Bitcoin Forum
June 21, 2024, 02:07:26 PM *
News: Latest Bitcoin Core release: 27.0 [Torrent]
 
  Home Help Search Login Register More  
  Show Posts
Pages: « 1 ... 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 [138] 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 ... 407 »
2741  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 18, 2015, 01:34:51 AM
With already 10 sold for a fixed price of 40 million each, the Gigapack has become an institution!

Any why not - it's the only coin collector set at this price point that (currently; check the latest info on /GOLD_COINS) sells 35 different coins at 40 million, so barely about a million per coin!!

The Gigapack is defined as 1* each coin that the character HM The King owns at least 3 instances.

At present, it fetches you:

HM1500J, for sale singly @10 mil (less than half of the very ancient mintage of 100 in Royal hands, and 40 owners)
3/5 of the first years of Coin of the Realm appraised total @5 mil
CR1452E with a mintage of 20 and float of only 10  Shocked appraised @5 mil, probably much more valuable
CR1492E with a mintage of 20 and float of only 10  Shocked appraised @5 mil, probably much more valuable
HM1600J, most of us have them due to the Royal Benevolence, but did you know that they will be redeemed @0.5 million each and the value may rise!
MH1600G, Monero House coin of which 301 exist, but Monero House has promised to not mint any in 150 years (5 real-years)...
NI1600E, A collector's coin with only 50 limited mintage of which 22 remain with the issuer
- and 26 other coins -
2742  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 17, 2015, 04:19:52 PM
Coin Collecting Continues! * * * Collector's Gigapack 30-40 different coins for 40 million!

HM has been active during the various years, resulting in a wealth of different coins, and has tried to find the way for getting his coin stash to the hands of players at no hassle to him.

We are starting the Collector's Gigapack. What it means is that you get 1 coin each of the types that HM has 3 or more coins. This should result in you getting 30-40 coins (the exact amount varies, and can be checked yourself!)

The value of the coins we have used in the calculation is as follows:
- HM1500J = 10 mil (they are sold separately for that price)
- Any coin that has "existing<=20" = 4 mil
- Any coin that has "existing<=40" = 2 mil
- Any coin that has "existing<=60" = 1 mil
- Other coins = Bonus (no value)

This calculation is very affordable and should value the Collector's Gigapack at 50+ million.
(7 coins currently are existing<=20 + the HM1500J = 38 million)

But we are offering it for a fixed price of 40 million! A great way to start your collection or gain duplicates for investment at bargain prices.

The offer stands continuously, and we are constantly adding new coins to make it worthwhile!
2743  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: March 17, 2015, 12:54:15 PM
If XMR is supposed to be truly anonymous, how do you do distribution analysis to determine how many people have large balances?
Power law. Estimations.

This is just an estimation. It can be skewed.

Of course, that's why rpteilla called it "approximate distribution analysis"

I have written multiple threads with hundreds(!) of posts about it. The body of knowledge is all there (see my sig).

This problem is contained, meaning it cannot have outcomes outside a defined set (limited number of coins and limited number of owners).

The outcomes in the set have a statistical probability maximum at certain points (forming the "most probable distribution curve"). We do not know exactly what the most probable curve is, and we do not know any individual holders' exact holdings. The most probable curve does, however, have bounds, it does follow a certain formula with only the parameters being up to debate. The individual holdings also follow a random statistical sample theory.

Therefore it is possible to construct approximate distributions that are based on the approximations of the parameters in these formulas, and the statistical laws. The probability of the measured result (it cannot be measured of course) being off from the distribution constructed such, is the lower, the further from the approximate distribution. Similarly, it is not possible to say for certain that a d20 would not show 1 if your life depends on it, but the probability of hitting a 1-5 is much higher.
2744  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: March 17, 2015, 03:26:10 AM
Haven't done the approximate distribution analysis recently, but due to reasons outlined in previous analyses, I believe there are 5-8 people with 100k or more at the moment. 100k XMR is < 100k USD, so we are talking about tiny amounts.

There are that many people capable in showing a big sell side and an almost unlimited number of people capable in putting bid walls.

The market is so tiny that a manipulation for its own sake is doomed to lose. If the intent is to acquire or divest coins, faking the opposite is of course termed as "manipulation" but the whales have so much going against them due to illiquidity, how about just allowing this to them? Smiley

A successful speculation is buying low, selling high, and (I believe) not going to momentum trading, at least if the amount to be traded with is higher than X00 XMR.

Hey risto. How much xmr do you have to have inorder to be considered a whale? Curious to see if i count.

That's up to everybody but if you have 1% of the current emission, I believe everyone considers you a whale Smiley
2745  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: March 17, 2015, 01:17:47 AM
Haven't done the approximate distribution analysis recently, but due to reasons outlined in previous analyses, I believe there are 5-8 people with 100k or more at the moment. 100k XMR is < 100k USD, so we are talking about tiny amounts.

There are that many people capable in showing a big sell side and an almost unlimited number of people capable in putting bid walls.

The market is so tiny that a manipulation for its own sake is doomed to lose. If the intent is to acquire or divest coins, faking the opposite is of course termed as "manipulation" but the whales have so much going against them due to illiquidity, how about just allowing this to them? Smiley

A successful speculation is buying low, selling high, and (I believe) not going to momentum trading, at least if the amount to be traded with is higher than X00 XMR.
2746  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 16, 2015, 06:48:27 PM
Lord noms would also like to purchase the ancient collectors set for his personal collection. 3/5 gone.

He also would like to purchase 1 of each of the other 3 sets, including 3 x twin-coin set for 25m.

You should probably be able to do that yourself (was not done when I checked).

Only 2 ACC sets to go then.
2747  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 16, 2015, 05:25:04 PM
Gold Coins are implemented in the Char DB /GOLD_COINS tab

During the Ancient history, 127 coins have been minted in Crypto Kingdom:

- in 1500, 8 types in the Centenary Jubilee
- in 1520, 1 type for the Trust In Economy
- between 1400-1599, 86 types of Coin of the Realm (same coin, different years)
- in 1600, 32 types of TACCC

The mintages vary from 7 to 500. Anyone is allowed to melt his possessions for gold, no matter in which form they are. For this reason the coins tend to become scarcer over time unless they develop collector's value.

If you want to gift coins to your fellow citizen, just transfer them in the table. The amount of gold is not affected (markup-only).


Market making

* Lord noms is about to open a market for sellers of coins.

* The /GOLD_COINS tab hosts a buying market, where you can bid for a certain coin (or raise the previous bid and replace it). Anyone can match the request and clear the field.


What's Happened in the coins market and distribution

- The King has distributed 190/500 of the HM1600J commemorative coins to almost all the characters in the game, 1-5 coins to each (markup-only)
- The Town has distributed 95/300 of the CT1600C commemorative coins to almost all the characters in the game, 1 coins to each (markup-only)

- The Town Hall has distributed some of its coins (TH1500E, TH1600E) as a sort of dividends to shareholders (55/100 distributed in each, markup-only).

- The Marquess of Tavastia has minted a coin ZE1600T to commemorate the birth of my son, it reads "IACOBUS DANIEL ZECHARIAH IOHANNES". 27/50 is distributed to the best guys in the Kingdom.

- The CryptoMuseum operated by North Face (31) is accepting donations. The quest is to collect all coins in existence. HM and others have already gifted coins, resulting in the largest collection of unique coins already.


Some Offerings currently existing

- The Town Hall, unique among all buildings (most expensive floor area), has the Pair of coins, one was minted in 1500 by the King and the whole run gifted to the Town Hall (gold including). The twin was minted in 1600. This combo will only be sold as a bundle, 2 coins for 10 mil (markup-only). Buy 3 Pairs (the maximum allowed per character) for 25 mil.

- The Marquess of Tavastia wants to offer everyone a chance of buying the ZE1600T coin if they did not end up in the distribution list. One coin per character, and the price is 15 mil (markup-only). A duplicate is also possible, so you can buy one, even if you received one due to being such a good guy.

- HM1500J is a very coveted coin that was the last one minted in the Most Ancient era. 36/100 were gifted to PCs then in the game and each has only one. This offer is for anyone but only one coin per person for 10 mil.

- The Most Ancient Coin Collector Kit. You can't beat this one. 10 different coins, of which 3 have a mint run of only 20 coins and are therefore among the oldest and most valued CR-coins. (Set contains one of each 1418, 1420, 1424, 1428, 1438, 1448, 1452, 1470, 1478, 1490). Sold Out. Thank you buyers!

- New field added in /GOLD_COINS: Special Trade Instructions let you express your wishes for trades that anyone can fulfill. Please be specific, see nikke1(#50) for an example.
2748  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 16, 2015, 01:00:09 AM
Mid-way information on the Building stock in the Kingdom and the town:

The total floor area is about 110,000 sqm. It seems that we need about 400 buildings to totally materialize it. More than half of the sum is already created, although it could be that the more difficult ones are saved for the last...

Finally the data is so detailed that you cannot cheat or suboptimize too easily. It gives rise to a generic rental price algorithm (not especially tailored to apartments nor offices, just for fun).

It turns out that the most expensive expected rent per sqm would be in the following places (values for scale only):

Code:
Town Hall - Great Hall	20
The Embassy Tower Owner's Suite 19,5
House of Magnificence 18,8
Town Hall Annex - Town Council Meeting Hall 18
The Grand Hotel Restaurant 13,7
Town Hall - Offices 13,5
PofC&S - Great Hall 13,4
"The Throne Room
" 13,1
"Palace - Great Hall
" 12,9
Arco di Sergiu Main Body 12,9
The Royal Palace 2nd-3rd floor 12,6
Tsurugajo Art Gallery 12,2
Town Hall - Restaurant 12,2
The Royal Palace 1st floor 11,5
PofC&S - Royal Music Hall 11,4
Botanical Gardens 11,3
The Grand Hotel Cocktail Bar 11,2
Tsurugajo Japanese Restaurant 11,2
Palace - Chapel and Bedroom 10,6
The Grand Hotel 10,5
Ale of the Obelisk - Rooftop 10,5
House of Magnificence - King's Office 10,4
Town Hall - Commercial 10,2
The New Grand Restaurant 10
"Earl Luigi's Office
" 9,4
The New Grand Hotel 9,4
San Pietro - Church 9,1
The Embassy Tower Business Hotel 9

The coveted Great Hall in Town Hall is situated in the heart of the Old Town Centre, built in 1454, has 295 sqm inside area + 334 sqm in terraces + access to the 800+ sqm roof garden directly above. Its luxury rating is 190% and it is up to 9 m high. Its window ratio is better than 1:4, the windows let in sunlight from 2 directions, the views are to at least 2 directions, and a Most Cultured building is visible. With these characteristics the title of The Most Expensive Rent belongs to the Town Hall.

The Town Hall belongs to the Town Hall Corp, a crowdfunded semi-for-profit corporation from the 1450. The architect is HM The King.

The runner-up, The Embassy Tower Owner's Suite, which is the most expensive place actually used as a private dwelling (by The Prince of Soul) is likewise bordering the Central Square. It consists of the 2 highest floors of the Embassy Tower and the terraces and gardens throughout. With 146 sqm floor area it has 146 sqm of private gardens and 96 sqm of terraces. Built in 1528, its luxury% is 320%, which is tied for the highest. With a window ratio of 1:2, unblocked sun and views and all three existing Most Cultured buildings in sight, it's only the meager room height (4 m) that makes this gem less valued than the winner.
2749  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 15, 2015, 03:11:42 PM
I think the longer term CK property prices (in XMR) are likely to go down for reasons already mentioned

Shouldn't the value go up since ancient property will remain in the center while new properties will be further and further away with time?

My logic is that since the value is and has always been determined by the markets, it should go up.

The markets should never logically end up in a situation where they are paying too much for the land, so that the likely future would be down. All things are taken into account, including EUR/USD, USD/BTC, BTC/XMR and XMR/CKG exchange pairs.

Of course the above applies to every market everywhere, and still property booms and busts happen.
2750  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: March 15, 2015, 01:00:48 PM
Happy 3-week "anniversary" of the Announcement!

XMR price is up +126% in 3 weeks.

Smiley
2751  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 15, 2015, 12:16:49 PM
The following are officially recognized Squares for bonus points in grading. Other places do not receive the benefit regardless if they are called "squares":

Old Town
Central Square
d'Armagnac Square
Jousting Ground
Culture Square
Village Square

New City
TIE Square
Square in 2-W

Culture & Science
Area in front of PoC&S
Boulevard in 2-W
2752  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 15, 2015, 12:05:11 PM
The following Buildings/places are Most Cultured / Cultured / Beautiful, for bonus CUL points and desirability to the owner, and better views for the one who sees them from the window:

Old Town

Most Cultured
The Royal Palace
The Obelisk
The Grand Hotel

Cultured
Notre Dame d'Armagnac
The Town Hall incl Annex
The Noble Palace
The Citadel
The 100 Jubilee Theatre
The Jousting Ground
Villa Rotonda School of Economics
The Town Palace of the Duke of New Liberty
The Town Palace of the Prince of North Face
The Marquess of Arda School for Nobles
The Nature Reserve of The Two Springs

Beautiful
Residences in Earl's Street-King's Park area in 1-N-Bx and Jx
King's Park
The Monero House
Episcopal Palace
The University Main Building
The Military Sciences Department
The Priory House Hotel
Church Offices Building incl Pious Order
The Prince of OZ Town Palace
The Marquess of Arda Town Palace
The Marquess of Tavastia Town Palace
The Prince of Forte Spagnolo Haw
Violin Museum and Violin Making School
The CryptoMuseum-The Hypothecary Bank-Foreign Ministry Bldg
The Barbican
Arco di Sergiu
The Marquess of Ramsey Tea House
The Marquess of Arda Botanical Gardens
Tsurugajo Art Gallery
Hokusai Art Studio
Asenath Home
El Bulli

New City

Cultured
The House of Magnificence
The Hall of Justice bldg-Stone Village Hotel

Beautiful
The Fluffy Pony Horse Preservation Institute
The New Liberty Courtyard
The New Grand
RWWC HQ & Research
The Clocktower
The Sculpture Garden
The Prince of OZ North African Palace
Triple Towers
CryptoKnight Palace

Culture & Science

Cultured
The Palace of Culture and Science

Beautiful
Hungus Multicomplex
The Portal with Annexes
Army Barracks in 3-C
Palaces in 3-C, 3-E

San Pietro

Cultured
San Pietro

Beautiful
Town Registry in 5-C
Palace in 5-E
2753  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 15, 2015, 04:05:50 AM
Is there ANY vague timeline of when the game will go online? For example, in a month? 3 months? half a year? a year?

Of these, "a month" is certainly closest.

I will have to design the online game, and concurrently, some data will be converted (such as the Buildings thingy).

Then the Tech Devs know exactly how to tailor the DB and make the links and scripts.

Then some testing and we are good to go.

In the days of yore, we had the idea of starting small and fixing bugs + adding features as we go. Now all eyes are turned on us so that we cannot so easily launch an unfinished product, so the process takes a little longer.
2754  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 15, 2015, 03:45:52 AM
Implementing the buildings in the new format is going at a rate of ~2000 sqm/hour, or 7-8 minutes per building. I have started with the interesting buildings.

What it means is that at the current speed, it'll take 50 hours to do it, and then draw/add the Lot-specific pixel images as well for roughly an equivalent amount of work. It's about expected.

I believe to have tested the format sufficiently so that others can start adding/converting the buildings and I can do the final ones that are hard for others to do. This will save up my time for design.
2755  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: March 15, 2015, 12:34:25 AM
As I posted yesterday I think the profit takers from .001 will be hitting about now. I agree we cannot assume he has even moved them to an exchange. Good luck for him it's untraceable.

I understand that you did not mean 0.00100 but still... the others should do the numbers and realize that there was no such group who could buy at 0.001 except a lucky XMR. (I also bought below 0.001, perhaps about 0.2% of my stash)

The average for 140 days is 0.00146 which did offer an ample opportunity for accumulation at 150, 140, even 130, but people who actually were on the buy side and consider selling any meaningful amount now, are precious few.

The game is steadfastly between new entrants and miners. Speculation enters when we get nearer to the trading range (300-400, or $2-$3)
2756  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 15, 2015, 12:19:59 AM
Building attributes are now locked in!

See /BLDG for all that will be there. At first the 30 different fields look daunting but once the data is there (and ~100 buildings have at least started), all the economic subgames and as many others as can be imagined, will be able to be hosted/updated fully automatically, their only inputs being the NPC's and the Building they are situated in.
2757  Alternate cryptocurrencies / Altcoin Discussion / Re: rpietila Altcoin Observer on: March 14, 2015, 05:33:42 PM
@rpietila -- i agree with you on your initial post back last year about the altcoins you listed. I was also in the same boat with the nxt premine distribution, but  having following it for the past year it seems that their platform is more promising than its coin aside from the premine aspect. I'm curious to what is your thoughts on it so far with its latest developments.

I haven't really followed the "blockchain 2.0" things including NXT or payment networks (Ripple, Paypal). I also don't know about technology and it does not interest me. I haven't invested in any of the aforementioned and don't think I will.

Although XMR is down from where I told that it is "very interesting", I have followed it closely and been actively involved in the development. I feel there is a great undervaluation ongoing, and the rise that started a few weeks ago is just the beginning. XMR needs to make a new high ($5+) to make it a convincing case for an altcoin that has future. We still have about 600% to go to reach even that value, which means there's money to be made.

Money I do understand, technology not.
2758  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 14, 2015, 04:43:26 PM
Registry fee. In connection with the implementation of the new Building Registry, a registry fee of 2 mil per building is levied by the town, payable to the admins doing the work. This will be collected automatically. If due to negligence of the Building owners, Architects, BI, etc (as registered in the City Map DB /Bldg Reg) the collection of the data takes longer than it should, additional fees may be levied on the problematic buildings. To be on the profiting side, please apply to help us in the work! Smiley

I would like to offer my services to help out with the registry fee work if still needed Smiley


Ah shame that I just took 2.5 hours to create all the ancient coins (except the ones to be minted in 2 days) to the database. That would have been a work suitable for you Cheesy Anyway, the coins are now there in the database: /GOLD_COINS tab.

If we stick to the convention that trade in the coins is the trade in the collectible value only (and the balances of the gold stay constant), it is possible to just change the ownership of the coin from this tab. Also gifting only transfers the collectible value, so if a poor person receives lots of gold collectible value, he may not be able to create them all, resulting in a loss.

A note for the collectors:
* 95 different coins exist, and I seem to have the most different ones (but even this number is only 42)!
* the entire mintage of 27 coins is currently in one hands (in none of the cases me!)

Let's see what kind of museums/collections/trade practices will emerge.


Once I get the buildings attributes locked in, hopefully today, then I can gladly utilize you for that as well.


2759  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: March 14, 2015, 12:41:47 PM
The concept of a Building
EDITED many times since posted * * Under implementation in Char DB /BLDG
See the intro from a few posts back
Feedback still accepted Smiley !

SUBGAMES

HOUSEHOLD - about the same as now, allowing breathing room for the changes in NPCs, and making them provide some benefit even when not assigned to any actual job; but the HOUSEHOLD requires a large palace from the owner, because the owner's own use (up to 1,000 sqm) is automatically added to the space usage

SPECIAL - apart from providing SCI, CUL as now, it will start to be able to produce IND (industry) points. Industry is regulated and requires Royal Permission (mercantilism, eh..), but these points will give the charter holders the way to expend resources that will be converted to windows and clothes for example. Also HHP (management) points will be able to be produced, to boost the Household/Business HQ management in cases where the primary dwelling lacks space. Industry will be the way to produce arms and other needed things in the future. Also similar mechanism will in the near future be used to convert the building laborer work to BLD points, which will replace the current monetary input of "labor" in the Building project.

RESTA - will continue quite like before but with more realistic rules determining the suitability of the location and the profitability, which will (like in the Most Ancient times) be heavily dependent on the players again, and other formulas that can now automatically adjust to changes and snuff micromanagement.

HOTEL - the suitability for a building to be a classy hotel will now be evaluated better, at the same time there will arise opportunities for insta conversion of an NPC hive to a guesthouse and back, based on the need in the location and proximity of similar places nearby. The staff will continue to be a major factor in the upscale market as well as other considerations evaluated automatically.

RENTAL - we aim to make this such that it automatically selects between Residential, Office and Commercial rental pools, always taking the one that gives the best return. It can also be that the owner needs to choose but automatic should be easier than customizable.

ARMY - the fighting rules will not be implemented just yet for actual fights at least - the time of V.4 will be for the armies to train and become more effective, and for the Countryside rules to mature and become more interesting. Also the Armies will have to be lodged in garrisons, and will gain payouts from the Guarding pool relative to their conditions of stay and their fighting strength.


So, back to the buildings! Those subgames are basically conversions of investments (NPC's, building area, tools) and money, to (hopefully) more money, and other desirable points and things. Previously the conversion formula has relied heavily on the NPCs, with some consideration on the location of the business and even less to the actual buildings and tools there. This is about to be changed, to make the Building (a functional subdivision of a Lot, coinciding to an actual building or a part thereof with distinct attributes) such that it gives a great boost if designed with its intended purpose (negating the usefulness to another), or, if designed to be a multipurpose one, to give average payout and more flexibility.

How to accomplish this is a classic game design challenge. The different attributes that the building must have, should be:
- relatively few, with useful abstractions ("lux%")
- coincide with the "mandatory" architect decisions (height, room sizes, windows, arrangement)
- balanced (should give actual choices for different options, not be a "finding-an-optimum")
- actionable by the subgame formulas to give interesting and fair results  
- realistic and logical to be understood easily
- fun.

BUILDING ATTRIBUTES AND PARAMETERS
(in my parlance, an attribute is something you cannot easily change once you have made the design decision, a parameter can be changed with less difficulty, the difference is somewhat blurred)

Bldg_id <- global id which at present is a number. Buildings are property of Lots, but since Lots may be sliced and diced, it is up to decision if we want the building id to be in the form of "1-C-F7-2" or "37". The former would be more useful in some contexts but would require changes more often than a static number.

Lot_id <- global id, used to assign the building to its owner Lot
Own_id <- global char id, mirrored from the Lot. (Buildings cannot be owned by characters, they are owned by lots, which in turn are owned by characters.

Bldg_name <- text

Build_yr <- first building year of this building. In the beginning, this is easy to determine. If you add material changes to the same building, this anciety will be lost. It is safer to make additions as separate Buildings with a new Build_yr.

Renovated_yr <- last renovation. For a renovation that adds to repair%, luxury%, etc, this year is reset. It is a good thing because some businesses benefit from the building been recent, in which case this counts. (Some may even benefit from it being both old and new, which are possible at the same time.)

Floor area <- same as before. The part of floor area that is required to get into different Buildings is not counted. If a hall is 1-2 wide, it is used up as a corridor. If it is 3 or more wide, a reduction of 1-2 m from the width is applied according to the traffic. U/C

Terrace area <- area of terraces. A terrace needs to be elevated from the ground (pedestal) and may be at any level, including balconies and roof terraces. Balconies do not (any more) require a stone railing. If you leave it without, a wood railing (no cost) will be used, or perhaps metal when we get the metalworking in full gear. Stone railing may continue to be used as an aesthetic element. Terrace area adds to the desirability of the buildings, especially of those that are used as a restaurant.

Lux% <- same as before; lux gives items as dividends occasionally and these items can be detached without affecting lux. For two areas having a different lux%, they must belong to different buildings.

Repair% <- result of the earthquake and (from now on) normal aging, can be "Renovated" to reach 100% again. The repair% being high is more important for luxurious and important buildings. For low-grade buildings, they are economical to renovate only when quite run-down, and then demolish is also an option.

Height <- area-weighted average height. If the building has minor differences in height (if the area with a different height is so small that it does not make the rounding differ from the height of the dominant area), it can be listed under the dominant area height. If the building is of very different heights so that the rounding result does not correspond to the height of the dominant area (eg. if 20%*3 m, 80%*6 m, average = 5.4 m = 5 m != 6 m), 2 buildings must be created.

AIC <- one time field for AIC dividends given in 1600. See below.

Culture <- current "esteemed building" concept. Some buildings create culture to their owner based on their existence (as well as NPCs). New points are given slowly based on popular vote.

Number of Apartments <- due to increases in living standards, 17% of the NPC's can now invest 165,000 m/year in housing, and for this money it's possible to rent a 53 sqm in Master's Village! Constructing as small as possible apartments is not a concern any more, but having more rooms in a compact apartment is prized. Otherwise there would not be so many of them because building walls is not only expensive but also reduces the area. The total sqm of the Building is divided by the number of Apartments. An Apartment is defined as the smallest functional area in the Building, which can be reached from outside using public areas.

Number of Rooms Corridors etc. do not count as rooms.

Windows <- gives comfort and status. This has been in use before but needs to be calculated again because we want a greater range of results, and also the views have changed. If the Building is residential type, consisting of distinct Apartments, average is used:

Window ratio
+1  more than 1:12
+2  more than 1:7
+3  more than 1:4
+4  more than 1:2
+5  more than 1:1
(apply -1  for each full 20% of the floor area being totally without windows, or more than 8 m distance from the nearest window, lesser areas are not penalized because it's good to have closets)

Sunlight
+1  unhindered sunlight from east, south, or west at least a few hours per day
+2  unhindered sunlight from at least 2/3 directions, most of the day
+3  windows to 3/3 directions and nothing is blocking the sun all day
(the proximity to the buildings and height of you and them determines the sunlight. For small apartments, each apartment cannot have sunlight in all of the directions so they are evaluated separately and average is used. Having windows to the north has never any benefit to Sunlight)

Views
+1  nearest building at least 10 m away in at least one direction, garden/paved area in between
+2  nearest building at least 10 m away in 2 or more window directions, garden/paved area in between
(add +1 if building is so high that you see above the roofs of the nearby buildings (need to have buildings nearby for this))
(note: Views does not give points if the area is not developed in the 10 m range, nor of course if you dont have a window. North does count for views.)

Sights
+1  at least one Beautiful building in sight
+2  at least one Cultured building in sight (Cultured buildings are automatically Beautiful)
+3  at least 3 Cultured buildings or 1 Most Cultured building in sight
+4  Several Most Cultured buildings in sight (ie. both the Royal Palace and the Old Obelisk)

Shopfront <- increases revenue in trafficked areas. This is just a simple ticker that requires the Building to have several doors and windows directly to the street. It is also a negative and heavy minus for a residential.

Access to public park/square <- gives comfort and status, esp. to residences. Direct floor area/park area ratio does not work because parks are not all the time used by the inhabitants, also they may use public parks, and the existence of parks brings benefit even when not in use.
+1  nearest public park 10 m or less away (if 100 sqm), 20 m or less away (if 400 sqm), 30 m or less (if 3000 sqm), measured from the edge of the lot
+2  nearest public park 0 m away (if 100 sqm), 10 m or less away (if 400 sqm), 20 m or less (if 3000 sqm)
+3  nearest public park 0 m away (if 400 sqm), 10 m or less away (if 3000 sqm)
+4  direct access to King's Park
(add +1 if the building is facing a recognized square)
(note: private park in own lot counts as well and is always 0 m away, but it must be at least 7 m wide (if 100 sqm) and 10 m wide (if 400 sqm))

Garden/area ratio <- Here only own gardens count, and if gardens are usable by many buildings of the lot, this should be divided accordingly. Higher ratio means more gardens.

Zen <- awards peace of mind bonuses to beautiful and stately buildings and room plans, punishes gaming the system via the design of ugly buildings with unrealistic and stupid room plans. It will be taken into use later.

Beautiful <- the first stage of a building to gain renown due to its architectural merits. Buildings that are judged beautiful based on their facade gain this point. All Cultured and Most Cultured buildings are automatically classified Beautiful.

the "S/" are suitability points for different uses based on the room plan, and they greatly affect the use. It is possible to use anything for anything but the output is best when using the buildings for their intended purposes.

S/Resta
+1  if the Building has a separate Kitchen with access to the restaurant, which is a reasonably connected area (may have cabinets)
+2  if the Building is designed/remodeled to be a restaurant ($$)

S/Apt
+1  if the Building consists of separate rooms or separate apartments designed with only the minimal public spaces such as lobbies and staircases and having no more than 2 m wide corridors (an entrance/front desk hall is ok, also some public space if the building is luxurious)

S/Resid
+1 The Building is designed to be a single dwelling in one lot (PC or high-ranking NPC). It actually has to be such to gain this point. (If it has separate parts that are designated Buildings, this does not matter, although only the main part gains the point.)

S/Hotel
+1  if the Building has balanced public areas (more than in S/Apt low lux case) with mostly rooms, rooms accessible inside and about right amount of public areas corresponding to lux (more lux = more public areas)
+2  if the Building has direct access to a major street, yet no rooms are in the street level, has different types of rooms with some being big or customizable, and the right size range of rooms and amount of public areas corresponding to lux (more lux = bigger rooms, more public areas)

S/Special
+1  the Building is made for the purpose of hosting a special institution or is suitable for being a public building (typically more halls than would fit in any other category, though might overlap with Hotel and some Palaces) <- for complete guide on overlapping see /BLDG
+2  specially made for a purpose that makes using it for anything else difficult (large hall, botanical gardens, factory)

S/Army
+3  the building has a parade ground of at least 20x30 m directly accessible, the building looks fearsome and is defensible, the floorplan is suited for a garrison (almost anything goes though), including rooms for materiel
-1 each missing thing from the list

In all these cases it's important to not over-compartmentalize the lots to too many Buildings. Eg. a special Music Hall requires all the lobbies for crowds to gather, it is not forbidden to have toilets and storage rooms, and also most businesses have management that consumes space and for their purposes the space may be reserved. If the management is much larger than the space available at the site, it may be rented.

This is a tradeoff between having only one Business in one Building (which we plan to do), having Buildings correspond to the natural concept of buildings, and having space with separate parameters as separate Buildings, to add realism and flavor to the game.


SCI <- this gains bonus when used by an institution producing SCIence, value costs ($$) and may be 1 or higher

CUL <- this gains a culture bonus ($$)

IND <- industry requires machinery and other costly things. value here indicates that the price is paid ($$), greatly boosting IND


The following parameters are relevant to the Businesses, and are customizable by making business choices not directly related to the Building.

RESTA business parameters
- Quality of Food <- formula from other inputs
- Quality of Service <- formula from other inputs
- Intimacy <- smaller is better
- Famous <- player vote
- Special <- gets point if owner does not have other restaurants
- Private <- quality points, but halves the revenue

HOTEL business parameters
- Service <- formula from other inputs
- Famous <- player vote
- Special <- gets point if owner does not have other hotels
- Private <- quality points, but halves the revenue

SPECIAL business parameters
- Output selector <- how to divide the output between CUL, SCI, IND and HHP


Registry fee. In connection with the implementation of the new Building Registry, a registry fee of 2 mil per building is levied by the town, payable to the admins doing the work. This will be collected automatically. If due to negligence of the Building owners, Architects, BI, etc (as registered in the City Map DB /Bldg Reg) the collection of the data takes longer than it should, additional fees may be levied on the problematic buildings. To be on the profiting side, please apply to help us in the work! Smiley

AIC.
Ancient Items Credits have a deterministic formula that will be applied to the buildings when they are in the DB. The AIC are a spinoff that does not reduce the value of the buildings. They will be able to be changed for Ancient Items of their creation date (the building date) in the future versions, according to a "price list" that you can use to "buy" the items. The conversion will be restricted to the type of items actually in use in the "source building", but they do not change the owner automatically just because the building is later sold, before the conversion. Trading with AIC is not allowed for now, to reduce the complexity.

Earthquake. The Earthquake will reduce the repair% of the buildings, in many cases greatly. The worse condition the building is, the less its use value, and the more it costs to repair it. Stone is only destroyed to a very small degree, it can mostly be reused even if the building collapses totally. Buildings below the "line" in the old Registry do not suffer from the Earthquake.

Guarding. Every building is subject to pay the Guarding fee, which will be distributed to the Army units doing the guarding duty, as before (except that before the Army did not actually get the money, but soon will.)

City Walls. The things have pacified such that no new city walls has been built for some time. Enemies are far, and the guards and the King's judicial system have kept small crime in check. For now, the antiquated rules for building city walls have been lifted.

Land Taxes and Haws. The land tax will be instituted probably based on the sqm area of the buildings (similar as guarding). Buildings in haws are exempt of this tax. We will not grant any new haws now, as they are not needed (land is anyway either free or very affordable). In the nearest real-months, God willing, an unprecedented undertaking in the Borough Versailles will be started, and the King invites his choice Nobles to build palaces there next to his Royal Presence.

2760  Economy / Speculation / Re: Gold collapsing. Bitcoin UP. on: March 14, 2015, 10:10:32 AM
Even after the FED broke all promises and broke the dollar's ties to gold, there were so few people willing to still use gold as money in daily transactions that gold never regained its true value.

The edict backed by the world's superior machinery for causing harm did a long way as well: "10 years of prison & 10k USD in fines to anyone who dares even possess gold."
Pages: « 1 ... 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 [138] 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 ... 407 »
Powered by MySQL Powered by PHP Powered by SMF 1.1.19 | SMF © 2006-2009, Simple Machines Valid XHTML 1.0! Valid CSS!