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Author Topic: Crypto Kingdom Game Design  (Read 9448 times)
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April 27, 2016, 07:50:32 AM
 #41

I get the need for the all powerful d20, but can we add a point accrual system? A way to bank points to spend when there is an especially important roll. Or even a way to bank/spend points prior to a roll? Probably not realistic to implement ATM, but as the game becomes more automated it might make a nice addition.

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April 27, 2016, 10:37:27 AM
 #42

I get the need for the all powerful d20, but can we add a point accrual system? A way to bank points to spend when there is an especially important roll. Or even a way to bank/spend points prior to a roll? Probably not realistic to implement ATM, but as the game becomes more automated it might make a nice addition.

Sure, at present the system is that you can save SCI (or buy from the market when need) and spend the desired amounts to get more intelligence of the situation. With enough SCI, you are such a master of happenings that the result is likely the same as you sought Wink

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May 04, 2016, 01:00:24 PM
 #43

Bank Automated Mortgaging

The Hypothecary Bank in CT has sought this opportunity for a long time, and now the development is finally possible so that they can commission a house-developed, 3rd-party paid module of Lot Mortgaging, Automatic Loans.

New Main Menu item: Loans

Will list the lots that the character owns, and their mortgage value
Next to each lot, a button showing Free/Mortgaged, pressing it toggles the state

On top, listing of the stats (explanation for spex only):

- Maximum mortgage value (total mortgage value of all owned lots)
- Mortgage value used (mortgage value that is mortgaged to the HB)
- Outstanding loan amount (how much the player owes to HB)
- Loan percentage of collateral (outstanding loan amount / mortgage value used)
- Limit (when loan percentage reaches this value, HB may take any of the mortgaged properties to possession, auction it, and credit the money less fees towards decreasing the outstanding loan amount)
- APR (annual percentage rate of interest, which is added automatically weekly to the outstanding loan amount, variable)

Limit is 120%. Demortgaging (flipping a Mortgaged property to Free with the button) is possible only so that the Loan percentage of collateral after the change is 80% max.

DB changes and scripts:

New global variable Base_rate (will be used as basis for all HB variable rate lending)
New field lot:mortgagevalue (HB will populate from googleDB dump "when needed" approx once in 5-10 years)
New changelog-type table loan_transactions (or a "Loan" item with negative intrinsic value, which for this reason cannot be gifted nor consumed)
Script count_char_maximum_mortgage_value
Script count_char_mortgage_value_used
Script
Script determine_char_loan_premium (secret formula)

The total APR is calculated as: Base_rate+Char_loan_premium

Bank admin interface

At minimum, possibility to dump the balances and other relevant data of current debtors to googlesheet for monitoring.

HIM TVA Dragon, AOK-GM, Emperor of the Earth, Creator of the World, King of Crypto Kingdom, Lord of Malla, AOD-GEN, SA-GEN5, Ministry of Plenty (Join NOW!), Professor of Economics and Theology, Ph.D, AM, Chairman, Treasurer, Founder, CEO, 3*MG-2, 82*OHK, NKP, WTF, FFF, etc(x3)
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May 04, 2016, 02:11:55 PM
Last edit: May 08, 2016, 07:52:26 AM by rpietila
 #44

Jewelry Editor Edited in May 6; additions in blue


Jewelry is an upcoming game concept to absorb the gold, silver and gemstones. Jewelry items are in principle unique, but it is possible to create several similar items if this is done at once. Jewelry can be broken into its constituent pieces with no loss of materials. Therefore they are a good and liquid store of value as if they don't sell whole (even with item history), they can be sold as parts upon need.

Jewelry editor is a GUI Main Menu item, easing the creation of jewelry.

The following fields are prompted from user:

Type of Jewelry Item (this goes to item Description; all jewelry belongs to same item type (JEW) - is this reasonable??)
1-13 Crown (King only)
2 Sceptre (King only)
3 Coronet (headdress, restricted creation period for coronation only, no backdating)
4 Tiara (unrestricted headdress, worn by ladies only but makes a good treasury item)
5 Baton (upon permission only)
6 Orb (round piece of heavy metal with typically one gemstone on the cross, unrestricted for now)
7 Bracelet (wristband; men and ladies alike depends on style)
8 Signet Ring (required for displaying a Large stone)
9 Ring (with or without gemstone)
10 Necklace (worn by ladies only but makes a good treasury item)
11 Chain (a sash made of gold, or a heavy male necklace)
12 Pistol (modified for appearance)
13 Custom item

Name

(name of the item as text box)

Amount of Metals

Gold: (fill in)
Silver: (fill in)

Constituent Parts

(the items are listed so that user can type the amount to the fields he wants and leave the rest empty; these are the usual items)
list tba

Other items to be added

(box prompting any item_id and amount next to it and note "do not add CKG/CKS items here, amounts will not be credited")

Description

(text box for user description of the item, only that, no stories - the item:description will be populated from "jewelry item type text" (it is not an actual item type - all belong to new item type JEW), a list of Constituent Parts, Other items to be added and "user description", so no need for repetition)

History

(text box for user storytelling)

Backdating

Year is asked in [1600, current] with current as default. Each year in the past increases the IC cost by 3%, no other effects.

Payments of metals

CKG is paid via text box + amount similar to the one in Other items to be added.

CKS is paid via text box + amount similar to the one in Other items to be added.It is also possible to consume IC, which will be counted as 2*CKS/IC (normal rate).

Preview Item

Calculates the IC cost and the level of item. Backdating does not affect level.

Create Item!

All Constituent Parts, Other items, Payment of metals and IC cost will be consumed and item created.

No excess validations needed, just let the items be created if the price is paid, it is up to the players if they create funny items.

Some item parameters need to be set at defaults such as repair=1, let's see.

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May 04, 2016, 03:27:26 PM
Last edit: May 04, 2016, 08:39:32 PM by rpietila
 #45

Specification of Jewelry Item Type Texts

These will be displayed on the right (or a suitable place) when the type is selected. They will guide the user to select a correct amount of suitable materials for his jewelry item. There are no system-enforced restrictions whatsoever, to keep it easy to develop.

1 Crown

Crown is worn only by the King and it is not allowed for the subjects to make them. Lawfully possessing a Crown is not a crime.

2 Sceptre

Sceptre is part of royal regalia and it is not allowed for the subjects to make them. Lawfully possessing a Sceptre is not a crime.

3 Coronet

Coronet is a metal headpiece worn by others than the King. It may be crown-style, or a metal band around the head. Making and wearing a coronet are both restricted to certain occasions, and now the occasion is the Coronation of HM rpietila II. Only nobles may use precious metals in the coronet (and are required to use them). A gold crown-like coronet needs to be 300-900 CKG and a silver one may be a less (due to gold's greater density). This style has (up to) 16 points for jewels or pearls, in different positions. Princes and Dukes may have 2 arches in their coronets, with 20 additional pearls. (The King has 4 arches with 40 pearls.) The most important are the front stones, which can be 2 on top of each other. If a band-like coronet is used, it can only have one stone in the front (or none at all) and up to 8 pearls. Band can be made from slightly less metal than crown-style. Peers are exhorted to wear crown-like with more jewels and minor nobles can have band-like. The choice of metal is individual preference. Coronet may not be backdated.

4 Tiara

Tiara is a metal headdress worn by ladies only (a treasury item). Female nobles may wear a tiara instead of a coronet in coronation, but they are allowed coronet as well. Tiara creation or backdating are not restricted. As little as 150 CKG or 75 CKS can make a good tiara especially with some pearls and possibly a gemstone. A tiara must be of precious metal and commoners may create and wear them if wished (main limitation is ladies only).

5 Baton

Baton is a richly-adorned handheld item that designates general or supreme command. The creation of Batons and public display of them is restricted to those with the command. Currently the only Baton in existence is the AOK-C (Commander in the Ancient Order of the King) Baton of Princess Roopatra (made 1583, of wood overlaid with 500 CKG). There is a plan to evaluate the existing Orders and military structure, with possibly the establishing of the Corps of Marshals of Crypto Kingdom, who would be entitled to a baton. The Supreme Commander of the RCA (King) is entitled to one but does not have it. Batons are used in the field, where also the King could have one. In court, the King has the Orb whereas the guests may have the batons.

6 Orb

Orb is a piece of jewellery, an often hollow sphere of gold or silver, pearls, and typically one gemstone on the cross (the part that protrudes upwards). Usually a royal object, in CK there is no prohibition against making and bearing orbs. They can even be made in miniature or large size as indicated by the metal content. The current Royal Orb from 1530 weighs (only) 100 CKG as it has a wood frame, so a new one will probably be commissioned. If CK follows the suit of other countries, the creation of orbs may stop, causing them to become rare.

7 Bracelet

Bracelet (wristband) can contain anything between 15-300 grams of metals depending on style, plus other things if wished.

8 Signet Ring

Signet Ring is a typically large ring that can be used for sealing documents. Due to its affordable price and availability, Jade (JADN) has emerged as a popular material for the engraving, but pure gold and other gemstones are usable as well. A large ring can weigh over 50 grams (of gold, silver is half the weight).

9 Ring

Ring is worn in a finger and may feature gemstones. There are many rings existing in sizes 3-25 CKS and 5-50 CKG.

10 Necklace

Necklace is defined as being a piece of jewellery worn by ladies only. They are therefore treasury items for most players. Necklaces may feature anything hanging from them, and can be of quite many thicknesses - and weights - as well.

11 Chain

Chain means a wide and heavy necklace that can be worn by men also. While they are often made to designate something special, such as a position, chains are not restricted items and can be made by anyone. In AOK, 100 CKG Chain is the first token, the second one is 250 CKG Bracelet (Chain is first because it is more visible even with less gold). Third is Baton.

12 Pistol

It is possible to tailor your pistol, and this adds not only to its level, but also to its value in the shooting contest. The item remains a pistol, just unique and much cooler.

13 Custom item

It is possible to make any items of course. Even all the items already listed are in the same type.

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May 10, 2016, 10:14:19 AM
 #46

Overall Game Scoring, Ranks and Levels system

When moving on to the more scripted gameplay for larger audiences, getting the score tracks more defined is important.

The scoring is planned to be from 1-20 with "1" as the lowest level possible (achievable even with zero effort) and "20" being the highest.

The char level is already in 1-20, and no major changes are planned there.

The wisdom and culture are both in 1-20, so will continue. It is still a little bit unknown how the split of WIS+CUL of the dead characters will become part of the char_highscore and whether it will continue as clan_current_items.

The CKIP will have a 9-level system, scaled to the 1-20 for ease. CKIP will determine the levels independently. They are be demoted if qualifications are no longer fulfilled.

Admins and gamemasters will be graded according to their experience and authority to the 1-20 scale. Past contributions to development can also raise the level. The level is not directly correlated to admin permissions level. Most admins have more system permissions than what they need for jobs that they usually do or even are comfortable doing.


Therefore, there is a 1-20 graded scale for each of the major success factors of the game:

1. Playing the game, ingame success
 - CUL
 - WIS
2. Design and development of the game, GM/adminwork
3. Marketing the game by gaining more players and deposits.

Thoughts?

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May 19, 2016, 01:36:25 PM
 #47

Jewelry Editor NEW Spex

Jewelry Editor is a Main Menu GUI feature for NEWing custom items of item_type JEW (jewelry).

The following fields are prompted from user:

Type of Jewelry Item (this goes to item Description; all jewelry belongs to same item_type (JEW))
1 Crown
2 Sceptre
3 Coronet
4 Tiara
5 Baton
6 Orb
7 Bracelet
8 Signet Ring
9 Ring
10 Necklace
11 Chain
12 Pistol
13 Custom item

The mouseover texts for different types are listed in the post above.

Name

(name of the item as text box)

Elaboracy
Choose: Most Elaborate / Very Elaborate

Amount of Metals

Gold: (fill in)
Silver: (fill in)

Constituent Parts

(the items are listed so that user can type the amount to the fields he wants and leave the rest empty; these are the usual items)
TOP
EME
SAP
RUB
TOPX
EMEX
SAPX
RUBX
DIA1
DIA2
DIA5
DIA10
DIA20
PEA
PEAZ
AMBP
JADN

Other items to be added

(box prompting any item_id and amount next to it and note "do not add CKG/CKS items here, amounts will not be credited")

Additional IC to be added

with note: "please add more IC to account for the parts that are not paid as items"

Description

(text box for user description of the item, only that, no stories - the item:description will be populated from "jewelry item type text" (it is not an actual item type - all belong to new item type JEW), a list of Constituent Parts, Other items to be added and "user description", so no need for repetition)

History

(text box for user storytelling)

Backdating

Year is asked in [1600, current] with current as default. Each year in the past increases the IC cost by 3%, no other effects.

Payments of metals

CKG is paid via text box + amount similar to the one in Other items to be added.

CKS is paid via text box + amount similar to the one in Other items to be added.It is also possible to consume IC, which will be counted as 2*CKS/IC (normal rate).

Preview Item

Calculates the IC cost and the level of item. Backdating does not affect level.

Create Item!

All Constituent Parts, Other items, Payment of metals and IC cost will be consumed and item created.

No excess validations needed, just let the items be created if the price is paid, it is up to the players if they create funny items.

Some item parameters need to be set at defaults such as repair=1, let's see.


***
Item IC cost calculation:

[(Amount of CKG + Amount of CKS) * 0.1 * (2 if Very Elaborate / 1 if Most Elaborate) + Additional IC + 4] * (1 + 0.03 * backdating_years)

Item Level calculation:

Add together the IC cost and the "embedded IC" of the constituent parts:
each K1 item = 1
each K2 item = 2
each K3 item = 5
each K4 item = 10
each K5 item = 20
each K6 item = 50
each K7 item = 100
each K8 item = 200
each K9 item = 500
each K10 item = 1,000
each K11 item = 2,000
each K12 item = 5,000

The same table will determine this item level, so that the level is the fulfilled amount (eg. if total = 723, the level is nearest down (500) = K9).

HIM TVA Dragon, AOK-GM, Emperor of the Earth, Creator of the World, King of Crypto Kingdom, Lord of Malla, AOD-GEN, SA-GEN5, Ministry of Plenty (Join NOW!), Professor of Economics and Theology, Ph.D, AM, Chairman, Treasurer, Founder, CEO, 3*MG-2, 82*OHK, NKP, WTF, FFF, etc(x3)
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May 21, 2016, 02:05:24 PM
 #48

Clans Challenge etc stuff, preliminary thoughts

- NPC will become part of the owner's challenge. Half of the current NPC payment will be allocated to this purpose. When/if NPC lodging will be the owner's responsibility (this may or may not happen, because it makes the scaling of NPC hordes much more tedious with possibly no fun effect), then the payment would be reduced even more.

- Consuming basics will be mostly unchanged (frequency and variety bonuses, item health, CUL, WIS ratings), the biggest difference is that the consuming quota will be waay larger (up to 6 figures of instances cf current 200) and will be credited automatically towards a few "classes" of consumers so that drinking mead will make the WOR-1 healthy and happy but not contribute anything to a BUT-9.

- CUL rating may be changed to Happiness and wines' effect changed more to this (from the current outsized Health values).

- If health or happiness does not reach the minimum # of points in each of the classes, this will lead to such NPC having a chance to quit

- If happiness goes over the minimum (not even difficult), this will cause more NPC to spawn to you as a bonus, which can be used or sold

- Automatic fulfillment option will be provided so that you can consume on autopilot up to the minimum required amounts. This will not be cost effective vs. own management, but will probably beat the so-far "self-assigned health management" in ease.

- Clans will bring new Quests, which are similar to other games except that these are 1-3 weeks deadline (many games have daily) and these are more challenging, requiring actual problem solving. The quests will be raffled from a pool, and each quest in a pool has parameters to which level it may be assigned.

HIM TVA Dragon, AOK-GM, Emperor of the Earth, Creator of the World, King of Crypto Kingdom, Lord of Malla, AOD-GEN, SA-GEN5, Ministry of Plenty (Join NOW!), Professor of Economics and Theology, Ph.D, AM, Chairman, Treasurer, Founder, CEO, 3*MG-2, 82*OHK, NKP, WTF, FFF, etc(x3)
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May 21, 2016, 02:22:02 PM
 #49

Syksy: hmm, interesting, NPCs bound to the player chars
[5:10pm] Syksy: sounds promising, and definitely good for the economy that the clans will explicitly have to consume for the NPCs that they employ (and have an increased quota accordingly)
[5:13pm] HM_The_King: there are soem design challenges
[5:13pm] HM_The_King: which of course keep the work interesting
[5:13pm] HM_The_King: one is: how to allocate the consumption to the different NPC classes
[5:14pm] scinawa left the chat room. (Quit: Leaving)
[5:14pm] HM_The_King: as N1 allocation is 250,000 per year
[5:14pm] HM_The_King: which is not very luxurious life, given that suits also needed !
[5:14pm] HM_The_King: N9 is 2.5 mil
[5:15pm] bit2017 joined the chat room.
[5:15pm] HM_The_King: and therefore he requires wine and foie, just as any baron would
[5:15pm] HM_The_King: Another one is the frequencyBonus
[5:15pm] HM_The_King: currently max 4x, and maxbenefit is 1/4 of quota
[5:15pm] HM_The_King: (50 units in a quota of 200 will give benefit)
[5:15pm] Syksy: indeed
[5:16pm] HM_The_King: If this is scaled by #NPC
[5:16pm] HM_The_King: it will mean 500 units in the highest bracket, 4x
[5:16pm] HM_The_King: kinda destroying it
[5:16pm] HM_The_King: but scaled it must, somehow
[5:17pm] HM_The_King: my design challenge is that only one set of consumes is needed, and the allocation (who eats the veg and who drinks the clxii) would be automatic
[5:17pm] HM_The_King: with full feedback, no purposeful secrets
[5:18pm] Roopatra: That sounds like it will be very interesting!
[5:18pm] HM_The_King: the frequencyBonus is a continuous function, it is just now discrete with 1 decimal
[5:19pm] HM_The_King: if we make the max_benefit_amount to be 25% of a quota of one consumable_type (or a lower %) * TIMES the amount of NPC to be fed,
[5:20pm] HM_The_King: and the function continuous with no maximum, then it will boost the value of luxuries even more
[5:20pm] HM_The_King: as if 1*AYA is shared between 3 ppl, it might give 4-6x freqBonus,
[5:21pm] HM_The_King: but shares among 500, it will be considerably higher
[5:21pm] HM_The_King: (assuming we leave 4.0x bonus in case the # of consumers is 1, as has been the case always so far)

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May 21, 2016, 02:33:30 PM
Last edit: May 21, 2016, 03:29:02 PM by rpietila
 #50

1st class consumers:
L13-L20 PCs
Any PC with age 75+
Health minimum: 2500
Happiness minimum: 500

2nd class consumers:
N7-N9 NPCs (1250-2500 mil annual consume book value)
L8-L12 PCs
Any PC with age 40-74
Health minimum: 2000
Happiness minimum: 100

3rd class consumers:
N5-N6 NPCs (750-1000 mil annual consume book value)
L5-L7 PCs with age 15-39
Health minimum: 1600
Happiness minimum: 20

4th class consumers:
N3-N4 NPCs (500-625 mil annual consume book value)
L1-L4 PCs
Health minimum: 1400
Happiness minimum: 5

5th class consumers:
N1-N2 NPCs (250-375 mil annual consume book value)
Health minimum: 1200
Happiness minimum: 0

Suits handling
Each NPC item_type would have a requirement of clothes based on his level and the work (eg. Army wear grey always, stonemasons wear brown). This will be calculated, and be readily visible what the requirement is, and how well it is fulfilled. Having extras (esp. Orange) will give happiness bonus. The managing of suits needs to happen only after the spoil round because they are not affected otherwise.
 

How is consume allocated?

(preliminary thinking)
- The number of consumers is calculated internally for each class
- Each consumable item has highest_class parameter, making eg. MEAD be consumed by the lowest levels only
- Otherwise, the highest classes get served first, so that in a typical case, the more expensive things make sense to be consumed first
- There will not be the same kind of variety in the total amount of HealthChallenge, the Quests/Events will administer the Sicknesses, which require additional consumption of spirits etc, separately, so the total "minimum amount" is pretty much deducible beforehand, and will have only slight if any random annual variance.
- It is also possible to make the Health to be treated as a lump sum, so that only the happiness requirement scales up greatly (and the consumption of MEAT, FOIE would be incentivised by the variety bonus alone, which can be done easily)
- If Happiness is treated as lump sum, it would be easy to implement (no need for different classes to be taken into account except in the initial calc) but this will make it very demanding to play a single high-level PC without servants (the servants would dilute the total quota, allowing less total cost, but requiring everyone to get used to the new mechanism and tinker with the suits etc every 3 years, which however they need to do even now though..)

Example of a Corporation with the typical number of staff (yielding 50 WP)

1*MGR-4
1*MGR-2
1*ASS-3
2*ASS-2
1*ASS-1
5*WOR-3
10*WOR-2
15*WOR-1
-----------------------
class2 = 1
class3 = 1
class4 = 8
class5 = 26

Consume quota = 36*200 = 7,200 + 7,200 + 7,200
Health minimum = 2000 + 1600 + 8*1400 + 26*1200 = 46,000 HP
Happiness minimum = 100 + 20 + 8*5 = 160 CUL

If varietyBonus scales as it has (modified for the # of consumers=36), the planned eating might be:
1,800 * MEAT => 13,500 HP
5,400 * VEG => 25,200 HP
1,800 * BEER => 5,400 HP
1,800 * MEAD => 2,700 HP
---------------------------------
total 46,800 HP (minimum achieved!)

this is such that all the Wisdom quota is left, and half of the drinks (and frequencyBonus not used).
Seemingly it allows a base to be used with some fixing, and not even much.
Current challenge is whether it is necessary to force using the higher-valued items based on the higher-class NPC (more design&implementation), or if this cannot be achieved by steeply rising requirements for them, which are put into the same pool nevertheless (causes the result of "needing" to have lower valued NPCs as well to have large enough quotas), or some other way to manage it.

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May 26, 2016, 06:08:37 PM
 #51

HM_The_King: sneak peek on Clans consumables mgmt:

[8:52pm] HM_The_King: the system will have the consumables management automatised
[8:52pm] HM_The_King: this means that VEG is created automatically each hour(!) during the harvest time
[8:53pm] HM_The_King: and the parameters are selected such that it is not known what the total harvest will be
[8:53pm] HM_The_King: it takes time to bring VEG from the manors - this causes a few hours delay
[8:54pm] HM_The_King: which would not otherwise be significant, but VEG’s health value (currently 5(super)/4(normal)) will start to degrade by the hour
[8:54pm] HM_The_King: and may start very high such as 6.0
[8:54pm] HM_The_King: and go down over the autumn, winter and summer to 3.0ish
[8:55pm] HM_The_King: in addition, spoil may happen at random extent and time
[8:55pm] HM_The_King: spoil is caused by the cellars freezing in the winter
[8:55pm] HM_The_King: the more distant places can also produce VEG
[8:55pm] HM_The_King: with the challenge being that the road transport takes so long
[8:56pm] HM_The_King: and VEG can really take only the temperatures between 5-15 celcius
[8:56pm] HM_The_King: so, taking night/day difference into account, only very limited time window 2/year is available
[8:57pm] HM_The_King: so due to this, and the transport cost, farming in a more remote place, such as Ramsey, NL or Stonehaven, is a high risk/reward business.
[8:57pm] HM_The_King: it may save us from famine though

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May 26, 2016, 07:57:07 PM
 #52

The Dream of the Ages - Vegetable Race - Coming Live

In connection with Clans, Vegetables will finally assume the life-and-death importance they have in people's nutrition to this day (well, especially if grain is counted).

VEG is produced from several types of S-VEx shares, which are different based on their distance to CryptoTown. Longer distance means:
- higher transport cost
- longer transport time (delay in arrival)
- more chance of spoil by heat/frost in transport.

An hourly script will determine yields and spoils to cause a realistic yearly circulation and fulfilling the important principle that the system current state is public, but the future state is unknown to all except as a scenario universe. This for instance causes "fair" (not GM-administered) shortages of food and also bumper crops.

During harvest season, a small amount of VEG is coming to the owners every hour. This abolishes the need to lurk to catch the admin-random creation time, and leaves some incentive to check after every full hour, whether the frequency is after every, second, 4, or 12 hours.

The declining health value of VEG will serve as the pressure, ensuring that VEG gets eaten as soon as possible. On the other hand, the frequencyBonus will be refocused on FOOD alone, discouraging the eating of Superveg alone. And the market will take care of the rest Smiley

In the new system, automated purchase and consumption of staple items (VEG, MEAT, CAN, MEAD, BEER) is enabled by timed commands happening every week, at your chosen time. Also it is about certain that futures markets will develop to offer fixed price VEG streams to the consumer, with the issuer bearing the market risk and getting their cut.


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May 27, 2016, 08:57:53 AM
 #53

Technical specification (in progress)

The main components are:
- gamedaily (hourly) script.
- its decisions to generate (create to the S-VEx) or destroy (spoil from current owners) VEG.
- the script functioning to make a realistic annual cycle.
- balancing of the market by automated ask placement by "Farmers" yet not in actual famine.


Hourly script contents:
- Determine "x" in NEWDIVIDEND S-VE1 VEG x
- Determine "x" in NEWDIVIDEND S-VE3 VEG x
- Determine "x" in NEWDIVIDEND S-VE5 VEG x
- Determine "x" in NEWDIVIDEND S-VE7 VEG x
- Determine "x" in NEWDIVIDEND S-VE9 VEG x
- Determine "x" in NEWDIVIDEND S-VE11 VEG x
- Determine "y" in SPOIL VEG y
- parameters and random rolls change variables that affect the results of the above.




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May 28, 2016, 05:41:13 PM
 #54

Before Clans, there is the Building Repair Editor (or how you call it - additions to the Building Editor that was released partially ready)


And this one finalises the Building module, and is not a small thing. Because it also completes the rehaul of Urban Land module.

To move on with the longer-term design goals, the lots would inherit most of the properties of Chapelries, and new land would come pre-zoned in most cases.

- Farming (S-VE1) and weed harvesting (S-CAN) would be possible in lots directly, no need a chapelry.
- They would be automatised, with "designate to VEG / designate to CAN" automatically granting the production shares.
- If you want to build, the "de-toggle" from farm/weed, would require the number of shares to be able to be done.
- This can be used as an option to tap on the land you don't want to sell nor build yet - just sell its produce and buy back when ready.
- The granularity of the said shares will be increased to allow small lots to be used as well.
- Quarry geology will likewise be lot-specific (initially the same for all lots in a chap), so everyone may quarry a small area if they so wish, to gain stone or improve the building foundations.
- Quarry points (QUA) can be produced in Quarry companies, as well as Building points in BuildCo's. They can be used to quarry the lot in an instant.
- Lots would have "elevation" in meters (voxels). This is not used for much just yet, but it's nice to know if you have views over the city or flood risk. Later, this will be baked in to the formulas as well.

- Wood buildings will come in a simplified form, with the aim of getting new players "more skin to the game". Also they need to have a stone place before getting to L6, so there will be an active market for wood houses that do not produce except to the resident (and thus are better sold).
- Lots with existing buildings have several options:

* Quick Repair structure (increases Repair% a little, small part of Lux% is converted to IC (half lost))
* Complete Repair structure (all Lux stripped off and converted to IC (half lost); Repair% reset to 100%) - this will cost half of the original construction of the structure, so demolish is always an option
* Lux update (increases Lux% at the usual cost)
* Demolish (converts the whole building to its parts (STO1 and windows, half of Lux is credited as IC, work is lost)
* Add floor (increase the # of floors at normal cost, the new floor requires same Lux% and inherits the existing Repair%)

Lot splitting will remain admin action due to too many variables regarding the Visibility and Commerciality calcs. The admins doing this will be instructed well and there will be a standard procedure and fee for the owner to apply these changes.



 



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September 02, 2016, 10:54:48 PM
 #55

Once again, an attempt of making a Rulebook, something more illustrative than the "TOS" and more compact than the Wiki

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September 02, 2016, 11:06:55 PM
 #56

Lot area is currently underused. It can only be used to build buildings on, and leaving space for anything else is not really encouraged. Empty lots are sitting empty with no income, even small.

This will change so that a Lot will have possibility to contain Improvements whose number is limited by the Lot area. The earlier thought about wood buildings (which will come in Clans) is integrated with the new thought of having possibility to boost any Lot - perhaps unless it is completely filled with a building, in which case most of the improvements cannot be built.

An example 400 sqm lot which contains a nice 120 sqm 2-story house, and has about 280 sqm of free space, this could have a CAN field, VEG garden, lawn and outbuildings. Most decorations will not yield very much, but on the other hand they can be built by hand (lower levels get free self-WP), and tie up land so that its demand and value is also upheld.

Larger plots of land that are not immediately needed for building, can be made parks that will grow in stature over the decades and promise to yield quite nice income after a long time, depending on game success. A park can also be cut down if building is needed. Parks will continue to increase the nearby buildings' yield.

Another use for lots of any size is farming. The best VEG come from inside the walls  - natural fertilizer or something - so over time all the space not needed for other purposes should become veggie gardens.

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September 02, 2016, 11:48:08 PM
 #57

As long as I am the CEO among other duties, I will need to ensure our finances.

The debacle about if we can pay the CON dues, abated for now. More than a third of the main dissident's CON are already bought by others, and when there is no more overhang, Town can begin to issue more. The interest payments are paused with the time, which is unfortunate, but fits in with everything else being paused as well. On the other hand, I don't believe changing the rate of the passage of time is required. Buying CON now seems risky short term, but it is a long term investment! Rather than thinking small, think of CK's chance to make it big, and how valuable CON is in that scenario, and how much it has already paid as interest by then. After all, if CK fails, CON is not any more risky than anything else! Wink

We need to enlarge our full-time team, and the fulltimers need to be always available and up to their tasks. Only the best is good enough, so we will pay well. The fulltimer pay will consist of base pay (EUR/week converted and paid in M every friday), plus bonus-options (determined and paid monthly, in gold, and come free-trading only after 12 realmonths if work is still ongoing).

The gold for the bonus-options, which will be massive in amount, comes from Coinshop, which, despite owned by the King, was recently pledged to be for the benefit of the game, so that King may not take back of the gold. Up to 100,000 CKG can be used for this purpose.

Full-time team is important, but no less important are the various admins and other helpers. Their duties will be mapped, and the compensation will be "by minute" as before. Unlike before, the admins also qualify for bonus-options, for fairness' sake, and to help retain them.

Town Council will also get a token compensation. It will become a more supervisory body when the 4-member team is large enough to handle most practical issues. Town Council will nominate the CEO, who in turn will decide on the other team members.

CKIP starts, and makes deposits yield "only" 91-92% to the depositor, and the rest goes to the marketers. The immediate sponsor, whom the depositor indicates, gets about 2%, and the person who recruited him, gets something, etc. Town's share is 9% on the deposits made by anons, and a fraction of those where the upline does not contain a diamond. <-MLM terminology.

We will get CKIP ready as soon as possible, and (well everyone is free to aim to whomever..) aim the marketing to the new XMR owners who can now join the "XMR club" = CK. To make the game interesting as a speculation platform before it is opened, we need to make up something. But these guys are coming from Poloniex so even with time stopped, we should be able to offer a more wholesome speculation experience.

Casino will open. Raffles will be organised. The rules that determine the value of the various ingame items are made more clear to allow more interesting trading.

Meanwhile the CEO will be recruited, and the push towards Clans done. When Clans is ready, clock will start ticking again, and we have a greatly increased community playerbase, and are fully ready to welcome the gamers to CK, and to XMR.



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September 03, 2016, 12:27:38 PM
 #58

saved for backup, in progress

CKIP specification

Background: read the /CKIP tab 4 times from TownMgn.

New fields
Account:parent (int, validation: existing char_id)
Account:CKIP_level (int, only system sets this)

New commands
DEPOSIT char_id amount     (superadmin only)

If amount not a positive integer, print: "Invalid amount." and abort
If char_id is not a valid char_id, print: "Invalid char_id." and abort

  player_amount = floor(0.91*amount)
  system_amount = amount  - player_amount
    CREATE M player_amount char_id [deposit]  //action type = deposit
    CREATE M system_amount 500 [deposit]   //"500" will be replaced with the CKIP system account char_id


If char_id:parent = ""
   town_amount = system_amount
   player
   CREATE M



CKIP

find ancestors
print: "Your ancestors, starting from parent, is
[list of parent char_id, char_shortname, CKIP_level_text
[/list]

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September 04, 2016, 03:25:12 AM
 #59

Where do I find more about CKIP?

Here's my condensed explanation of the beast/creature/pet company:

Firstly, it's a weapons design factory, you are using various traits: speed, flight, size, swimming, weapon-system (fangs, fire, tusks, ect), to create unique weapons for counties, the counties would benefit by having unique fighting capabilities to reflect their owner, while the town would benefit by having a more motivated and varying strategy capability in case of invasion and so on.

Secondly, it adds motivation to players to play regularly (take care or exercise pets or create new ones), to explore other counties to find that they might want, a stream of revenue from the point of county contract to buying of supplies for the creation and maintenance of their pets, and to actively participate in the defense capability of the county of residence, or to help other counties in need.
 
Thirdly, it adds a little home and littler reality to your VR experience, we have money to make the game real, but without a population to nurture and fight and be general PITAs through and through, how will we ever get to the level of realism that people cling to--you need a hook, something for people to care about..

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September 06, 2016, 03:36:54 AM
Last edit: September 06, 2016, 04:44:14 AM by generalizethis
 #60

A portal (I'm not even sure if this the right technical word, but it fits the game and words have lots of relations) that hooks-up the economy with video-streaming would be nice--is there any one working on this? I feel like this would add to roleplaying aspect.

Back to NPC: I think what these new characters would give you are options as to personalize the traits to fit the owner. The County would have rights to the ownership for a kick back to a company or the TOWN, it would adjust depend on the needs. It opens up unique opportunities for CK, the Counties, and the player. Can't stress enough how this will increase PRE desire--because you now know the value of an open franchise-- it has to have open source capabilities, and likely some limitations that can be redone if the County is willing to put in their own time and commitment.

How would you evaluate Plath now, without any changes? Now how would you evaluate Plath if you knew portals could be attached with the possibility of special luxury items personalized for a County's taste? That's the magic--you create incentive for personalization and time commitment--someone has to feed and maintain it. County owners should realize the value and race for first dibs on franchise returns (that stands for portal companies and counties).

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