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Author Topic: GoldenTowns Game Is Accepting and Paying out in Bitcoins  (Read 27993 times)
akeetlebeetle
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December 07, 2013, 03:07:08 PM
 #281

hmm..I put in to build a straight road and it built a corner instead. Now I have to scrap it and do it over?

Yes.

I learned the hard way that the original roads can't be modified. IE, there is a curved path that can't be added to. I tried to add a straight road and it was isolated. If it has an end or a 4-way then you're good to go.
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Vani
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December 07, 2013, 04:25:44 PM
 #282

this why q4 are better lol

500 production with 30% = 350 profit

220 production with 30% = 154 x2(cuz tech 4 are each day) = 308 and require 1/2.5 materials to return in production(32 vs 80)

No, your calculations are wrong. Not 32 vs 80 but 32x2= 64 vs 80.

I've created spreadsheet to calculate hour rate of profit in some avarage resources (as you cannot compare meat and vegetables). I entered there all the figures and market prices to substruct original resoursec with correct rate. It showed me for example that level 5 iron is worse than level 2 vegetables (and even non-profitable at all with 30% taxes). And for meat hourly rate is about 7.04 res for Q5 and 6.45 res for Q4.

I have some questions answers to which I couldn't find in help.

- Why do you need to upgrade city hall?
- What every level of school allows you to produce?
- Will new fields appear if I start extending the town west or north-west or there is a border?
- I see that building work even without workers. When I create the police I can upgrade the house but I cannot upgrade or demolish the buildings. Are all buildings work correctly in this situation or just houses? What happens if I just demolish the police after my houses are upgraded? Will they still work?

Good questions! I understand the spreadsheet costed you some (or a lot of) time, but do you want to share this? If not I can understand that.

And another question: do buildings degrade without workers? Since you can not check that if there is no worker in it I want to know if they do?

Dron007
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December 07, 2013, 07:32:53 PM
Last edit: December 07, 2013, 07:59:19 PM by Dron007
 #283

For the school, I haven't got past lvl 2, but 1st level is firefighter/police, 2nd is cook/doctor.
Thank you. That's enough for me now. I need a cook to destroy a restraunt that I had created by mistake at the very beginning.  Smiley

Quote
I learned the hard way that the original roads can't be modified. IE, there is a curved path that can't be added to. I tried to add a straight road and it was isolated. If it has an end or a 4-way then you're good to go.

Very helpful. Now I know there is no sense to build roads there.

I understand the spreadsheet costed you some (or a lot of) time, but do you want to share this? If not I can understand that.

No problem. I've found very useful manuals for beginners so I am glad to share something useful too. I translated it to English and put it here. That is very small MS Excel file without any macroses so it is safe. Contact me in case of some questions about it or if you find some errors.
akeetlebeetle
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December 08, 2013, 04:20:07 PM
 #284

this why q4 are better lol

500 production with 30% = 350 profit

220 production with 30% = 154 x2(cuz tech 4 are each day) = 308 and require 1/2.5 materials to return in production(32 vs 80)

And another question: do buildings degrade without workers? Since you can not check that if there is no worker in it I want to know if they do?



Yes, they do degrade. You will get a triangle warning icon over them when they are 75% degraded (I think it's 75). It gives you enough time to train a worker so you can repair it. Another thing you can do (if you have multiple police, fire, etc) is hire enough for one building and rotate them every few days so you can maintain them. Remember, roads degrade also. They're easy to overlook.
akeetlebeetle
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December 08, 2013, 04:23:13 PM
 #285


And another question: do buildings degrade without workers? Since you can not check that if there is no worker in it I want to know if they do?




Yes, they do degrade. You will get a triangle warning icon over them when they are 75% degraded (I think it's 75). It gives you enough time to train a worker so you can repair it. Another thing you can do (if you have multiple police, fire, etc) is hire enough for one building and rotate them every few days so you can maintain them. Remember, roads degrade also. They're easy to overlook.
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Lanzer
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December 08, 2013, 08:31:42 PM
 #286

Sorry but i dont want to read all the post, so anyone can tell me how to csah out from this site?
Dron007
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December 22, 2013, 10:20:05 PM
 #287

Lol, there are so many bugs in that game and the programmers just gone for a vacation till January when most online games implement some NY actions/gifts/bonuses. I don't think this game will be very popular with such policy.
lobbes
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December 23, 2013, 04:45:26 AM
 #288


No problem. I've found very useful manuals for beginners so I am glad to share something useful too. I translated it to English and put it here. That is very small MS Excel file without any macroses so it is safe. Contact me in case of some questions about it or if you find some errors.

I found this spreadsheet very useful, thanks!  You saved me from wasting time upgrading my iron and clay production...

(small tip sent)

Dron007
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December 23, 2013, 03:26:03 PM
 #289

I found this spreadsheet very useful, thanks!  You saved me from wasting time upgrading my iron and clay production...

(small tip sent)

Thank you. Take into account that simplified formulas for resource exchange are used there. Actual formulas depend on the amount of selling/buying resources. It works like if you sell resources 1 by 1 several times and every time the price is changed by 0.0001. There is also 1% tax for trading which sometimes is calculated wrongly as there is probably a bug. That means that final profitability of some production buildings will be even less than in the table. Maybe sometimes I'll update the formulas, I still try to understand that logic.

I also created several tables. Here is one of them which may be very useful. It shows levels at which you first need the influence of different buildings. For example if you need to check what buildings require the Restaurant and at what levels you can see that only Police and Hostpital needs it at level 4 and all other building only need it at level 5. I needed that to plan my town.

Need influence:
Building
Market
PoliceFirehallHospitalRestaurantChurchBankCasinoBrothelCemetery
House
2
3
4
5
6
7
8
9
10
City Hall
2
3
4
5
Market
2
3
4
5
Police
2
3
4
5
Firehall
2
4
5
3
Hospital
2
3
4
5
Restaurant
2
3
4
5
Church
3
4
5
2
Bank
2
3
4
5
Casino
2
3
4
5
Brothel
2
3
4
5
Warehouse
3
2
4
5
School
2
3
4
5
Cemetery
3
4
5
2
brush242
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December 31, 2013, 09:19:16 PM
 #290

No problem. I've found very useful manuals for beginners so I am glad to share something useful too. I translated it to English and put it here. That is very small MS Excel file without any macroses so it is safe. Contact me in case of some questions about it or if you find some errors.

So I'm just starting and I have a million questions. I like your spreadsheet, but I'm not sure how to use it? I understand putting the correct numbers in, but what does that give me? Should I look at the lowest numbers?

I put today's numbers in:



Does that mean that the best deal right now is Vegetable or Clay, and how do I use that in comparison with the resource building boxes on the far left (clipped in this pic)? Any help appreciated.

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brush242
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December 31, 2013, 09:24:47 PM
 #291

Thank you. Take into account that simplified formulas for resource exchange are used there. Actual formulas depend on the amount of selling/buying resources. It works like if you sell resources 1 by 1 several times and every time the price is changed by 0.0001. There is also 1% tax for trading which sometimes is calculated wrongly as there is probably a bug. That means that final profitability of some production buildings will be even less than in the table. Maybe sometimes I'll update the formulas, I still try to understand that logic.

I also created several tables. Here is one of them which may be very useful. It shows levels at which you first need the influence of different buildings. For example if you need to check what buildings require the Restaurant and at what levels you can see that only Police and Hostpital needs it at level 4 and all other building only need it at level 5. I needed that to plan my town.

Need influence:
Building
Market
PoliceFirehallHospitalRestaurantChurchBankCasinoBrothelCemetery
House
2
3
4
5
6
7
8
9
10
City Hall
2
3
4
5
Market
2
3
4
5
Police
2
3
4
5
Firehall
2
4
5
3
Hospital
2
3
4
5
Restaurant
2
3
4
5
Church
3
4
5
2
Bank
2
3
4
5
Casino
2
3
4
5
Brothel
2
3
4
5
Warehouse
3
2
4
5
School
2
3
4
5
Cemetery
3
4
5
2
Hmmmm, so here, across the top, using your example, I would only build a first Restaurant in Level 4, and only after a Police and Hospital? Or, across the top again, I would only build a first Hospital in level 3, and only after a Police?

Thanks so much, feel free to PM if you prefer.

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brush242
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December 31, 2013, 11:35:05 PM
 #292

So, if anyone is interested in the game, a question. Dad is always being competitive (fine, whatever) and I got him into bitcoins. Now he wants to "Battle of the Titans" (him and I) in Goldentowns. I don't know how long he'll be on this kick, but I said I would play along. Would any of you experts mind commenting on these two maps?

Mine:



His:



He seems all over the place, and is running short on unskilled workers. I am plodding along, but not seeming to get ahead. Am I missing something he's doing that I am not? Or is he just spinning his wheels?

Thank you for any comments.

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Dron007
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January 02, 2014, 07:27:22 PM
 #293

Does that mean that the best deal right now is Vegetable or Clay, and how do I use that in comparison with the resource building boxes on the far left (clipped in this pic)? Any help appreciated.

You need to look at the "AVG res/hr" and upgrade/build first resource buildings which give higher 'res/hr' rate. Also look at the level of the buildings. Sometimes upgrading to the new level gives alsmost nothing or even makes the rate smaller or unfrofitable at all. Everything depends on market prices and your taxes. It is usually no need to upgrade the building in that case. But take into account that for level 4 buildings you will spend 4 enegry points per 24 hours (2 to start producing and 2 to collect resources) and with level 5 you will spent just 2 energy per 24 hours as the producing losts 48 hours. I decided to upgrade all resource buildings (except unprofitable iron and clay) upto 5th level now as I am always lack of energy. Also my advise is to be very economical with energy. At the start of the game is seems that there is enough energy but very soon you notice that it is the main resource. So uprgade resource buildings so they spend less energy and give more resources.


Hmmmm, so here, across the top, using your example, I would only build a first Restaurant in Level 4, and only after a Police and Hospital? Or, across the top again, I would only build a first Hospital in level 3, and only after a Police?

Thanks so much, feel free to PM if you prefer.

I mean levels of the buildings not your level in the game. So when you are upgrading the Police to the 3rd level you need the influence of the Hospital (any level) and to upgrade Police to 4th level you need the influence of the Restaurant. This table helps in deciding where to place which building. You will also need this image:

https://i.imgur.com/YXKdLHK.png
It shows what areas are covered by buildings of different levels.

So, if anyone is interested in the game, a question.

It seems there is not a big difference. I am not sure if the creation of new warehouse is required at the beginning. New building will need renovation so it is usually better to upgrade the original buildings. Also there is no need to upgrade the SE road in your map. It is better to upgrade road near resource buildings to upgrade them as quickly as possible. But don't forget about workers too. Assigning many workers for building will speed it up in several times. Think twise before the creating new buildings. There is no any confirmation and I created the restraunt in the very beginning and wasn't able to destroy it as it was in idle state without cooks. And to create cooks I need School upgraded to 2nd level and to upgrade it I need Police. I spent a lot of time/energy/resources to demolish that restaurant.

After that I planned my developing thoroughly. I found it useful to use spreadsheets for that too. Just use different colors/labels for cells. Now I have plan for the next several weeks and sometimes correct it.
brush242
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January 02, 2014, 08:19:48 PM
 #294

Okay, thank you, that makes sense.

But couldn't we adjust the spreadsheet such that after you enter the prices and your resources on hand, it would tell you what is the most economical use? For example, you need 20 stone, and you have enough of the other resources to buy it, the spreadsheet would note (given the resources that go into everything but veggies) what is the best trade.

It would seem to me that the first thing to use would always be veggies, but after that, the spreadsheet would tell you that wood (for example) is better to spend than iron on this particular transaction.

A tip I noticed, if you make a transaction that results in say, 3.7741 of an item, you only get three of the item. So it is better to do the math to make sure you are getting say, 4.0003 of the item you need. Saves on wasting.

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Dron007
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January 02, 2014, 09:01:20 PM
 #295

But couldn't we adjust the spreadsheet such that after you enter the prices and your resources on hand, it would tell you what is the most economical use? For example, you need 20 stone, and you have enough of the other resources to buy it, the spreadsheet would note (given the resources that go into everything but veggies) what is the best trade.

It would seem to me that the first thing to use would always be veggies, but after that, the spreadsheet would tell you that wood (for example) is better to spend than iron on this particular transaction.

There are many factors which you need to take into account when you sell/buy resources. At first you need to plan what resource you will need for your next task. The price here is not so important. Anyway as I don't produce clay/iron I usually need to buy them and I use any resource that I don't need in future. If I have wood, I use wood.

Yes there are some chains in the market which you can use to make some profit. But every time you make a transaction the price is changed and you cannot earn to much on this. There is also trading tax and some very weird logic/formulas of taking that tax, so long chains are usually non-profitable. I have some tools to analyse that but I am not ready to share them and I seldom use it as formulas are not very correct yet, trading is too complicated and profit is not so big.

A tip I noticed, if you make a transaction that results in say, 3.7741 of an item, you only get three of the item. So it is better to do the math to make sure you are getting say, 4.0003 of the item you need. Saves on wasting.
Not exactly. Internally there are float amounts of resources but they are rounded. Due to some logic/bug roundings in Flash and in the Html market are different. Anyway you will not earn with it. BTW minimal tax is 1 resource so sometimes you may sell 1 resource and get nothing. Market UI is awful.
brush242
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January 02, 2014, 11:42:39 PM
 #296

But couldn't we adjust the spreadsheet such that after you enter the prices and your resources on hand, it would tell you what is the most economical use? For example, you need 20 stone, and you have enough of the other resources to buy it, the spreadsheet would note (given the resources that go into everything but veggies) what is the best trade.

It would seem to me that the first thing to use would always be veggies, but after that, the spreadsheet would tell you that wood (for example) is better to spend than iron on this particular transaction.

There are many factors which you need to take into account when you sell/buy resources. At first you need to plan what resource you will need for your next task. The price here is not so important. Anyway as I don't produce clay/iron I usually need to buy them and I use any resource that I don't need in future. If I have wood, I use wood.

Yes there are some chains in the market which you can use to make some profit. But every time you make a transaction the price is changed and you cannot earn to much on this. There is also trading tax and some very weird logic/formulas of taking that tax, so long chains are usually non-profitable. I have some tools to analyse that but I am not ready to share them and I seldom use it as formulas are not very correct yet, trading is too complicated and profit is not so big.

A tip I noticed, if you make a transaction that results in say, 3.7741 of an item, you only get three of the item. So it is better to do the math to make sure you are getting say, 4.0003 of the item you need. Saves on wasting.
Not exactly. Internally there are float amounts of resources but they are rounded. Due to some logic/bug roundings in Flash and in the Html market are different. Anyway you will not earn with it. BTW minimal tax is 1 resource so sometimes you may sell 1 resource and get nothing. Market UI is awful.

Thanks for all the info. I see your point, the math has been throwing me, and the tax/rounding certainly makes sense.

UIwise, yes, a lot of it is terrible. D'oh!

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Dron007
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January 14, 2014, 07:19:28 PM
 #297

Does anyone still play it? It seems it should be renamed to BugsTown now. Forum is full of bug reports and reports about stolen gold and even trivial bugs are not being fixed. Referral system is broken. War module is dead. No new announces. The game is dying slowly.
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January 15, 2014, 06:11:09 PM
 #298

Does anyone still play it? It seems it should be renamed to BugsTown now. Forum is full of bug reports and reports about stolen gold and even trivial bugs are not being fixed. Referral system is broken. War module is dead. No new announces. The game is dying slowly.

Dude. How big does the font have to be?

I am annoyed that you have lied, passed off another image from another's blog as your own in an attempt to get referrals for this ponzi.

Lurk moar. This account has been posting scammy marketing nonsense aimed at people who don't bother to read for quite a while.

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Dron007
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January 16, 2014, 02:20:13 PM
 #299

Why ponzi? You are not required to invest your money in the game. I haven't paid anything and after 1.5 months of playing I have 100% happiness city with population about 140 and I can earn some money now. I can see some ways to earn more but due to a huge amount of bugs and lack of support it is hard to play.
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January 17, 2014, 05:53:42 PM
 #300

Why ponzi? You are not required to invest your money in the game. I haven't paid anything and after 1.5 months of playing I have 100% happiness city with population about 140 and I can earn some money now. I can see some ways to earn more but due to a huge amount of bugs and lack of support it is hard to play.

People made money (credit, points, whatever) off of you. Can you now make your own? What about the people who join after you? 

If you're alright with sinking your time and attention into a scheme which may or may not every work out for you based on where in the chain you came along, I guess that's your business, but inasmuch as you attempt to string others along with a referral sig etc and ignore the ample warnings against the OP, you're part of the problem. Don't be that guy, eh?

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