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3121  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 11, 2015, 04:02:12 AM
The university is quite small of an operation

The coming year 1554 marks the centennary anniversary of the Town Hall, the  __  monument (I'd like to use the word "legendary" but that is restricted to be used of stuff by popular vote only) of the crowdfunding in the game.

It is a good year to consider the building of our University, for the foreign lands have them, and many scholastic and practical things are researched there.

The land has been donated by our gracious and benevolent Majesty in the Old Town (almost 10% of the entire Old Town area) decades ago, and The Marquess of Soul, Dr. Paul Choo, Ph.D, has most magnanimously donated 1,500,000,000 moneretos towards the construction of the main building.

The scheme of the main building can be found in City Map /1-OV. It is the largest development in the game so far with its 24 q land area and probably about 4,000 sqm building area. The construction will also consume 4-5 million stone.

The Chancellor smooth is coordinating this great project, as well as the ramp-up of the University in general. One practical thing that remains is the about 1,000,000,000 deficit in the construction fund, due to the unprecedented size of this project.

Having activities going on in the University, makes it produce culture, which smooth said could be passed through to the donators. The science produced should instead become either public domain, or property of the University, which would help in the future (universities founded in these ages are stinking rich now). Some of the space now constructed can also be rented out to pay the personnel. Further, the new database format allows for continuous (yearly) donations, and a club of the Friends of the University might be set up with the top floor of the central tower.

These are all just options, smooth is the contact person!

The construction of the Palace of Culture and Science (in Warsaw), the sister building of the University (of Moscow) is currently on hold in the hopes that the University could be built first.
3122  Other / Archival / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 11, 2015, 03:42:30 AM
Secondary offering - Smooth Investment Fund

Smooth Investment Fund is making a secondary offering of 300 units at 97% of NAV. This is a 3% discount off of the value of the underlying assets (which are in general priced at their midprice).

Discount is increased to 17% below NAV (83% of NAV). For the rest of the details see above.

This is the lowest discount that will be offered, and represents an unprecedented value on some of the premium assets in the game!

Any unsold shares in 24 hours will be purchased by me.

Subscriptions (all will be sold at the same price):

Haridimous 12 shares
--
Available 288 shares


I'd like to deal this offering to my wealth management clients, but it could be stated in easier terms:

- list of assets, their quantity, price used, and total value
- number of shares
- price offered.

At present this is not easy to find. The Marquess of Soul has increased his bid of the TH shares to 4 million per share, so this should be considered.
3123  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 11, 2015, 01:42:05 AM
While I am finalizing the last formulas for the subgames (Household, Hotel, Rental, Special), other developments have happened:

- A few quarries have closed and others opened, so there are interesting new chapelries in the New City. Land has been zoned for sale, and lots are drawn for all kinds of uses. Check the prices and reserve yours! (LDC and Cashback have expired and are disabled).

- 4 chapelries in the 3. borough are for sale for quarrying and/or development at the floor price of 1000 million.

- In total, land is listed for sale for 21,199 million and is in the new /LOT tab in Char DB

- Corporations' Stock registrys are now in a handy /STOCK tab that allows for scripts such as giving dividends automatically.

- Gold dividend was 2,395 m this week, giving a nice 1.4% weekly return on holdings, in addition to the stone staking.

- We have 49 restaurants in the city! This is revealed by the /RESTA tab


Writing a history
In the following week, everyone who writes a history of his doings in the first 150 years in the CryptoKingdom, and posts it here, receives nice rewards in the form of gold, gold items, land, money, badges, medals, Honors, promotions, NPC promotions, NPCs, stone, clothes, ancient culture and science, and if there is anything else that could be gifted/bestowed.

Anyone is encouraged to give from his own to the storytellers!


Implementation of the institutions that slipped staffing in v.1-2
Some have been sad because their institution was not implemented as "servants" in the old version, and they don't therefore have any "NPC" in the new one. I have been thinking which is fair for all and decided that the most sought-after NPCs is not fair to give to people who (because of their oversight or mine, does not matter) never paid for their training. SO, to staff your institution, please provide me a list of the NPCs you'd like to have there, and I will grant them. I will charge a fee that is about half of the market value for these new guys, with less on Specialists.
* Rhadamanthus' School
* Villa Rotonda
* The University (all)
* All Church functions
* Zenon's Castle
* Zech's School in Village
* if there is anything else, see note below:

NOTE: If in this grace round you do not indicate having had some kind of activity during 1400-1550 that has involved any staff, you are not entitled to claim that such has happened ever again, and all very ancient items, gold, gold items, land, money, badges, medals, Honors, promotions, NPC promotions, NPCs, stone, clothes, ancient culture and science, etc that you could have had, is forfeited forever.

I am very happy to help with all this, after all this IS the reason we play the game, to create history with so many things happening. My duty as designer is to keep it adminable, and as gamemaster to keep it fair. This is the reasoning behind the strict command. Anyone can tell stories about miraculous things to his friends and keep on doing it for months; CryptoKingdom is unique in that it has been able to monetize such stories to a value of 277,000 XMR, and to safeguard this, fairness continues to be upheld.
3124  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 11, 2015, 12:49:21 AM
When will we be able to play it?

It has been playable since October. What's needed is contained in the OP of this thread.

In a short period of time, there will be a URL-playable version, which will ease the gameplay for low-level (L1-L8) characters. For L9 and higher, there is no much difference since they are practically all admins in the current DB version as well, so their experience of the game hardly changes.

IRC ##crypto-kingdom in freenode is a place to get started.
3125  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 10, 2015, 04:22:38 AM
The last line in my previous post was hanging in the air. Wanted to check, since long time, the financial health of Crypto Kingdom, if my feeling was correct or not.

The Villa Rotonda School of Economics publications

We had difficult times in the Kingdom around the point in time when the awaited online version did not materialize, and we learned that it is still weeks away. A low point in gameworld valuation around that time was 111,000,000,000 m. The version "Trust in Economy" was announced to gather our ranks, and now the version "Pocket Economy" is released, which fulfills the plea and promise of "Trust in Economy".

Without going deeper in the methodology (all game information is public, so you can receive a different but not much different figure if do-it-yourself), our estimation of the value of the gameworld is:

133 billion - gold
94 billion - land
35 billion - buildings and structures
5 billion - stone
3 billion - NPC
1 billion - clothes
1 billion - items
-------------------------------------
272 billion - Crypto Kingdom

Daily valuation growth rate since (the intentionally-selected low point in) 1523; 28 days ago:
3.25%.


The valuation does not include promises of haws or taxation rights (Earls and higher), or any character value in excess of the liquidation value of the possessions, income value of new PC characters "farms" or the value of XMR in the accounts, or the 11 corporations in the game, since that would be double-counting. Only stuff that has no value outside of the game is counted.
3126  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 10, 2015, 03:22:18 AM
Version 3.0: Pocket Economy released

(For real.)

Our game has progressed to the point where the advances of the googleDB gameplay (or delays in browser-interactive version, or both) have necessitated the implementation of the economic calculation engine planned to be released in Version X: Economy in 2015-1-17 originally. The engine is now functional and strengthens the administration and conceptual play in the current googleDB format. We are able to take as many new players now as who care to join us and learn the gameplay - in other words, our capability of administrating newbies is not the limiting factor, their capability of learning the game, is Smiley

The latest advance is the transposing of the T_MON tab to allow such things as the year change, or distributing dividends from a random company to all its shareholders in proportion (eg. gold dividends), to happen in 2 minutes, instead of 30 minutes (and considerable mental load) before. The admin load of Quarry is also reduced to about 10 minutes per day from the original 2-3 hours. Resta updates automatically in real-time and does not need more care than checking of the level payout ratios once per week. From the players, in turn, it requires constant micromanagement, which on the other hand is easy to do in the powerful control sheets. This is the way it should be, the players who like to play, get interesting and rewarding stuff to do, while the admins may concentrate on larger issues.

The modular subgame structure allows now literally unlimited options for development of the game. Some of the ones that are promised for this version still lack the conversion formula, but the data structure is done already (/SERV tab in the DB). In the future, new subgames will be released according to people's wants and needs and good and playable ideas from other developers such as Paulson.

The Online version development schedule is altered to prioritize these "hardcore-functionality" developments first, and add the "visitor-functionality" Sandbox in the buildings only after. This was a nondecision in the sense that without doing it, it would have equalled to keeping the game in google DB because the control tools for doing about anything would have stayed there. To get the adoption going, and prevent us, the early adopters from becoming fabulously rich, is important and the Sandbox will come asap. We have just learned that the game development can for sure be kept in schedule only by doing it yourself. It has been quite demanding, and instead of granting MG-2 to myself (for the second time, because I already have it, and MG-1 requires 100,000 players which is not fulfilled yet), I will grant this medal to my wife for taking care of me and stuff.

Keeping the balance between old and new players so that as a rule, neither would enrich the other, is important. The latest servant grading round meant that some old-timers who had for 60 days paid a servant without receiving direct benefit, now got a servant that is worth 20x his yearly wage in staffing service. Of course it's great status and all, but the master is still monetarily behind, not even counting interest. Everyone who got nice MGR, SPE, even ASS (meaning ASSistant, somehow a neverending joke in the ##crypto-kingdom), CHEF, BUT, etc. is definitely worth receiving them all and if your businesses cannot be graded as high as a result, it's up to you to figure out. There are endless ways to remedy the situation, and it's always good to participate in the small new things eagerly. If they come from the administration, that is. It's heartwarming to see players wanting to go ahead of the development and implement food, drinks, animals, transport, countryside, healthcare, etc. which all are scheduled for later versions. Now we finally have a conceptualization for all these, the class 80XX in /SERV. Any kind of institution can be started and there it will produce specialists, culture and science, and consume money.

In general, everything has gone up in value in the game, even the Town Hall, built mostly for show and despite a good location, during its history producing abysmal revenue, is now being bid at 3.2 (IPO was 1 million). Most land has been a really good investment but market in the Old Town is oversaturated currently, nice spots for big developments cost a lot, small ones are uninteresting, and the building activity therefore is happening in other boroughs mostly. Gold is now paying about 1.5% dividend (on market price) per week, which is a lot, because of the town surplus, only 33% is paid as dividends while the rest is kept for paying for the development. Clothes are soon coming back, after Jacket, the Marquess of North Face is researching how to manufacture them in a way competitive with the showy foreign tailors. The said tailors are wavering in whether to come last year as the final time or not.

A word of warning on the game assets. Some of them depreciate, expire, or are burdened, in addition to their value as speculation and income generation. It is important to know the rules: The premier game asset is gold, which is only created according to rules, with a guaranteed slow inflation whose rate is dependent of the activity of the gameplay (currently: 0, because there is no online version). Land may have extra tax (in 1-SE currently), land tax (everywhere except haws, starts in 1600), and there can be unlimited amount of land. On the other hand, the Old Town is only one, etc. Both gold and land have their place, and are the easiest and most liquid (biggest marketcap) ways to invest. Buildings produce income, but start to require upkeep as well from 1600. NPC servants are very useful, but they start to die from 1600, as well as the PC's. (Some players cried that there should be a way to resurrect a dead NPC for continuity, while happily forgetting that a dead PC loses his skills and experiences as well, only the wealth is transferred to the heirs!  Cheesy) Items are not implemented yet because of prioritization and practical reasons, but everything you do, build, operate, say in thread, etc. will earn you items that can in the later versions be collected in museums and someone may pay for them as well. It is possible that some colorful stones in the quarry were the same kind that is in my old, sturdy, crown, inherited from my father, the Duke. So much research is needed...

A note to admins:
Unlike before, the Char DB is now heavily interlinked with VLOOKUP-functions. They are otherwise nice, but destroy everything totally once you add or remove columns. This must never be done in any sheet.

Otherwise, by following the logic and formulas, getting to know things, asking from me and others in-the-know in the IRC, gets a long way. The totally temporary construction in the google DB was never meant to be seriously updated but here it is Smiley With foreknowledge, it could have been done 2 months ago to save massive admin energy from chores to development. But it would not have brought the online (now named V.4) to us any quicker still.

The BUTlers that I got many in the transition of "domestic servants" to "NPCs" are representative of the feelings. Determined, hard work, pays off even in the conditions when you can't see or quantify the short term result, only the cost. Crypto Kingdom is stronger than ever.
3127  Economy / Economics / Re: Economic Devastation on: January 10, 2015, 02:20:08 AM
You entirely missed my point. When an investor makes a decision whether to invest now or delay, he is not entertaining any investments with a projected 1% ROI, because that low ROI would not even counteract the risk of variance nor risk of failure for an investment, the latter of which is typically at least 33%. It has nothing to do with the Knowledge Age. This is just the reality of investment.

First it is important to define the principal. Agricultural land can be said to have a stable value. If there is no risk of loss to your land holding, the principal is 100% guaranteed. Anything that it produces, is therefore return.

If land paid back 3% on principal (which it does in some cases), returns invested over 100 year period would lead you to have 19 times more land after as little as 100 years.

The confiscations and other events prevent that from actually happening (to you, the small guy). Absent them, the land values would skyrocket to conform to the reality of limited amount of land that still produces income.

If owning land is too risky, for example 20% yearly chance of losing the principal, the land value plummets. Large capital cannot thus be stored in land, it flocks to gold that can be made to have a very low propensity of confiscation. When this happens, we are descending into abyss because it does not pay to invest in production, only to hoard your gold.

Now it's important to see that gold will almost surely be worth less when you dig it out after the calamity, because the calamity has destroyed the economy, and the amount of gold is intact, hence buys less. Neither it has paid any interest during the time. But it has saved a higher percentage of your purchasing power, with a higher probability, and thus done its job.
3128  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 09, 2015, 08:20:54 PM
Dutch Auction on the quarry sites in the 3rd Borough!

See /QUARRY-2 tab for detailed geology of these sites.

Three excellent quarry chapelries, unburdened by taxes, are now up for grabs! Pick yours quickly and transfer your seasoned staff from an old site to a new one. All the sites contain 17.7-19.5 million stone. While you dig it out, the land is increasing in value as the quarrying is bringing commerce to the borough, and when you are ready, you can sell the land! A similar land sale in a corner chapelry of 2-SW (the former NLQI area) fetched 2,000 million!

The reserve price is 1,000 million because the town council has decided that below it, no land will be sold in any case.

Starting price is only 1,300 million 1,250 million 1,200 million 1,150 million

First one to inform about a purchase of a certain chapelry in the thread is the winner. I'll tell when/if the prices go down.

(The other 3 will also be auctioned soon, but they have much less, only 9.0-14.4 million, stone)

Price is now 1,100 for the one remaining site.

All the 4 remaining chapelries in the 3. borough have now gone down to 1,000 XMR apiece. New land will come into existence only if the town purchases a new borough from HM, and then it will cost minimum 1,000 per chapelry. Only 2 boroughs that are as close to the Old Town remain, the 4 and 5 boroughs to the north and the south from it. This land is therefore a potent investment without regard to the quarrying value (which admittedly is low on some of them).



Important regarding land and rules

The basic understanding in the land creation is that there are 8 boroughs that can be created in the near vicinity of the Old Town. They are located to all the map directions. In between, there is always land enough to fit 1 borough in. Therefore the total urban area is 9/25 of the total area.

The #-shaped supporting area that is not part of any boroughs and is not "implemented", houses the NPC's that cannot find lodging in our expensive city, and has the supporting functions of the city, animal management, waste disposal, artesans, carpenters, etc. It cannot be taken to urban development probably in centuries, for the reason that these support functions need to be implemented in the gameplay, and there is no pressing need to do it. The game is economically interesting already for those inclined, the important development needs are elsewhere.

The countryside outside the 5x5 borough-sized area is more densely built near the town and sparsely outside. It has the farms that provide low-price/weight ratio goods (such as potatoes) near the town, and high p/w-goods (such as foie gras) in the distant parts of the Kingdom. These distant parts are the ones that will be given as fiefs to Earls or higher, and they will get to develop them for their glory, and also significant income in resources. The development will require building an effective administration and road network in the Kingdom.

The recent Council negotiation with the NPCs, requires us to give them the control of the small industry and small commerce of the town, in response of them giving all the restaurants and taverns under the PC management. The large commercial/science/culture institutions will be in the 80XX rows in /SERV (former /1SERV).
3129  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 09, 2015, 04:24:31 AM
Version 3: Pocket Economy launches


Well, almost...
Some linkings + house & hotel subgame formulas are not yet there. But here is the list about what is already accomplished:

- /LOT (previous Land Registry) moved to Character DB (which from now on is the only google DB of the game as the others are moved);
- Amount of land owned shown in Char basic data;
- Nearly all the NPC's in SERV (was also /1SERV for a time) are allocated to businesses, the rest will be returned to Households for future use;
- Cleaning lady will suffer the fate of Guard - be reduced to a fixed payment per year: 116 fired;
- In the Hotel game, you need lots of room servants and quite some managers. The quality of staff is not as important as in the restaurant, though;
- All subgames will start to experience random bonus events once the basics get in order;
- It is rumored that the most expensive transfer price of talented people was 150 million. It is not known for certain who were involved and what was the contents of the deal;
- We have 11 active, publicly traded corporations, of which the most - 4 - are managed by the Prince of New Liberty or his sockpuppets;
- The Bank has money and the prime lending rate is now reduced to 0.60% APR (per day);


What you could do now is to ask the admins who know how to add restaurants to the /3RESTA tab, to do it. The game is quite a nice one with the rules limiting the size of restaurants and possibility to make money with several approaches (because the relative pricing of restaurants is dependent on player choices).

There is no good enough way to make the COMMERCIAL subgame:
- interesting
- fair
- adminable.

It too much resembles Apartment renting, Hotel game, and restaurant game. Therefore we scrap it altogether in favor of a modified sqm-based income. The Science & Culture will absorb the lone private industries for now. Such icons as the Old Department Store, Lucky Lion, etc. continue to exist, but with a very simplistic inmplementation.

The Marquess of Forte Spagnolo should be updating soon about the developments in the foreign lands. It is rumored that wonderful things are just about to happen, but also that the Jubilee was celebrated with a 20-year holiday there.
3130  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 09, 2015, 02:54:02 AM
Dutch Auction on the quarry sites in the 3rd Borough!

See /QUARRY-2 tab for detailed geology of these sites.

Three excellent quarry chapelries, unburdened by taxes, are now up for grabs! Pick yours quickly and transfer your seasoned staff from an old site to a new one. All the sites contain 17.7-19.5 million stone. While you dig it out, the land is increasing in value as the quarrying is bringing commerce to the borough, and when you are ready, you can sell the land! A similar land sale in a corner chapelry of 2-SW (the former NLQI area) fetched 2,000 million!

The reserve price is 1,000 million because the town council has decided that below it, no land will be sold in any case.

Starting price is only 1,300 million 1,250 million 1,200 million 1,150 million

First one to inform about a purchase of a certain chapelry in the thread is the winner. I'll tell when/if the prices go down.

(The other 3 will also be auctioned soon, but they have much less, only 9.0-14.4 million, stone)

Price is now 1,100 for the one remaining site.
3131  Alternate cryptocurrencies / Speculation (Altcoins) / Re: [XMR] Monero Speculation on: January 08, 2015, 03:12:58 PM

CK is browser-playable and optimized to various platforms and resolutions, touchscreen and desktop alike. We are not thinking of "porting" it to specific platforms, as far as I am aware.
3132  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 08, 2015, 04:40:57 AM
Dutch Auction on the quarry sites in the 3rd Borough!

See /QUARRY-2 tab for detailed geology of these sites.

Three excellent quarry chapelries, unburdened by taxes, are now up for grabs! Pick yours quickly and transfer your seasoned staff from an old site to a new one. All the sites contain 17.7-19.5 million stone. While you dig it out, the land is increasing in value as the quarrying is bringing commerce to the borough, and when you are ready, you can sell the land! A similar land sale in a corner chapelry of 2-SW (the former NLQI area) fetched 2,000 million!

The reserve price is 1,000 million because the town council has decided that below it, no land will be sold in any case.

Starting price is only 1,300 million 1,250 million 1,200 million 1,150 million

First one to inform about a purchase of a certain chapelry in the thread is the winner. I'll tell when/if the prices go down.

(The other 3 will also be auctioned soon, but they have much less, only 9.0-14.4 million, stone)
3133  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 08, 2015, 04:15:48 AM
Version Change Update: A.D. 1549

Practical information on the transfer; Restaurant Subgame is ready!


Quote
The subgame-alization progresses as follows. The NPC's are in Char DB /1SERV tab, listed according to "businesses". A business is a new concept, which means a place where servants can transform their yearly salary to 1) moneretos, 2) stone, 3) culture points, 4) science points, or a combination of the above. A lone servant can seldom achieve a high conversion ratio - typically a building and organization is required.

Both the NPCs and the businesses now reside in the Char DB /1SERV tab.

As you want to manage your characters, please do only what you feel 100% comfortable of doing. The whole DB is - unlike before - now heavily interlinked and massive damage can be done by replacing a formula in a cell with a number, let alone adding or removing rows or columns, or changing the id_codes that act as linking keys. Changing anything except what is specifically allowed is best not to be done.

What is allowed to be done? Let's go trough it subgame by subgame:

Quote
Businesses are coded with numbers, the foremost being 1. Household, 1001-1074. Every Noble and wannabe has a household filled with quality butlers, cooks, other staff, perhaps even specialists. If the business empire is large, managers are needed to manage it and they need assistants, etc. Some nobles have slipped from having a decent Household until now, but they will need to start gathering the resources and living up to their level, unless the labor pool payout plunges.

The Household subgame is initialized but its grading and payment formulas are not yet ready. By "initialized" I mean that there's a row for every character's Household in the /1SERV. Some have already servants assigned to their household.

Now the important thing to remember about servants is that most of them cannot be hired directly, but must be trained (typically by working). Therefore keep a keen eye on the talent in your organization and make the best use of them.

It is possible:
- to change servants between the same owner's different businesses, for example from your household to a restaurant you own.
- to contract servants from and to other players, in which case the servant is transferred to the buyer. Transfer fee may be involved.
- to fire servants. Firing does not cost you anything. If the servant fired is one that it says "unlim avail", it means that you just remove him from you and there is no limit, how many new ones of the same type can always be had.
- if you fire a servant that is not unlim avail, you must transfer him to the "labor market" (uppermost row in the /1SERV). Anyone can hire him by transferring him to himself.
- to hire servants, but only the ones that say "unlim avail" or if there are free experienced servants in the labor market.

Quote
3. Hotel includes all hotels. Only apartments are excluded because they do generate revenue as rental income, but they do not have any cost nor any staff associated. Hotels require a wide range of staff to achieve a high rating and function well.

The subgame is not available yet. Until it is, in a few days max, it is possible that hotels don't receive any pool dividends. This is not as terrible as it may sound, because hotels collectively "own" a certain share of the pool and it just accrues larger while the other pools empty themselves.

Quote
4. Restaurant likewise includes all eateries (excluding private ones such as Households). The quality is dependent on food, service and surroundings. If the restaurant is rated high, a higher price can be charged.

Restaurant subgame is available in /3RESTA. To transform your restaurant to the new subgame, you must do exactly the following:

1. Go down the rows in /1SERV and find the first available row that has the code 30XX in it and does not have anybody's information. Mark is as yours in column "B" by entering your Char code. If it is correct, your name appears next to it.

2. Write the name of the restaurant in column "E".

3. Go up the rows in /1SERV and locate the row that contains the listing of the existing servants of this restaurant, or - as is often the case - all the servants of some larger entity such as a hotel conglomerate. Decide which of them you want to transfer to the new restaurant, and remove them from their previous row and add to the new row you started. Be sure not to "create" those kind of NPC's that cannot be hired.

4. Go to /3RESTA, which should neatly show your restaurant and some tentative grading. Enter the basic information concerning the place in columns "M" to "R". Do not add the values in "I" to "L", it is very difficult to receive these extra points. You can write in column "I" if you feel that the "windows & views" is worth +1 or +2 (typically +1 is granted for nice views from high with 1:6 window ratio, and +2 is granted if you have a wall of window and can see all the esteemed buildings at the same time through it). Location gets 1 point for having street access to a main street.

5. The restaurant game is about trying to position your restaurant to a most profitable segment. It is based on "#_of_tables" * "level_based_payout". You can self choose the number of tables as long as they physically fit in the restaurant. A very low-level place might have 7 sqm per table, and El Bulli is rumored to have only one table per room. The level_based_payout can be seen in /R_SH. The values are not final, and will never be as the relative profitability of having a different class of restaurant, changes constantly.

6. The level is a sum of main factors: food quality and service quality, and auxiliary factors that are many. There is no limit to the maximum points, at least service can always be made better. In the below part of the /3RESTA there is a sandbox for experimenting what would happen by adding or removing staff for example. The part above the yellow line is linked information and not to be changed once entered.

7. Column "BJ" is the space credit, meaning that if your restaurant has offices for the managers, you can credit the office rent back to you. 1 million rent equals about 10 sqm of offices, and managers do not work in bad conditions.

8. We cannot estimate how much 1 pool share is worth. This pool will receive about 50% of all service pool though, meaning that nearly 200 million per year in total is shared. The town had about 50 restaurants of different kinds when last checked, but only the ones that continue here are obviously part of the pool in the future.

9. If the restaurant does not have a kitchen, it cannot participate in this pool and goes to Commercial instead. Places serving just drinks go there.

10. The restaurant may receive 0 or even negative value in any of the other categories except Food, which must be nonnegative. In addition, the total must be at least 1, otherwise the restaurant is so bad it does not qualify to pool shares worth anything.

11. In the future, changes to inputs can always be done, and there is no need to update any poolparticipation%s, because getting rid of their manual updating is one of the great benefits of this massive update effort labeled V.3.

Quote
5. Commercial is a wide category having commercial and office space rentals, conference and event rentals, and all small businesses and industries whose idea is to produce money (not stone/science/culture).

As hotel, this is not yet ready and may experience a delay and then correspondingly larger payouts. It seems that I can code about one subgame per day.

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6. Quarry produces stone. Quarries have at times employed more workforce than all the other businesses combined.

/QUARRY-2 hosts this subgame. The tab includes the information of all the 5 quarries under production. In addition it lists the essential rules of the revamped subgame, and shows the geology and layering of both the producing sites and the ones soon to be auctioned. The rules are not repeated here.

The auction for 3 more quarry sites starts now. It is a reverse "dutch" auction but with quite limited range, because the town does not anyway sell any land below 1,000 mil / chapelry. By purchasing in the auction you are not encumbered by extra taxes, and may decide to take the land in quarrying or in development.

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7. Army produces income because the soldiers guard the streets, and there is a rumor that some uncivilized tribes nearby are making jest about our Obelisk, and it this is indeed confirmed, we might need to burn their palaces and bring the gold to adorn the base of the obelisk (no need to re-gild it, it's in good condition now as the gilding is 99 years old).

You are not allowed to fire any Army personnel. If you feel some of them have spun off as specialists, inform me and I'll throw dice. If successful, you will get specialists, and need to commission a new rookie officer in place.

Contact Lord Paulson or the Prince of New Liberty for the subgame where we show off to the neighbors that our obelisk is not to be messed with.

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8. Other category is bluntly named, but has all the special buildings and parts thereof, which have their main function as providing science or culture.

Also this is coming soon.
3134  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 07, 2015, 05:38:44 PM

The Bond auction has ended:



The benchmark Long Bond
(guaranteed by the Town!)

1 @ 100  The Earl of Cryptoluna
1 @ 50  HM The King
1 @ 45  The Prince of N.L.
1 @ 44  HM The King
3 @ 42  Master AdamWhite
1 @ 40  The Marquess of FS
2 @ 40  The Prince of OZ
-----------------------------------

10 units were issued at the price of 40 mil each, for the APR of 0.25%.


Mid-length bond, 90 real-days

1 @ 100  Earl of Cryptoluna
1 @ 75  Foreign Investor 2, Lord HH
1 @ 73  nikke1
1 @ 72  The Marquess of Soul
1 @ 71  HM The King
1 @ 71  The Marquess of FS
2 @ 70  The Prince of OZ
1 @ 70  The Prince of NL
-----------------------------------
9 units were issued at the price of 70 mil each, for the APR of 0.40%.


Short-term bond, 1558->1590 due to an obvious mistake, this is shortened by 1 day and made earlier: 1549->1580

1 @ 100  Earl of Cryptoluna
1 @ 90  The Marquess of Soul
2 @ 89  The Marquess of FS
-----------------------------------
4 units were issued at the price of 89 mil each, for the APR of 0.38%.
3135  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 07, 2015, 02:49:23 AM
Version Change Update: A.D. 1549

We are now in year 1549, and the old servants have been billed the last time. They are now converted to new NPC mgmt, numbering about 1,800. Next year-change, the new salaries etc will take effect.

The subgame-alization progresses as follows. The NPC's are in Char DB /1SERV tab, listed according to "businesses". A business is a new concept, which means a place where servants can transform their yearly salary to 1) moneretos, 2) stone, 3) culture points, 4) science points, or a combination of the above. A lone servant can seldom achieve a high conversion ratio - typically a building and organization is required.

Business codes

Businesses are coded with numbers, the foremost being 1. Household, 1001-1074. Every Noble and wannabe has a household filled with quality butlers, cooks, other staff, perhaps even specialists. If the business empire is large, managers are needed to manage it and they need assistants, etc. Some nobles have slipped from having a decent Household until now, but they will need to start gathering the resources and living up to their level, unless the labor pool payout plunges.

3. Hotel includes all hotels. Only apartments are excluded because they do generate revenue as rental income, but they do not have any cost nor any staff associated. Hotels require a wide range of staff to achieve a high rating and function well.

4. Restaurant likewise includes all eateries (excluding private ones such as Households). The quality is dependent on food, service and surroundings. If the restaurant is rated high, a higher price can be charged.

5. Commercial is a wide category having commercial and office space rentals, conference and event rentals, and all small businesses and industries whose idea is to produce money (not stone/science/culture).

6. Quarry produces stone. Quarries have at times employed more workforce than all the other businesses combined.

7. Army produces income because the soldiers guard the streets, and there is a rumor that some uncivilized tribes nearby are making jest about our Obelisk, and it this is indeed confirmed, we might need to burn their palaces and bring the gold to adorn the base of the obelisk (no need to re-gild it, it's in good condition now as the gilding is 99 years old).

8. Other category is bluntly named, but has all the special buildings and parts thereof, which have their main function as providing science or culture.

What happens now

- Year 1550 happens in the "new system", hopefully about 24 hours from now, but it might be delayed to have the system in place.
- Already all the servants are graded and are in /1SERV.
- All businesses need to be built anew in the new formats, and because there are owner inputs needed, we cannot do it without you.
- There is a carrot for doing it as soon as possible: if nothing is heard from you, the organization of your business may be totally unsuitable (eg. you were lucky and got a leap-promotion, but that type of guy is not needed in his old position, you should re-position or sell him), or your business may not be implemented among the first ones, and misses one or several years of pool payments. It's not because of being mean, just prioritizing the ones who care about their employees Smiley
- Floor plans about all buildings that have any commercial activity in them, need to be filed/shown to Roopatra prior to anything can happen in those buildings.
- Culture points are assigned for the first 150 years of the game, see /CULTURE. Theatre is now 50 years old and has accumulated more culture than the whole Royal Court everything included in 100 years. No doubt this art is important, but we will aim to make sure that more culture will from now on be generated in the cultured circles of the city.
- Some buildings such as the Earl of Arda School for Noble Boys and the Villa Rotonda School of Economics did not have any staff assigned to them. Therefore they did not generate any culture, and also could not get promotions. The buildings should be staffed without delay.
3136  Economy / Economics / Re: Economic Devastation on: January 06, 2015, 10:02:55 PM
rpietila, what goal could variable emission of new coins solve or optimize? I've seen some mention smoothing the price volatility, but I am skeptical of that.

Gold does not come into existence fixed percentage per year. Actually over millenia, gold's depreciation has been only 0.2-0.3%.

That during the largest economic expansion period the rate has been over 2%, its value has kept in bay and it has not degenerated to a collectible. That during economic stagnation, war, and famine, gold mining has all but stopped, the supply has not increased when the real economy has decreased. (That it has not decreased, which would be impossible, is also important.)

Labeling Bitcoin "gold 2.0" is a clever ploy, but the emission mechanism is not equal to gold. God was wiser than Satoshi. Or had a longer perspective.
3137  Economy / Economics / Re: Economic Devastation on: January 06, 2015, 07:46:38 PM
Well I am not for 0% debasement, never have been.

My previous idea was something like the gold's. Now I am actually in favor of a larger percentage.

But the percentage is not the issue, the issue is the structure. I believe a system can be founded on anything that works (and fairness & security are the key determinants), and they can compete over time, and maybe a universal one emerges, maybe not.

It's clear that gold's mechanism of debasement (mining with increasing difficulty, though also with better hashrate, and variable debasement per year) trumps everything that has existed before crypto. And I am not sure if crypto has found a better way yet.

That still in 2015, there is no major crypto with actual gold's mining characteristics (incl variable emission), behooves me.
3138  Economy / Economics / Re: Economic Devastation on: January 06, 2015, 04:19:14 PM
iCEBREAKER is trying to obfuscate (hide) the slamdunk point that 0% cost of time is insanity.

Of course it is. In legacy capital preservation terms, we are already negative (your point). In time preference of "new economy" capital, projects with 200%+ EAPR exist, and (lack of) time of the key actors is that there's not many more of them.
3139  Economy / Economics / Re: Economic Devastation on: January 06, 2015, 02:28:03 PM
Thanks for the link,

I fail to see the mechanism that could - absent coercion - assign much any value to a monetary stock that is constantly too much debased.
3140  Alternate cryptocurrencies / Altcoin Discussion / Re: Crypto Kingdom - 1991 Retro Virtual World(City) on: January 06, 2015, 03:44:25 AM
The land 3-C-A1 is now securely in Royal possession.

In the SW tower, a **** hotel by the Prince of New Liberty is coming. In the SE tower, there'll be an orphanage in tribute to the father of the Prince. The two other corner towers are yet unsold. One tower is about 350 sqm and a 100 sqm street-facing addition can be had from the wing.

In the center tower, reaching 35 m elevation, there'll be galleries and halls, possibly a restaurant, the opulent 140 sqm Music Hall 8 m high with stained-glass windows, the 126 sqm Science Hall, and plenty of other spaces. If the remaining corners stay unsold, HM research facilities will be located there.

Now it's possible to get a nice 5-story tower with 360° views. When thinking what you want inside, the inner area of the tower is 10x10m and the basic walls would make a corridor in the centre and 12+15 sqm rooms on both sides. By removing walls, combining with wings, etc. more variable space can be made.

HM is selling this at cost, meaning there is no markup to the actual building+land cost (one tower counts as 2q of land, wing is +1q).

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