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2301  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: June 15, 2015, 01:53:10 PM
The Field requires much Labor during summertime, but in the winter there is slack. You can only save the Labor for 2.3/7th of a gameyear (gameyear is redefined to equal a realweek), a careful balance allowing flexible gameplay but not the accumulation of raw Labor for an extended time. If Labor is converted to Work, it can be saved for a longer time (or in the Field's case, Labor was directly converted to potatoes without the intermediate Work phase).

After reading about the farmer's field usage, it got me thinking: is there nothing we can use the fields for in winter? A quick google shows the following items a farmer could be doing during the winter (I am not a farmer, maybe someone who is could elaborate on these):

1. Hauls away the previous years crop from their grain bins to be sold at the elevator..
2. Works tirelessly on paperwork, closing out the year before and beginning the new year.
3. Attends meetings offered by Agricultural based companies in efforts to learn to be better at his/her job.
4. Completes all of the maintenance needed on his/her equipment to make sure its ready for the following year.

Perhaps there could be a way for a farmer to earn income on his field when it is not in use by providing other useful services from his farm during the winter months? Say equipment repair, plant research, inventions which help the farm, to name a few.  Maybe a farmer could even participate in some sort of subgame to increase his yield for the next year (much like leveling up your character for a fight). Perhaps he could master Farming I, II, and III which would give him % bonuses on yield.

Just thinking out loud...

Well as a son of a farmer myself (of a potato farmer by happenstance), I know the summer is the Field season. The Field is unusable in the winter. The Farm does/may have other stuff to do in the winter, including the ones you mentioned. The farmer has 21 labor points per year, and may spend a max of 7 of them for the Field to grow crops. Perhaps he even has a town apartment to spend the winter in Wink Skills are naturally involved.

At present the list of skills is as follows:
Window making
Stonemasonry
Tailor
Driver
Doctor
Business Management
Foremanship
Servant/Butler
Carpentry
Goldsmithy
Farmer
Contractor
Social
Meditation
Gardener
Archaeologist
Swordsman
Officer
Assistant
Chef
Cook
Diplomat
Sailor
Geologist
Governor
Book printer
Blacksmith
Artist
Mechanic
Scribe
Astronomer
Mystic
Architect
2302  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: June 15, 2015, 07:39:17 AM
Why are permabulls (like me) silent when the price is on the floor?  Shocked
2303  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: June 13, 2015, 07:14:51 PM
My observation from the thread and the price is that everyone (me included) seems to want it to go down, if only a little. Yet it is unwilling to go down. The shorting/longing on Poloniex does not seem to have affected the situation at all.
2304  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: June 13, 2015, 12:20:20 PM
CONCERNS ULTIMA

The Factories are investments, which must be made using other Factories. To follow the example of the Field, you can generally just go to a pacified countryside area (Kingdom->Duchy->County->Estate->Farm), and create a Farm. This gives you an empty Chapelry for building your things, and a capacity to create Fields. (Let's assume you already have built a dwelling, which itself is a multifaceted exercise requiring labor, skill, stone (which must be quarried), windows and items).

To create a Field, labor and (hopefully) tools are required. Since a Field is a productive entity providing food for at least 10 characters, we can calculate the output of the Field to be 7*10 rounded up => 100 potatomeals per year. A potatomeal costs about 0.03 XMR and the raw material cost is assumed to be 0.01 XMR per meal, so 1 Field devoted to potatoes brings 1 XMR income per 7 realdays (one gameyear). We can reverse-engineer how many units of labor (á 0.05 XMR) are required to make it happen. If we require 6 units, it means that one character can save his time (7 units of labor can be saved in the character screen) to cultivate one Field. 30% of the produce goes to taxes however, to the Estate, County and Duchy, who provide things such as roads and security.

Therefore the net value of the Field is 0.4 XMR per gameyear = 0.06 XMR per gameday. Since we want to encourage farming, the labor cost to create new Fields should have a quick payback. Bonds are paying about 0.4% per realday. Let's make a Field pay 3%. Then the cost to make a Field is 0.06 XMR / 3% = 2 XMR = 40 units of labor. One farmer is able to make a lot of Fields once he gets the thing rolling, but then he will need workers to till them, and occasionally there might be overproduction of potatoes forcing the price (in the free market) down.

The market forces dictate that Farms will be generated near the population centers, until these areas are such tightly farmed that there is no space left for grazing. The Farms further afield will be able to concentrate and compete in meat and wool production, which are more valuable per weight, with a relatively smaller transport cost, and do not spoil so easily on transport (potatoes do not stand sun, heat nor cold).

To each and every resource, product and (semi)finished good, there will exist Factories how to transform them (an example of a very basic Factory is a pen, which allows the creation of Documents from paper or parchment - an example of a very complicated Factory is something that we started to call Factory in the 1800s).

With these 3 subsystems:
Character (labor point creation, sustenance, health)
Grid (land, countryside, urban area, buildings, logistics, items)
Factory (creation and transformation, incl. science, culture, import/export)
, all the virtuo-physical work is conducted and registered.

The economic subsystems will serve as enablers how to organize the production chains most efficiently.
2305  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: June 13, 2015, 09:02:39 AM
Version Ultima stuff
NOT TO AFFECT THE DEVS OF V.4



Factory is the enabler of a conversion formula.

There are many subtypes, and a large number of individual Factories. For instance, a Field is a Factory, because it provides the capital goods (the tilled field) and the tools (farm tools) for conversion of nothing() to potatoes. To effect the conversion, a set of Labor points must be allocated. The skills embedded in the Labor, affect the quantity of potatoes received. The Field reloads only once per gameyear, because the growth season allows only one harvest. The Field requires much Labor during summertime, but in the winter there is slack. You can only save the Labor for 2.3/7th of a gameyear (gameyear is redefined to equal a realweek), a careful balance allowing flexible gameplay but not the accumulation of raw Labor for an extended time. If Labor is converted to Work, it can be saved for a longer time (or in the Field's case, Labor was directly converted to potatoes without the intermediate Work phase).


Health is the one single metric showing how your character is doing physically, mentally and spiritually - and it goes to zero in the end and you die

It is possible to have many character stats, but we'll aim to manage with one. The UI shows only the approximation of the true 0%-100% value. The real value takes into account everything, including how often you go to library (or shopping) and do other variable and interesting stuff. Often you experience strange symptoms, and by reciting them to the doctor, you may get a diagnosis, which sometimes is correct. Then you need to afford the treatment as well.

The health system is intensely aimed at raising the bar for character farming, which is always an issue with games where the time of the character or playing time can be converted to monetary value. We aim to require that one character is played about 10 minutes per day for it to stay alive, and you can take 2 days off in a row with (nearly) no penalty, and a week off until a significant health penalty kicks in. Giving your character to a wealth and sustenance manager for short or long time is, however, easy. The health system gives the characters Depression if they are farmed ie. never do anything interesting such as talk to people or attend activities. Talking and attending take time, which is OK for real players but the farmers see them eroding the profitability. A quick calculation reveals that an unskilled character's labor is worth $0.08 per day, of which maximum $0.03 can be saved if the character wants to live any longer without dying of slavery. This makes it $0.18 per hour, to which the $0.025 from the new gold is added. This much can be made by farming characters.


Skills are extremely important, because most Factories require some Skill to be present in sufficient quantity in the transformation, or the presence of skill makes a dramatic effect on the conversion result.

There will be at least 30 Skill tracks with 6 levels each (no skill, Beginner, Novice, Expert, Master, Wizard/Doctor). Once you get to the higher levels of skill, you start to get the entry level skills in other tracks for free or small effort only. To gain a Wizard level in anything, you need to have supplementary skills, for example a Wizard Stonemason is necessary an Expert Artist, or Expert Engineer, or both.

To advance in skill track, depending on the skill, a combination of the following is required:
- spend Labor in Studying (an armchair Doctor is 14 years of study)
- work on the profession (Master of some craft is about 23 years of work)
- pay money in some form or another (speedups available, some skills like Manager cannot be graded effectively except by selling them)
- write a thesis (yes, actual, several pages, cross checked against existing material upon grading to detect plagiarism; to make sure the "Doctor of Chemistry actually knows anything about Chemistry, and to give edge for the professional people to play)
- see a youtube video and do an online test
- attend to ingame activities

The skills core is just points which accumulate to skill level upgrade. This makes it easy to make the skills grow as part of the allocation of Labor to a Factory. If your labor is used as Skill, it feeds the skill even more. If not, there is no grow of skill and the advance in the track is slowed.


Logistics and Item localization are mostly new concepts, which are not coming in V.4, V.5 or V.6 yet. In Ultima, every Item has a location, and the location is called Space.

In the countryside, the Spaces are large tracts of land, in the urban area, the Lot owner can determine the Spaces so that at maximum, a Lot is a Space, at minimum, a Space can be the inside of some secret hole in the wall. Hollow and moving/movable objects such as closets, ships, carts and characters are also Spaces to attach the Items on. The size of the Space determines how many and what kind of Items it can hold.

Incity transport will likely be organized around a pool, which determines the courier fee, and the money is dealt to the owners of paperboys and ox carts. Intercity transport will be required to happen realistically, so that the item is given to the freight company that organizes it to move to the other place, attached to some vehicle that is going there, and after a time of several real-hours, it's completed.


Resource management is based on the material:elaboracy matrix. Just as the current Items management really.

There is a long but limited list of materials existing on Earth (and even outside). The Factories (note ingame usage: Factory is any action that changes the state of the world) are ways to raise the elaboracy of the materials so that stone becomes ore, which becomes raw iron, which becomes iron beams, which becomes a sword. For every material, there is the skill how to handle it, and different tools for handling, based on the technological level of the society.

There will be a huge number of significant stuff such as crystals and gemstones. Crystals boost your health, and who knows what uses except decoration will be found for the gems.
2306  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: June 13, 2015, 07:57:25 AM
I'm certainly not the one that wil be selling any CKG (or XMR) anytime soon Cheesy

Oh what a surprise...

I was just thinking I need some gold because I now have a subcontractor who wants to be denominated and paid in CKG, not in the volatile XMR, nor in the legacy currencies such as BTC or USD.

I think I'll have to wait until the release, and then start buying the gold by the gram from the new players who accumulate it.

Remember - It's all about the gold!
2307  Economy / Economics / Re: Economic Devastation on: June 12, 2015, 06:31:54 PM
If you can spare 1 hour, watch this. Tellinger takes you to many interesting subjects related to free energy, which is the condition to weaken the money monopoly. With free energy, there is not much need for money.

I will watch but TPTB will nuke the planet to defend their current paradigm. They can't have us Muggles being on par with them.

All the levels of TPTB are just tools, even Rothschilds. The one really calling the shots is Satan, but we know how that's going to end.

Personally I see it very useful and valuable to learn how to make things work as they are supposed to, and how to govern the Earth, even while the evil is still among us.
2308  Economy / Economics / Re: Economic Devastation on: June 12, 2015, 01:36:22 PM
If you can spare 1 hour, watch this. Tellinger takes you to many interesting subjects related to free energy, which is the condition to weaken the money monopoly. With free energy, there is not much need for money.
2309  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: June 12, 2015, 12:43:22 PM
Because of the recent developments, the King's Coinshop has reset the gold price upwards.

You can now sell your gold to us at 500,000 m/CKG. This is the all-time-high gold price denominated in XMR.
2310  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: June 11, 2015, 10:15:21 PM
Sometimes walls are far enough away from the market they are unlikely to be executed and may be attempts to influence the market. That might loosely be called a "fake" wall. Of course such orders still could be executed so the wall-maker-manipluator is putting real coins at risk putting such a wall up, at almost any price.

I think the difference between "real" and "fake" wall (or any limit order) lies in the placer's thinking:

- if he wishes the order to be fulfilled, the wall is "real"
- if he hopes that it will achieve some other purpose but not be fulfilled, it is fake

Both types of walls abound, and it is not immediately obvious which is which, and situations change rapidly, so that even the same order can at times be "real" and then "fake".

Every wall is precious, because they add to the liquidity. From the counterparty's perspective, it does not matter if the wall was "fake" or "real"  Grin
2311  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: June 11, 2015, 12:24:24 PM
That sounds interesting!

Are you a designer or developer? In what phase is the project? What are the most important lessons we should learn?

Smiley
2312  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [XMR] Monero - A secure, private, untraceable cryptocurrency - 0.8.8.6 on: June 11, 2015, 10:57:44 AM
There is a clear case of intent here.

I just wish "a clear case of intent" would be all that's needed to put the lying illuminatis, banksters, politicians and media behind the bars as well...
2313  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: June 11, 2015, 10:50:08 AM
The specification process of Crypto Kingdom - Ultima has started

The version 4: Reconstruction is proceeding. I have already seen the gaming software, which is not yet playable but contains most of the UI functionality and (I cannot verify) the backend functionality. The scope is as previously announced. The betatesting will be carried out with the people who know they are selected. We have 2-a-week meetings to hone the details.


But the subject of this post is the concurrent specification of the Ultima. The design philosophy is different from the current design process (which as we all know had issues). This time we start from all possible future features, and work backwards, cutting and merging features that are redundant, and generalize the rest as much as possible. It currently seems that the resource based economy can be abstracted to as little as 3 main subsystems(!)

- Human subsystem creates the characters, who emit labor, and require food, drink, clothes and shelter, and eventually die
- Grid subsystem is the registry of physical world from duchies to items, and their locations, logistics etc
- Transformer subsystem is a collection of conditions, rules, and formulas, which govern the changes of state of the world.

 
CK Ultima (I repeat the title so that you would not think this is V.4 Wink )

Human subsystem

- one realyear = 52 gameyears, one char may live up to a year
- PC and NPC are equal, with NPC having an AI to make some choices for it
 Labor generation
  - generates a unit of labor 3/day = about 1,000 units per lifetime
  - essential component in work, study, and many activities
  - a few units of labor can be saved, the excess is lost if unspent
 Food sink
  - daily a meal and a drink need to be enjoyed in the restaurants
 Health, sickness and death subsystem
  - health starts at 100% and is displayed to the char in a 5-scale; 0%=> death
  - main drivers of health are age, food, drink, sickness, injuries and living conditions
  - temporary health changes from boosters or light sickness are reversible


Grid subsystem

- Defines the world and its structures, both countryside and urban
- Countryside has a huge potential to yield minerals, food etc, when harnessed properly
- Urban is important for communication and production of consumer goods etc
- Items are localized at rooms, and one room can be as small as desired (and as big as up to an undeveloped chapelry in town, or a huge land in the countryside)
- Items have weight and volume
- Logistics are realistic, the ox drivers actually order the caravan to move to a place, and it arrives hours later, no (or very little) shortcuts, only in things such as automatic emptying of small rooms


Transformer subsystem

Defines all formulas (the list of formulas can be expanded at will) how:
- Work is achieved from Labor (labor units with skill) and Capital (consisting of tools, machines, organization, etc)
- Work can be used to convert items to other items (very broadly), for example a building company might set up BuildingSiteArea51 to the Lot where a palace will be built. First they select the appropriate "Work generation formula" that makes use of their resources, and then summon the resources to the site. When time passes and Labor is poured to the factory, BuildingPoints (Work) come from the other end, and once enough of them is generated, the Palace can be built.

The building is a conversion operation where this Work, the Stone, Windows, and other resources (luxuries will be phased out), are merged to become a Building (or several).
- A much smaller example might be to use a Blacksmith'sWork point and some metal to make a small amulet, or a big one why not.


Discussion

This is a very fundamental way to think what actually happens in the game. It is Human Action (thanks Mises) that is directed to other characters, concepts and virtuo-physical things in the game. To the extent that the state of the virtuo-physical world is changed, the characters set up transformers to refine the resources into a more desirable form. They always need to apply labor of some kind at least, in some stage of the process.

The ultimate sink of value is the sustenance system. When characters eat or drink, or their clothes or houses undergo wear and deterioration, this is the value (in kind) that leaves the equation. (Of course excess housing, industrial capital, and luxuries also undergo depreciation.)

The new value that comes, is the labor the characters generate. With higher skill, the labor yields more Work. With more capital, better technology, and more efficient organization, the productivity can be increased. This requires more skilled workers, and better working conditions, which translates to higher standard of living, so the factories in some distant future will pour out iPhones for all the characters...

Until now, I haven't mentioned money. Money is a unit of account and a means of transferring and storing value. It is not involved in production. Some people say that we could do without money. I haven't found this credible just yet at least. What Adam Smith said, and many before and after him, it is the common unit of account that makes financial planning possible both in the big (whether to build a new factory) and in the small (how the pencil is most efficiently assembled using up to 80 production steps by dozens of actors, none of whom could make the pencil by himself, all of whom guided by nothing but price information alone).

A restaurant from here onwards, will be a transformer of raw food to enjoyable meals. The monetary side is of course there - all inputs cost money, so it follows that the output must cost as well. But the structure of Pools in V.3-V.4 will be phased out in most cases and replaced by atomic interaction driven by the basic needs of sustenance (blindly enforced by the game) and vanity (enforced by the players themselves).

All monetary economy will reconstruct itself as the most efficient means of brokering between the actors in different stages of the production and economy.

All other game concepts from highway robbers to space program will be able to be defined in terms of the 3 Subsystems.
2314  Economy / Speculation / Re: rpietila Wall Observer - the Quality TA Thread ;) on: June 10, 2015, 09:04:45 AM
The Internet, even Wikipedia, is full of information on levitation and antigravity. If someone is not educated, he would do better to educate himself first, and contribute later. For example Maglev train is a practical example of levitation. The train has mass, but it does not have weight, and if a scale is put beneath, it does not register gravity from the train or its passengers.

There is no witchcraft going on (at least no attempted witchcraft Cheesy ) It just seems that the modern man is as hesitant to make scientific experiments as the man of the middle ages, and also as willing to ridicule the ones who do make them.
2315  Economy / Economics / Re: Economic Totalitarianism on: June 10, 2015, 05:47:35 AM
Bitcoin maximalists fear (and consequently: hate) Monero more than fiat. Why?
2316  Economy / Speculation / Re: rpietila Wall Observer - the Quality TA Thread ;) on: June 10, 2015, 05:42:37 AM
The difference between basic and applied research is that the former aims to make discoveries without prejudice as to whether they might be useful.

Ever since I learned that every facet of the cloud surrounding us is a lie, finding the truth became much more interesting.
2317  Economy / Speculation / Re: rpietila Wall Observer - the Quality TA Thread ;) on: June 09, 2015, 05:33:08 PM
I would like to see that experiment performed, (along with a real photo of a satellite in space)

The report is detailed enough to replicate it at home. The main source for instructions in this case.

Youtube is also full of videos under "party levitation".

The quest is to increase the antigravity field strength by a factor of 3, so that the object becomes weightless.

have you attempted this?

So far my only scientific experiment was the one with the report attached (above). The next one will be with precision scale and at least one guy videoing the experiment, which requires a 5-6 member team in total. It has been theoretized in the 'net that a 33% reduction in apparent weight can be achieved by mind over matter tricks, which of course is fascinating, but I'd like to see a measurable reduction in gravity rather.
So you'll have the object sit on the scale, and the people lift the scale, right?  That's the only way to find out if the weight of the object changed.

The theory says that the antigravity "beam" is about 30 cm in diameter, so it should be well enough to just let the object be on the scale and construct the field. No need to touch anything. (If nothing happens to the scale, yet the apparent weight is still decreased, we need to check what's going on but that's the nature of lab experiments.)
2318  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [XMR] Monero - A secure, private, untraceable cryptocurrency - 0.8.8.6 on: June 09, 2015, 07:08:08 AM
It makes me sad too but it has enough other things going for it to allow me to get over the fact that it is senselessly destroying resources. If some competent developer were to come along and fork over to pos, I would move a portion of my holdings over to that fork. So long as block authors were selected randomly and not with something like peercoins coinage concept.

Some of the following questions may apply:

- Have you found the way to secure the network without expending resources?
- Have you found the way to secure the network with only a part of the value of new emission?
- Have you found the way to code this to the p2p software?
- Have you found the way to create value out of nothing and distribute it fairly?
- Who gets the newly created value?



PoW has its issues, but from the theoretical standpoint PoS issues are even greater if we are to build a system for the future where all can participate and have the incentive to do so. CKG has tried to alleviate these issues, yet is not a crypto, because securing a crypto takes energy. PoS is also not a decentralized crypto, it is a centralized fiat.
2319  Alternate cryptocurrencies / Announcements (Altcoins) / Re: [XMR] Monero - A secure, private, untraceable cryptocurrency - 0.8.8.6 on: June 09, 2015, 06:51:24 AM
Blockstream just released testing environment for sidechain. The actual implementation is still a long way but i'm curious could sidechains theoretically kill all altcoins (including Monero) ? Let's say someone would copy Monero into monerosidechain, people can move value from bitcoin to monerosidechain with a fixed rate to take advantage of anonymity. Would that leave the purpose of holding Monero only for speculation ?

Monero has more important purposes than that.
2320  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: June 08, 2015, 09:59:52 PM
I was a little bearish when 180 seemed vulnerable (still remember the lost battle of 280..)

Now it looks like ~180 is the floor. This is not bad at all, 180 is twice as high as 90.

New money is needed for any sustained rise out of the range. I am a little skeptical for now but maybe it's just me. As usual, even one buyer can change the landscape, as is happening now.
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