
The current ETH market cap is 1,166,150 BTC. Has the world gone full retard?  Huh

AUR
1084  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 11, 2016, 10:12:43 AM
Uses for NPC, weapons etc.

Again, take a look at my yesterday masterpiece, the complete stats sheet (updated) for all NPC (tab /NPCtypes).

This list below is incomplete, highlights only.

Manager line (MGR-1...MGR5) produce management points, which are needed in economic subgames (more coming). Currently:
- large households/organisations ("magnificence")
- counties
- research projects
(- quarry
- building)

Assistant line (ASS-1...ASS-3) produce assistant points, same purpose as above.

Worker line (WOR-1...WOR-4) produce labor points, for county PRE, quarry, building.

Officer line (LT...COL) produce Command to lead army units (small garrisons do not require officer, NCO is enough).

Soldier line (PTE...MSG) produce FP, the fighting strength of the army.

Weapons and horses (CANN, MKT, PIS, H1...H9) increase the BV of the army. Horses also increase mobility in transit. Officers will spawn their horses (H1...H5) to owners, after which officers need to be accompanied with them separately. Also troops may be accompanied with horses. MKT (musket) is a weapon for foot soldiers, PIS (pistol, to be researched) for shock cavalry. All soldiers without an implemented weapon will use their personal (side)arm, typically a short/longsword (bad quality) or a pike. Archers are being phased out due to advances in technology. Soldiers (PTE, CPL, SGT and MSG) can use all weapons fungibly. Mercenaries will leave end 1628 with their weapons, unless d20 shows otherwise.

In addition to army, horses are needed for riding (level promotion benefit for L5 or higher) and carriages (for L6 and higher - benefit does not mean requirement). Also the estates and possible in-town farms will need horses. It is yet undecided whether mobile military units (Regiments, and lighter RRF troops) will be separate characters.

Tailor line produces suits and clothes, each type producing its own color with progression to WOS-A1 (Blue). Then a small number is promoted to TAI-8 (and TAI-9) which produce S-WOS, individual suit labor points. These can be used only by The North Face Company (HH The Duke), and have a spoil%, so please sell either the TAI-8 or the points to the duke for maximum benefit.

All the other lines produce m, CUL+IC and SCI in variable amounts and combinations, which are all now 100% spelled out in the NPC datasheet. They may and do change, but significant changes are announced, and the datasheet is the master and thus always correct.

CryptoTown Map

Check out /Map, for the map of the 1600-era Cryptotown, with the extent of 225 chapelries, of which:
- 19 densely built
- 25 opened for building
- 32 ready to quarry/farm plains
- 62 ready to farm plains (geology not assessed)
- 17 hard plains (good for building tall structures)
- 18 forested
- 9 forested (unimplemented not inside the 25 boroughs)
- 21 swampy (unhealthy, ungood for building, unfarmable and unquarriable)
- 9 wet (ungood for building, unquarriable)
- 1 "mountain" peak
- 9 hard hilly (no vegetation)
- 24 hilly (lightly forested)

Most of the new plans require that the advance of Urban Construction (completion of B.22 SCI project, 530/1000) is ready!
1085  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 11, 2016, 08:33:48 AM
New NPCs: WOR-1/2/3/4, ENG-1/2/3/4/5,   ENG conversion, STO deallocation, Max prices for STO, WOS-items

The heyday of allocated stone by borough (with Building module open 1570s - 1605) has passed. We are moving back to allocated stone, but so that the allocation is by town/county. Stone remains to be exceedingly costly to transport great distances due to its weight. Therefore, quarrying in the area of the Town will continue. All stone in town will be STO1 soon! The transport cost will be added to the construction labor cost.

Quarry will be opened soon with rules similar to Q2 (allocated NPC required to operate quarries). Stocking up on MGN points now costs money but there is no opening a quarry without them when it starts soon!

A quarry is also an incredible labor point hog. In the heyday of Quarry-1 (1522-1540s), 1,000+ NPC were working in quarries at the same time.

A new line of NPC has been opened, WOR-1...WOR-4, ENG-1...ENG-5, in which WOR produce 1-4 WP (labor points) and engineers produce SCI.

OTH has been converted to WOR 1:1.

It is possible to accredit SPE and MGR in all the levels (1-5) to ENG in the same level. This is a one-time conversion opportunity ending end-November (Saturday). So if you have eg. a MGR-2 that is not needed and not saleable, convert him to ENG-2 for SCI! Admins help.

Old ann repeated: according to info we have, the mercenaries stay until next retire round (end-1628) and then the same number (minus casualties only, so far none) goes back to their country. The d20 can still alter this outcome, but if any of them stay, at least the muskets need to be redeemed at the same price as domestic production.

The latest style of wool suits and clothes (WOS-A1...WOS-G until 1634) will have nominal prices at which the profitability of tailors is calculated, and maximum prices at which unlimited quantity of the suits is available until the production can meet the demand. (the hungryMob has been messing the markets at random which will now decisively end). The maximum price is 1.6*nominal. This also happens to stone, which is available from near peasants in unlimited quantity at 160.

Counties will be able to start the quarrying of stone when they reach ~50 PRE. At this time, the labor used will also start to accrue to the county's own economy pool. As the necessary advances are unlocked, the stone can be used for roads and forts, or stockpiled for needs in the new town in the county. If paying the workers feels like a stupid idea, it is possible to get tax shares S-STOx as well, which are forced labor quarries.

All stone in the counties now, will be converted to STO1 and remains in CryptoTown (you can move it back to "your" character or where it came from, or convert S-B23 with it) and will not be used in PRE anymore. Other components of PRE accumulation remain the same for 1626 at least.
1086  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 10, 2016, 10:35:17 PM
Coinshop CON update

Coinshop has increased the CON marketmaking "density" with the hopes of gaining more investors to CON. Until now, there has been excellent bid side in CON by willing buyers, but the attempt to acquire a number of them by any means has been difficult.

The density is now such that (in absence of other asks), a purchase of 10*CON will move the price by 1%. This is about 175 mil.

CON has been the star investment: in 21 years its price has doubled (3.4% APR). This has been a stagnant period for most other investments.
1087  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 10, 2016, 04:38:38 PM
ANN: All NPC data has been collected to GameDB/NPCtypes.

As I will soon list more NPC for sale, you can better evaluate what is the right price to pay.

Even promotion probabilities are public.

NPC retire&promote will happen every 3 years and the chance of "retire" per round is now 13%. Retire happens first, before promote. Double promotions cannot happen. Rules are subject to change any time so NPC investing is risky.


ADD: ALL Labor new recruits are listed for sale!!!
1088  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 09, 2016, 11:40:39 PM
King normally only buys gold coins (and in the Royal Mint era, he only needs to acquire the CRxxxxA's since the others are got directly from the mint). This time a few treasures were listed for sale to make markets at reasonable prices.

Prince Noms, The Margrave of White Cross is leading the race for most unique gold coins at 154/168 and King is a close second at 152.

Coinshop has listed all the remaining minted Zodiac series CR-B coins for sale, so if the intention is to grab all the mintage (only 88 exist each, and the series continues until the 1650s), now is the time.

Coinshop has also lowered the price of bulk CS-coins to a shocking 450,000 m per piece (90,000 m/CKS!)

The Prince-Bishop is selling TS136, the oldest silver coin (or any* coin) starting at 22.5 mil, much lower than previous minask of 60 mil.

*In golds, the CR1400E is the oldest coin, ask is at 250 mil, a few coppers exist that are older than TS136 but coppers are not coins, and CP1300E is officially from 1622, it is an Artefact coin whose age cannot be determined.
1089  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 09, 2016, 09:24:20 PM
It is now the time of the year that new MUS, CAN, BEER and MEAD has been produced. All asks were cleared for BEER and MEAD, so supply new ones, please!

Counties got their production shares (S-MUS, S-CAN, S-FOI) and the loot, 16*TAI-1, 177*TS162, 330*KMT, and 792*AMBNP.

Tomorrow's job will be:
- checking the new NPC and listing them for sale by Labor
- everyone better check their MGN, Army and Tailors, especially after Labor gets the new recruits.

As of now, the Wisdom module is not alive, but all characters and consumables have been assigned their wisdom ratings. Check your MyCharacter if your Wisdom value shows, then it's probably alive from consume side as well (it does not give any hint when consuming though).

First CR1626A is awarded in LotRaffle. Councillors decided that the minimum mintage of CR-A coins is 12 from 1626 onwards, and if less are awarded the same year, the remainder will stay as Grand Prizes in addition to the "normal prize" of the current year coin at 1% probability. In the longer term with much more players, it is expected that 100-1000 instances of each year coin will be awarded.

The mintage for CR1625A is set to 60 and these will be raffled soon automatically, with no connection to LotRaffle.
1090  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 09, 2016, 09:14:49 PM
Current Kingdom SCIentific Project Update

Defense
 - Musket Production - 0 SCI remaining -  COMPLETE! - Musket Production Capabilities Unlocked with Sweden's Help
  This project will benefit all who have military/defense troops by increasing BV of lower level troops.

This is very excellent!

Meanwhile, the war in the continent has been in a slow cooking, and our Mercenaries are happy to get no work, good pay here. They have offered extension of 2 years, which would make them go away before the NPC retire&promote in 1628 (2.5 years from now). At that point we would have the muskets production so ready that we can supply our own troops with these new weapons. Because NPC spoiling is such a hassle, it will happen only every 3 years from now on, as well as PC promotion to levels L4 and higher (but not the same year, phased). Next PC promotion is 1627.

RWWC is immediately refurbishing one of the factories to muskets and the other one next year. There are plenty of cannons for sale, and plenty will be needed soon if the Town and the King get into terms with the massive fortification plan for the whole CryptoTown, including 18 casemattes, several cannons capability each, and sloping earthen walls both sides of a 5-6 m high perimeter wall circling the whole town. See plans. RWWC's next advance will be the heavy cannon (skipping the midsize) - the heavy cannon will terrify our enemies, defend CryptoTown and be possible to install to the huge warships that we will build in the future.
1091  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom Game Design on: February 09, 2016, 07:43:41 PM
Production shares

We assume 3% IRR (internal rate of return, the interest rate used in calculation) because that is in the ballpark with buildings (slightly higher) and NPC (slightly lower) and significantly better than the no-hassle investments of CKG and CON.

S-VE1 (~100 VEG @ midprice 1,500) = 5 mil (in practice lower b/c limited to 1/char)
S-VE2 (~75 VEG @ midprice 1,000) = 2.5 mil
S-ME (~50 MEAT @ midprice 6,000) = 10 mil
PIG (~50 MEAT @ midprice 6,000) = 10 mil (in practice lower b/c limited to commoners)
S-FOI (~3 FOIE @ midprice 50,000) = 5 mil (trading is discouraged; near-term production may be higher)
DIS (~100 MEAD @ midprice 1,000) = 3.3 mil (in practice lower b/c limited to commoners)
S-BB (10,000 BEER @ profit 1,500) = 500 mil (building will soon be required)
S-MUS (~1 MUS @ midprice 150,000) = 5 mil
S-CAN (~100 CAN @ midprice 1,500) = 5 mil

The counties in advanced PRE stages will get the production shares and while the amounts may seem low, these are the values that justify them. When the Manors are implemented, the number of shares will go up more (better administration) but the Earls cannot easily handle the manors any more so will need to lease/sell them to other players. The number of Manors (and production shares) allocated to a county in the mature stage will be dependent on:
- Number of PC residing in the capital of the county (urban land+house)
- How many years the county has been under our rule
- Pacification (no enemies, rebellions; garrison, standing army)
- Administration
- Properties of the county
- Distance and travel time to CryptoTown
- Perhaps other factors.
1092  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom Game Design on: February 09, 2016, 06:06:29 PM
The game economy in broad lines

All NPC labor (including building, quarry - suspended) costs go to Labor pool, from where NPC's pay their consumables and suits (hungryMob), and the rest is divided between Town and Rental pool.

The Rental pool is able to live well on this money, because many buildings are not rentals, they produce CUL, IC, SCI and act as factories instead.

Town has several direct income sources, one being sales of spirits and other luxury items (SFS brought 665 mil). The direct taxation has been at 0% for some time now.

Town also sells the urban land in CryptoTown, for which an income of 4.5 bil per borough is gained (difference between purchase price and whole chapelry sell price; smaller lots fetch more; King is rulebound to sell all the land in town for 4.5 bil per Borough and Town can choose - Currently King also cannot sell the unopened boroughs except to the Town).

15% of Rental pool is divided between Rental buildings, which dividend has increased in 4 years to 6,100 (was 3,500) and rentals now pay very nice APR such as 3% and over.

NPC are also valuable investments who produce, much in excess of their cost, worth CUL, IC, and SCI (seldom m), the money going to Labor as mentioned.

Town pays income to commoners but this total amount is currently quite small (~100 mil annually, compared to 400 mil paid to consols, 900 mil allowance of hungryMob and 1-9 bil of historical gold dividends). Nobles must live on their own.

The PC and NPC must consume to stay healthy. The total consumption per year is ~2 bil, so therefore a very important sum to keep the things going. The production of consumables happens as follows:

VEG - Only the Manors and independent Farmers (system acct controlled by Mooo) produce them close enough to allow for transport in our bad roads (or even if good roads, VEG spoil in transit very easily). Also characters can produce small amounts in their gardens.

MEAT - This is a conserve, with a 10% annual spoil. It is more valuable by weight than VEG, yet is in practice produced in the nearest manors and farmers only, but this will change in the future with better roads and more population. Pigs also provide meat for commoners.

FOIE - With even better price/weight ratio, this is brought from all over the counties, but stable administration must be present. Also historical nobles have the shares that entitle them to FOIE income for now at least.

CAV - Imported from Rossiya (Town pockets the import proceeds).

Spirits - Town sells the imports and pockets the money.

Wines - Converted from IC, historically the most important convertible.

BEER - Due to weight, must be produced locally; 7 licensed breweries exist.

MEAD - Is produced locally by commoners (DIS items).

AYA, COH - Restricted luxuries and no more can explicitly ever come.

SHI, CIG - Luxuries that may be reproduced but no plans exist (SHI in at least 50 years).

MUS, CAN - Are produced in many places and with excellent price/weight, are often the first things to bring home from new counties. Some CAN can be homegrown as well.

The Counties act as complete units until they are Inaugurated. When this happens, the County will have a Seat (a town with expandable size, potentially larger than TMA CryptoTown) and Manors. It is a historical fact that urban land (land in town with ownership protection) is very expensive, as a single Borough is worth billions (or even a Lot can be). What is not yet commonly understood is the very high value of Manors, since they can crank out products valued at 30 mil a year, which at 3% interest rate (compared to CON=0.6%) means that the Manor is valued at 1,000 mil! Since few players have the possibility nor willingness to invest even that sum (let alone 2 bil for 1.5% etc..) the only manors so far are all tenancies. To differentiate the eventual fully purchased manors, their owners will be able to use Free Lord of XX in place of just Lord and the Earls can create them Barons at will.

This is the biggest sure income for the County players. Having a county well situated, free of enemies and garrisoned from rebellions, will spawn Manors as the player count rises and the need for more products is felt. The Earl can then either operate them on his own, lease them out for guaranteed income, or give them to freehold against a windfall of cash.

The other towns will operate similar as CryptoTown with no need to pay the devcost, but no profits from the imports either. Each county with PRE=50 and more, will have a single pool of money acting as the rental pool at this time. These County pools will also benefit from gold and CKG appreciation as a part of their money is invested in these assets. So far CryptoTown has not been able to do this as it would mean self-collateralizing.

Once the necessary defence, infrastructure etc. is present (or often before), the County can sell, or do whatever with the urban land in its Seat. It is likely that the land values are cheaper in the counties, making situation interesting for the land magnates who can possibly gain large areas of urban land in the vicinity of the center point.

The Gold dividends are paid from Town surplus, which in the times of large land sales has occasionally been very large. The thrifty dividends in December-January were because of the initial Ultima project final milestones which were large (to have the incentives correctly aligned). Now the realmonthly cost is lower and can be met from the operating income even without resorting to CON sales.

The CON sales are expected to continue, however, to provide more liquidity to CON, and of course enable the Town to play more loosely, keep taxes at 0% and also increase gold dividends at least somewhat. The devfund is added to every year, and used for paying the devcosts. There are no plans to increase the spending to technical development (no more Wizards), but on other fronts more resources are needed.
1093  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom Game Design on: February 09, 2016, 04:40:42 PM
Now the time is coming to make a huge push in game mechanics

- Wood building
- Stone building
- Unique building
- Countryside production
- Multiple towns
- Kingdomwide logistics

The wood building is pretty much designed, though it needs some coordination with PIG, DIS, etc that were already implemented as items. They will probably be merged to the wood building at least partly, because the early years of a commoner are supposed to be spent much with the house, with exponentially more expensive modules for a declining marginal utility.

Stone and unique buildings require a potentially huge conversion work so that the existing ones are implemented in the new system with as little as possible manual work. After this, the construction of them in Ultima will not be difficult at all.

At the same time, the Lots require a large rework. Possibly the Buildings will be such integral property of Lots (as at least wood buildings are planned to be) that the current lot structure needs revamp and new zoning needs to take the new rules into account very well. As all the chapelries in the 25-borough area will be implemented in graphics, that also requires resources.

The commoner lots, designed for wood buildings only, may be as small as 40 sqm and do not get benefit for being larger than 400 sqm. Street access needs to be had (2 m counts as an alley), so narrow lots may become a norm with some aspect ratio rule in place to prevent stupid ideas.

I am planning to open B.23 (between 1 and 3 on both sides of the historical Boulevard (ca. 1560)) for a project loosely similar to B.22. Neither could be zoned before both are completed. The B.23 conversion would be based on stone (and money, to redeem it from the King), and the stone would be used for constructing the fortifications around the whole town including 18 casemattes. The SCI is not yet there, but each one would house several cannons for the total of hundreds of cannonposts (in practice, many of the cannons would be moved to the side under attack). Heavy cannons could also be housed permanently especially in vulnerable areas near gates. The bulk of the defence spending falls on the King obviously, but at least the 10-20 million stone could be raised by selling this land.

The plan for this and the map of CryptoTown with vegetation is revealed in GameDB.

To be continued in a separate post.
1094  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 09, 2016, 11:48:16 AM
Pliny Completes his Epic History:
. . . * * *  The Most Wise  * * * . . .

The Wisdom functionality is coming online today, and once the initial values for Char:Wisdom are in the books, the consumes also increase wisdom. The wisdom is stored as an absolute value and displayed as a rank 1-20. The following characters are in the correct order of their absolute wisdom, but only the rank is shown. "Wise" becomes a restricted attribute for those with Wisdom rank of at least 11, 14 and 17, respectively. What is also evident from the table is the benefit of styling your title properly, because it will be used in this kind of listings in the future as well. The determination for initial values of Character:wisdom did not involve any deliberation, everything was based on formula with Start age, Current age and Current Level as parameters. In the future, characters starting at an older age will get a higher starting wisdom as well, but lower starting health. The staple to increase wisdom by consumption is CAN, with other wisdom substances bringing a potent boost, and other quality stuff perhaps some effect as well. The benefits of having a high wisdom become evident piecewise.


The Very Wise

20    #15 - Zenon, TVA Magus, The Researcher of the Medicine of Life, etc.
18    #19 - HE Dr. Paul Choo, Ph.D, TMA, Most August, Blessed and Cultured Prince of Soul, High Rector of TMA University, 4th/I & 17th/I Bt of CK, AOD-Col, OD-K, RT-K, etc(x2)
17    #3 - HH TMA, Wise and Cultured Duke of New Liberty, 5th/I Bt of CK, Chancellor of TMA University, Premier of TMA Noble Palace, Colonel in TMA Royal CryptoArmy, AOK-K, MG-4, etc(x2)

The Most Wise

16    #2 - HG TMA Prince-Bishop d'Armagnac
16    #1 - HM TMA, Most Cultured and Blessed King rpietila I of Crypto Kingdom, The Duke of TVA Duchy, Lead Designer of The Game, Founder of TMA CryptoTown, Professor of Economics, CEO of RWWC and HB etc., AOK-GM, TMA AOD-Gen, MG-2 etc(x2)
16    #134 - Wizard Developer
15    #21 - HE TMA Prince Riccardo "fluffypony" of Forte Spagnolo, 10th/I Bt of CK, AOK-S, RT-K, CORE-KC, AOD-Col, MG-3, HB, KFB, CB, TB, FBB
14    #18 - HE smooth TMA Marquess of CryptoLuna Chancellor (hon)
14    #17 - HE TMA Princess Roopatra of Neverland, Adventurer, TA Viscountess of OZ, 9th/I Btss of CK, Councillor, CEO of RAQ & Unicorn Corp, AOK-C, MG-4, GJB, FBB, TB, KFB, HB
14    #35 - Baroness
14    #54 - Sir Heimo the Wise, TA Earl of Sarajas, 22nd/I Bt of CK, AOD-Capt of TA troop of Dauntless, TB
14    #7 - HH TMA Duke Saddam of Ramsey, 7th/I Bt of CK, CEO of Pawnshop, AOK-S, King’s Hero, RT-K, AOD-C, MG-4, KFB, CB, HB, TB
14    #10 - TMA Earl of Nassau

The Wise

13    #26 - HSH TMA Blessed Heroic Cultured Duke of OZ, Patron of The Arts, 3rd/I Bt of CK, AOD-Col, OD-K, KH, RT-K, MG-4, RT-K, FBB, TB, CB, KFB, HB
13    #29 - TMA Marquess of Rome, 6th/I Bt of CK, CEO of LuckyLionCorp, TRB, GJB, KFB, FBB, HBB, AOK-K, CBB
13    #31 - HH TMA Blessed Heroic Duke of North Face, TA Viscount of Forte Spagnolo, 2nd/I Bt of CK, Mayor, CEO of TMA Grand Hotel & FluffyPony Horse Corp, AOK-S, RT-K, AOD-LTC, OD-K, KH, GJB, FBB, TB, KFB, HB 1414
13    #14 - The Marquess of Naoned
13    #16 - TMA Knight Adam White
13    #24 - Master
13    #46 - The Marquess of Grass, 8th/I Bt of CK, TB, CB, HB, Architecture Contest Winner
13    #22 - Sir Pablo (Earl), Councillor Emeritus, AOK-K,
13    #28 - Dame
13    #32 - Knight Haruki, TB
12    #25 - Master
12    #58 - Master
12    #36 - HRH Archduke Zechariah, The Prince Royal of Crypto Kingdom, TMA Marquess of Tavastia, CEO of TA NewCorp, OD-GM, RT-K, AOD-Capt, GJB, FBB, TB, CB, KFB, HB
12    #64 - TMA Blessed Cultured Sir Hokusai, Earl of Ghibli, Zen Master, 14th/I Bt of CK, CB
12    #33 - Master
12    #41 - Baron Itrix
12    #94 - The Blessed Marquess Noms of White Cross, TA Viscount of Marquessate of Armagnac, Councillor, CEO of NRC & GoldenHarp & Phaeton, AOK-S, OD-K, HB, KFB, CB, TB, MG-4
12    #80 - Earl
11    #90 - Doctor
11    #55 - Baron
11    #128 - Beginner
11    #73 - Baron
11    #130 - Sir Crichton, The Margrave of The March of Plath, Lord of Essu, 16th/I Bt, 21st/I Bt, AOK-S, AOD-MAJ, weilder of Vengeance, KFB, TB, CBB, CCB, SCB
11    #56 - Master

The Others

10    #138 - Lord Syksy, Earl of Petrichor, Overseer of Swords, Arts, Consumption and Wikidom, 20th/I Bt of CK, Fatherhead of the Syyskuu Lineage, CEO of the Grizzly Bear and the Jester Corp, AOK-K, AOD-Capt, HB, TB, CCB, SCB, GCB.
10    #57 - The Marquis of Carabas
10    #107 - Baron
10    #108 - Knight
10    #109 - Knight eizh, CORE-KC
10    #110 - Knight
10    #101 - Expert
10    #118 - Master
10    #95 - Baron
10    #88 - TA Sir Mooo, the Blessed Earl of Stonehaven, 29th/I Bt of CK, Councillor, AOK-K, Learned Naturalist, MG-4, TB, KFB
10    #100 - Baron
10    #111 - Master
10    #91 - Lord Angus of Haljala, RM
9     #245 - Sir Ezekiel, 32th/I Bt of CK (son to HRH The Archduke Zechariah)
9     #79 - Expert
9     #105 - Beginner
9     #82 - Expert
9     #83 - Novice
9     #123 - Novice
9     #120 - Baron
9     #172 - Hal Finney's Brain
8     #102 - Beginner
8     #99 - Knight
8     #127 - Beginner
8     #204 -
8     #135 - Sir Paul II, The 2nd Earl of Gangnam, 23/I Bt of CK, TB
8     #136 - Novice
8     #156 - Novice ShadowalkerJR, Heir to Shadowalker
7     #158 - Lord James Daniel of Aaspere
7     #220 -
7     #270 -
7     #151 -
7     #209 -
7     #112 - Novice
7     #119 - Beginner
7     #132 - Stranger
7     #205 - Mr
7     #267 -
6     #233 -
6     #168 -
6     #174 -
6     #173 -
6     #238 -
6     #169 -
6     #170 -
6     #207 -
6     #167 -
6     #221 -
6     #247 - Mr. Dick
6     #229 -
6     #164 -
6     #274 -
6     #206 -
6     #237 -
5     #162 -
5     #163 - The Lottery
5     #203 -
5     #154 -
5     #155 -
5     #201 -
5     #239 -
5     #199 - Miss, Lord Syksy's sister
5     #258 -
5     #276 -
5     #208 -
5     #157 -
5     #227 -
5     #253 -
5     #200 -
5     #202 -
5     #213 -
5     #171 - Novice
4     #234 -
4     #273 -
4     #159 -
4     #161 -
4     #249 -
4     #250 -
4     #210 - Novice Martti, QJB
4     #211 - Little Erin, Lady of Pada
4     #214 - Mikko
4     #216 - DreamOn (Stranger)
4     #235 -
4     #275 -
4     #277 -
4     #215 - tombot
4     #222 - Sir
4     #268 -
4     #269 -
4     #271 -
4     #219 -
3     #230 -
3     #231 -
3     #236 - Eleanor, Elea in short, Daughter of Lord Syksy Syyskuu
3     #217 - Geraldo
3     #218 -
3     #252 -
3     #223 -
3     #224 - Son of Lord Syksy the First
3     #225 -
3     #226 -
3     #228 - Wanderer Xin
3     #232 - José
3     #260 -
3     #261 -
3     #262 -
3     #263 -
3     #265 -
3     #266 -
3     #257 -
3     #259 -
3     #264 -
3     #272 -
1095  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 08, 2016, 03:18:59 PM
PRE results and CKG awards for highest PRE (1624-1625)

NorthFace, 18 PRE from 1624-25, total=62 PRE
Plath, 25 PRE from 1624-25, total=62 PRE
Ramsey, 25 PRE from 1624-25, total=58 PRE
NewLiberty-C, 30 PRE from 1624-25, total=57 PRE
WhiteCross, 17 PRE from 1624-25, total=43 PRE
OldDuchy, 16 PRE from 1624-25, total=42 PRE
Stonehaven, 18 PRE from 1624-25, total=39 PRE
FSpagnolo, 10 PRE from 1624-25, total=38 PRE
Grass, 15 PRE from 1624-25, total=34 PRE
Tavastia, 12 PRE from 1624-25, total=29 PRE
Petrichor, 11 PRE from 1624-25, total=26 PRE

According to:
HM The King is so happy that the Kingdom finally is enlarged that he is offering the following Bounties for PRE accumulation:

* In the Quasquibicentennial Jubilee (1625) *
- 500 CKG to the county with highest preparation
- 250 CKG to 2nd highest
- 100 CKG to 3rd highest
- 50 CKG to 4th-6th highest, each

* All Counties that reach 25*PRE in 1630 or earlier *
- 100 CKG at once

* All counties that reach 100*PRE in 1630 or earlier *
- 100 CKG at once.

Both the Duchy of North Face and the March of Plath will get 500 CKG in gold coin. In addition the Duchy of Ramsey gets 100 CKG and the Duchy of New Liberty, the March of White Cross and the Old Duchy will get 50 CKG.

These, as well as the awards for 25 PRE so far gained, and the "loot" will be credited to the accounts soon, and in any case before the CAN payout Wink
1096  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 08, 2016, 01:39:21 PM
Game Announcement of Major Design & Development Milestones

Crypto Kingdom is steaming on as planned. We have only one full-time developer, and I am designing the new modules and features. This allows us a very responsive development, and keeps costs low (the game has since day 1 (16 months ago) been self-supporting itself, and has increased in valuation rather steadily).

The Martti Blog is already on its 28th day, and intended to be a must read for everyone who is already in the game, as well as those now starting. Martti did not do initial or other deposits, so is also an example for new players what kind of challenges await if no big money is involved. Due to the gradual development, Martti (who plays once every day) has the opportunity to explore and explain the new game modules right as they come online. Comments to the blog are also much appreciated.

Today we got a new Lot Raffle online. It is a tab in the game UI, prompting to explore a random lot (which must first be found as - by design - there is no direct link by lot_id). The slot machine awards prizes including the coveted CR1626A gold coins! For new players, this is a way to build balance from the first day, while waiting for the initial items and weekly salaries to arrive. The raffle also has life-changing grand prizes donated by the Nobles, winning a house is a possibility!

The nobles are exhorted to donate something to the LotRaffle (#254), just by giving. The number of items in the raffle pool is kept at about 10,000 to have the probabilities as intended. Donate only durable items such as Wine that is not in danger of immediate spoiling, spirits, and other things that do not have strings such as taxes attached, and are worth something (more than 10,000 m per unit, which excludes VEG, MEAT, MEAD, BEER and CAN, but allows eg. all copper tokens) but are not exceedingly valuable (not more than 100 mil even if you'd like Wink ). If you give a nice unique prize, please ask an admin to update the item history to include the year of donation to the Raffle Pool (later will also be added the year when it was awarded to someone as a prize!)

The latest luxury auction of 10,000*SFS (Siberian Flying Squirrel Pelts) ended with an average price of 66,500 m/SFS item. This is a sweet price point to make nice unique and fungible items from them, which might require any number of the pelts + the labor. We will get the labor prices list soon.

The next game developments are two in parallel:
- The town of CryptoTown is now surveyed to contain 25 boroughs, of which the 9 historical ones are in the corners of the area. When B-22 opens, it unlocks the middle chapelries for first gaining by the Town and then for selling as land. There is also a plan for walling the whole area (some SCI advances required) according to the latest advances in fortifications, relying mainly on earthworks with only 10-20 million stone required. This would give the town dwellers protection against invaders, reduce the risk of invasion taking place, make the garrisoning of forces cheaper, enable us to conduct a more expansive foreign policy, and boost the value of the land in the "1600s extent of the town" similarly as Old Town is enjoying much higher land prices than any other place, and 1-C and 1-N as the first habitations, are fetching prices 10 times more than those in San Pietro, for instance.
- The development is to make the visual map of all the 225 chapelries correspond to their stage of buildup. This is also (for now) a continuous job since the new buildings will alter the landscape, so they will need to be incorporated to the maps as well. The great majority of the 225 chapelries consist of forests and fields with some roads, so templates can be used.

The other development is the Wisdom module which allows the existing Consume subsystem to award not only benefits to health, but also to Wisdom and Culture. As health is a declining character trait which cannot go up, and only goes down until you die (and is therefore a bit depressing), Wisdom and Culture are things that only go up and never decline (until you die, when they will form your Highscore, and your heir will get the assets).
- Existing characters will get a heavy boost on wisdom due to their age and experience with the game. The Gamemaster evaluates everyone and assesses their starting Wisdom value based on these (no appeal).
- UND items, as well as some other items, will boost your wisdom, and varietyBonus is in effect, multiplying the bonus for even a single dose of MUS or the like. Also some other items that are known to bring wisdom, will do it, but the exact effects are kept secret.
- The Wisdom score will have values from 1-20, and advance in the score is known and displayed for the character, the exact point tally is not.
- Some known consumables will be designated Cultural (Most, Very) and bring 1-3 CUL points per item when consumed. VarietyBonus will add this to as much as 4*CUL for a single item (IC not included however) giving a nice boost to CUL, and increasing the quota in many luxury raffles, as well as adding to the high score.
- The existing items now designated Cultural (1*CUL) are:
* CAV
* SW1, SW2, SW3, CLXII, LAG, RME, VOH
* DOM, W1600M, W1602F, W1603A, W1603
* AYA, COH
Designation to Most Cultural is in the works for some of the rarer of those items, but it will also require actual (hi)story. Most pending to this designation in my opinion are SW1, CLXII, W1602F and AYA at the moment.
- Don't rush on consuming these items yet (buy them only! Wink )  because the module should be up early this week.

The Countryside game will have its own post soon. If you have a county, and want to open it "in this batch", please do it right now by Thursday. Then the opportunity will close for some time to allow the others to develop more in unison and save my resources.

Going forward in development, the next and long-awaited module will be the reopening of the Building, completely in Ultima. It will be based on Lots, which have a SQM quota (similar to "building right" in urban jurisdictions) and a number of standard buildings with fixed costs and effects. Unique buildings for lasting testimony to the builder, massive cultural boost, and possibility to attach valuables such as jade, amber, gold and silver to the walls, ancient windows, doors, mirrors, etc. will be provided as well.

When Building is implemented, and Quarry and Countryside as well, we move on to the Skills, bringing the largest RPG-like thing to the game so far. The Skills can be likened to an individual "tech tree" for all characters to advance, based on their preferences. At that time, if new players are gained in sufficiently large numbers, we will start phasing out the NPC workers. At present the best NPC are much more valuable in the game economy than almost any commoner, which of course is not the long term intention.

Then we will move on to other things. I am very satisfied with the steady pace of development and the perseverance of the active players. I am surprised how fun and "limitless" it is to play the game as Martti, despite zero financial involvement. Each new module will make the game more interesting and rewarding for new players and those who "have not yet tipped the toe" but have followed our saga for up to 16 months already in this thread.

The potential for explosive, even viral, growth is there, more than ever before. The risk of sudden folding of the whole project grows smaller each passing day. And you can anyway lose at most what you put in! (Which is quite commonplace in altcoin world anyway). So if the mechanics still seem daunting to master, yet contribution to the success is in the interest, contact saddambitcoin by PM and have a Foreign-Owned-Corporation set up for you. Against a processing fee of 50 XMR (put in place to encourage playing by character), you can deposit any desired amount of XMR, have it converted to CKG (or other items, but please don't buy spoiling items Wink ) and just sit back for up to the next 7 years and see how it goes.
1097  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 08, 2016, 07:30:13 AM
Defense
 - Musket Production - 12.5k SCI remaining -  Have 7,500 Credit from captured muskets sent to RWCC for dis-assembly and study

  This project will benefit all who have military/defense troops by increasing BV of lower level troops.

Infrastructure/Travel
- Engineering - 7.5k SCI remaining - This will allow for new NPC types, possible efficiency in building, and alternate promotion paths for OTH/SPE.

   The Mayor has committed 2,500 SCI from the town for this project - this is a very important advancement that can lead to additional advancements
   Please consider contributing to this project

General Science
 - Printing Press - 5k SCI remaining - Treaty with GA will require this and will supply 1/2 of required SCI (5k)

In addition, I know at least Zenon's Medicine of Youth, which however is a 20 years project (meaning that there will be a 30+ year gap between SW3 and SW4). This will be accounted for as soon as my resources permit.

RWWC should be about done with Musket Production when the GA credit is accounted for.

King is thinking of French Baroque, the advance that would allow (finally) the construction of Château Versailles.
1098  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 07, 2016, 10:47:26 AM
Hi, I gave 201 CR1625E to Smelter for a "1000" bar, but have not received anything back yet. Did I not include enough CKG?

Code:
109697	Give	cr1625e	06.02.16	201	saddam (7)	Smelter (255)

Yes technically not, but the difference is so small I'll give it to you Smiley

(I was left in limbo thinking why you'd specify "1000" and get only 997 CKG worth of items but it's fine this way - I saved the remodeling charge by swapping your coins to Jacket who wanted them, and his B100 bars to King who wanted them, and giving the King's B1000 bar to you!  Cheesy )
1099  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 07, 2016, 10:13:35 AM
I won't have the money to pay the King's upfront 5 year fee, so I have to bow out.

it is 2.5 years upfront, and the rest at the close of the period.

One installment (with another of the same amount coming in 1629) is:

Aaspere: 75 mil (HH The Mayor)
Essu: 68.5 mil (Sir Crichton, the Margrave of Plath)
Haljala: 61.5 mil (Lord Angus)
Kunda: 55 mil (Jungherr Cooper, Bt.)
Pada: 48 mil (vacant?)

The calculation is at the nominal amount of produce (if less, typically much better price), VEG at 1200 and MEAT at 5000, superveg a bonus and 25% discount.

Please pay to the OldDuchy account!
1100  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: February 07, 2016, 09:43:36 AM
CKG and CON dividends have been paid.

NPC "retire and promote" round has just happened, so go and check the damage (and advances! Smiley ) I don't know if this one gives grounds to believe the RNG is faulty Wink Nor whether my only colonel died...

Double benefits were also given. Next in line today:

- "Land and lots all scripts" for double-year 1624-25
- Counties and PRE, everything related
- Christmas slaughter
- Checking the NPC situation and Setting up new hires.

Please see that RWWC has built many cannons, at firesale prices between 22-30 mil. Whoever thinks the war is over, is probably wrong.
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