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Topic: Crypto Kingdom - 1991 Retro Virtual World(City) - page 68. (Read 632723 times)

donator
Activity: 1722
Merit: 1036
Town Council Meeting - Prioritisation of New Modules and Features

Jewelry Editor - allowing Coronation to happen with the posh jewelry to be made for it, and the allocation of the rest of the gems, which have risen a lot in value in the aftermarket

Building Changes Editor - allowing demolishing of buildings and reclaim of materials, adding floors to buildings, adding more sqm if the lot has free space, adding lux, repairing the structure, changing window type and decorating the facade.

Buildings will also have their repair_depreciation started so that they will start to require repairs. The median age for the need of structural repair is 150 years, but it has a large variance based on the soil type and building type, and also many of the old buildings are already in need of repair due to being 100+ years old. Early structural repair also increases the payout, especially if the payout is CUL or SCI.

Clans

Complete rehaul in the Character mechanic, including the ClanChallenge requiring the player to feed and clothe the NPC he employs.

This also includes Wood Buildings, which can be built in preset modules one per year at almost zero cost, and may only by utilised by L1-L5 players.

Countryside, Army

Complete rehaul of production shares, event solver, loot, manors, forts, global map etc.

PRE will be gained normally and STOx may be produced to stock. Good MGN+Army in the meantime will be accounted for in the initial distribution of production shares which will be tradable with disclaimer. (The prodshares are more than before since the ClanChallenge requires about double the amount of consumables compared to the NPCC era.)
sr. member
Activity: 266
Merit: 250
Greetings from the TownSwipe corporation,

After a recent sweep of dead characters the TownSwipe has acquired many game items that are now for sale at nice discounted prices, compared to previous lowest asks. Full list of Townswipe items can be found behind this link: https://cryptokingdom.me/player/playerItems/248

The suits are coming back with a bang
Prepare for higher prices and buy yours (and your NPC's) suits now at a discount.

Unique green suits at 3mil only, (including collectible ones from Golden Jubilee in 1450!)
WOS-40
WOS-49
WOS-140
WOS-186
WOS-190
WOS-194

Unique orange WOS-154 at 7mil.

Golden Jubilee unique Red suits:
WOS-39 at 12mil
WOS-43 including 100 CKG inlaid at 72mil (suit worth 12mil, CKG at 60mil)

Medals, Badges, Tokens, Baronetcy
You can add the ownership of these into your full Title, or just enjoy the nice items

FBB1432 First Builder Badge (only given to the first pioneers of CK over 200 years ago!)
CB-1510 Castlebuilder
COM-45 Medal of the Game
HB1432, HB1450 and HB1510 The HomeBuilder Badge series, collect all.
KFB1438, KFB1460 and KFB1532 King's Favor Badges.
TB1434, TB144, TB1450, TB1595,TB1600 Throneroom Badges.
BT-18 Baronetcy (does not entitle in promotion but you can use the ownership in your Title)
CT-1613 Token of Rememberance

HM02B1000 bars at discount for raw CKG price only 0.6XMR=CKG. Large gems DIA5, SAPX, EMEX, TOPX for the Coronation. Venetian Mirrors item/MIR at only 1mil.
donator
Activity: 1722
Merit: 1036
The NPC suits requirement in ClanChallenge is so large that I decided to work overtime and crunch all the numbers immediately to enable everyone to plan to their best. The profit potential for a well-planned and nimble operation is immense, and the TAI-items are completely linear in their payout, so everyone is exactly on the same position to make money, according to their skills and resources.

The numbers currently existing in each item type and their required numbers of each type of suit are listed in Google DB /SuitsNeed tab, freely viewable by all and current as of 3 hours ago.

The numbers are based on the design decision (from the first days of the game) that 15% of income is to be spent on suits (in fact, it was 20% then). 35% is to be spent on consumables and 50% will still be paid as salary when Clans comes - this includes rent. These kind of decisions will only be revised extremely slowly.

So we are in the position that the number of suits needed is 5400 and only 1500 exist (numbers ignore PC need and Unique suits). Suits can be converted from IC at the following prices:

(color, IC cost, approx mil)
red      144   10.08
orange 112   7.84
white     64   4.48
green     32   2.24
grey       16   1.12
brown      8   0.56

This means that tailoring is profitable in all stages, the profit margin is ample. However, the need for higher quality suits is much smaller than that of the lower quality ones. Prices may be pressured when the initial need is met.

Additional things to consider are among others:
1. The "labor suits" are priced in IC, so its fluctuations affect the profitability both ways.
2. TAI-7 may not be the best item now as it produces blue suits for a limited number of nobles, however the playercount is planned to increase by not a small percentage, at about the same time that it takes for a TAI-1 to promote to TAI-7.
3. Unique suits production is extremely limited until more TAI-8 get promoted.
4. It is possible to demote a NPC so undesired promotion can be reversed. This is currently an admin action, but will be a command "soon".
5. Tailors promote reasonably quickly, mostly 20% chance. Exact numbers are in item details or in Google/NPCtypes.
6. The influx of new tailors is a given, this increases the need for suits as tailors wear green+.
7. Also the other NPC numbers are on the rise - or perhaps not because there is an initial cost burden per NPC to acquire the minimum stock. Everything will happen very slowly, though, so dumping the NPC right when they (especially high level) will become prized assets might not be the best decision either.
8. The TAI-1 conversion price of 10 IC until the end of this year is peanuts, and a rise is most likely. It is possible to produce to stock. The unknown is when the module is live - I am going to Malla for a few weeks, which historically has been excellent design-productivity. The design is now "almost complete", which can mean anything. The development time should be very contained, perhaps a week for the "suit challenge".
9. If the module delays, the NPCC will continue to use suits, but excess production will meet declining prices (the NPCC can absorb infinite number but their profit formula requires the additional ones to come at a discount). The increased awareness of the importance of suits may cause the NPCC to bid more heavily on them, as historically they have ignored the suits even though they are the key to victory.
10. When the module opens, there is first a 2 year grace that the lacking number of suits will not cause penalty to the owner of the NPC. Then, according to my discernment (which will be communicated as it comes), the penalty will take 5-10 years to rise to the planned level approximately linearly. At the same time the happiness bonus for having excess suits will start from a higher-than-normal value and decrease to the planned level approximately linearly.
11. The NPCC remaining suits will be sold at market when the NPCC ends, so that the NPCC will get points for the money raised. The money goes to Town in the end. This procedure will be announced in advance so that at least 48 hours is given for placing the bids before the dump may start, and the total liquidation time is a year.
12. There is no planning to change the style of WOS-x1 to WOS-x2, so there will be only one model of fungible suit of each color for the time being.

I felt it necessary to disclose every bit of info there could possibly be, to make the playing field level. Crunch the numbers, make a plan and make money! Martti will be doing that, and King as well (if not for other reason, he has   s o m e w h a t   m a n y   NPCs to clothe, himself Cheesy ).
donator
Activity: 1722
Merit: 1036
Major reorganisation in Labor - NPC, Horses, Suits, etc

1. All of the above will not be supplied by Labor any more. In fact, the account is swept to null, of everything except M.

2. In preparation for the Clans, when most of the NPC are spawned to players directly, the entry-level NPC have now gone to Duty Paid IC Shop, where it is possible to convert to them without upper limit. The following conditions apply:
- Typically the item that is convertible is the entry-level item in each tranche (N1, N2 or N5 level).
- The conversion price is updated occasionally so that the desired game balance is achieved in the long term.
- If lots of a certain NPC are converted, the price may rise, and if no conversions happen for a certain NPC, it may go down.
- Minimum price is maintained; if the entry level item such as ENG-1 does not interest anyone due to the low price of SCI, the convertible NPC may be ENG-2 instead. It is also possible to give NPC dividends for owners of NPC in a tranche that would otherwise die away due to the lack of interest. (All NPC are valuable, in the future at least. But they are mortal in the meantime. All tranches will be kept in the game.)

3. NPC costs and payouts are unchanged, however there are clarifications to some (eg. Army and Horses due to the new Army module). All NPC now have their essential information (complete for profitability calculations) in the item specialNote.

4. New NPC class Immortal N10. All N9 NPC have a 1% chance of promoting and when they do, they become Immortals with special powers, customisable by the owner. The basic payout is net zero m, 100 CUL, 100 IC and 100 SCI per year. To seed the item, the first Immortal was randomly promoted from the existing N9 NPC, and happened to be a MGR-5 of HH of North Face. Congratulations! Smiley

5. Silver and Gold Unicorns are also immortal except in battle (not experienced yet). H7 may promote to H8 (never happened so far), but H9 can only be found in the wilds (1 found in the last 40 years).

6. The item exists statistics are now correct, as there is no huge pool of Labor items to fudge the numbers.

7. The NPCC will need to convert their wanted suits from IC (which they may now own, even though it has no residual value) or buy from the market.

8. IMPORTANT INFO: The TAI-1 is the only tailor any more available, at the initial conversion price of a mere 10 IC (the initial prices were subject to d20). The suit (WOS-G) costs 8 IC. Now is the time to plan ahead - when Clans comes, each of your owned NPC will need a suit, some two, or 3-4. The most wanted item is WOS-F and second is WOS-G (with green and orange coming next). Moving to tailor business does not take any special skills (no factories, no scale requirements/advantages, no nothing, just buy tailors and keep/sell the produce), and even though the suits do spoil, the next time is in 3 years, in which time you have already a nice stock, and the chance for getting the needed promotions to the tailors.

The current stock of tailors produces 106 WOS-G/WOS-F/WOS-E1 in a year, 12.5 WOS-D1...WOS-A1 in a year, and 5*S-WOS points that can be used to create unique suits (equal to one K7 suit per year, or a K11 once in 12 years (one is commissioned by the King for coronation: the Pearl Suit that has 1,000*PEA inlaid)).

The remaining stock of the NPCCs will be sold to the market when their tenure ends and ClanChallenge begins, so there are some suits but not enough. The planned aggregate need for suits when the change happens is about 5,500 suits, and we have 1,600 existing. If this causes a rise in TAI-1 conversion price, it will not happen before the end of the year, and if IC price rises, the DeptStore will conduct the market making as usual without adjustments to the formula.

To give the most info on which NPC will require which suits (this design is still pending), the following guidelines work:
- WOR-1/WOR-2 will use brown (these are an enormous number)
- most servants have grey
- some use green/white, deduce for yourself based on what they do
- many will have work clothes and home clothes separate (eg. brown/grey, grey/grey, grey/green etc.)
- most in higher levels have orange as a 2nd/(3rd) suit
- red is little wanted and blue not at all
- custom suits points may go up in value due to the throttled promotion path Wink

9. Ancient Royal Monopolies end in 1650. These are as follows:

* Royal Weapons Works Corp WIRS production. From 1650, anyone may produce 1250*WIRS at a cost of one factory-year and 50*WP.

* North Face Tailors' usage of S-WOS to produce custom suits. Ownership of TAI-8, TAI-9 and S-WOS is released immediately. From 1650, the S-WOS may be converted to custom suits freely and with equal formula.

Other monopolies and technologies will have a planned 50 year privileged use time, so the following will happen soon after:

* Royal Weapons Works Corp (was: Phaeton Corp) carriage production. From 1656, anyone may produce Carriage work units (at a cost of one factory-year and 50*WP) and convert them to carriages freely and with equal formula.

10. Allocation of one maximum of each type: building:Residence and building:Villa becomes mandatory for players in L5 and higher, so that every L5 need to have at least one or the other. This is designed to be a privilege and not a burden - CUL+IC yields in these special types of buildings are high. The sqm/lux or other parameters do not have mandated minimums, although the following will be used as guidelines for new promotions:
- Baron 100sqm
- Earl 200sqm
- Marquess 300sqm
- Prince 500sqm

For reference, they have not changed in 200 years.

11. Pre-Info on Headquarters: this building type produces SCI, which is not currently well appreciated (but will be as its book value is 0.14 and I have ample means to cause it to rise in the mid-term), and its SCI output is lower than that of building:Science. This has a reason - the SCI output of Headquarters will serve double-purpose: it is also used as Account Management Points. Large accounts with lots of things going on will require a certain number of the points, and the Headquarters will need to match it, else problem. Small accounts are exempt. This type of mechanic has been used in many iterations in the last 100 years, and occasionally it has been disabled.
donator
Activity: 1722
Merit: 1036
New Production Share: S-H1

The new tradable production share S-H1 yields 1*H1 every year to the owner! They are produced in counties but are tradable in the same way as S-VE1. So the owner of the county cannot lose control of both the county and the shares at the same time - in this event the shortfall of shares must be bought back from the market (or adequate supply of horses). A part of the S-H1 appear without the corresponding liability (the NPCC have received 3*S-H1).
- Tavastia must be held peacefully
- Ramsey must be held peacefully
- FluffyHorse must assign a Stables (factory) to hold theirs.

Currently H1 is trading at: 1.75/0.2 and convertible from IC at 20*IC.
S-H1 is trading at: 35/20 mil and convertible from IC at 1000*IC.

donator
Activity: 1722
Merit: 1036
How to gain levels in 1641-1650

Congratulations to all who got promotions! Smiley Some made a leap of 2 or even 3 levels due to the lag we have been experiencing. A gift of good Wine has been sent from the King's cellars to all who got promoted (instantly) Smiley

The level promotion will be somewhat erratic until the new Clans module, which will completely be finalised only after the holidays. Since higher position is a reward of good play, and yields status and benefits, let me tell how the system works in the next 10 years:

Promotion rounds will be overall evaluations of performance, and they will be held in 1645, 1648 (commoners only) and 1650 (Quartermillennial Jubilee).

COMMONER LEVELS

Promotions through L1-L4

New characters have been starting at L2 for the period between 1601-1641; this will change so that new characters start from L1 and get their first promotion in approximately 24 hours following their first market action. L2 people will get annual wages from Labor!

L3-L4 are evaluated as part of the rounds, and the extent of gameplay determines if there is a leap promotion straight from L2 to L4! An important determinant is to acquire clothes fitting for a townsperson (WOS-F good, WOS-E1 or higher better). Remember to do the health challenge every year, to enjoy your youth!

Promotion to L5

The main requirement for a L5 is a dwelling (land, including a house that is designated Residence). Later we will have Wood buildings that will make this requirement easier, more fun, and even cheaper to accomplish, but now you will have to seek the cheap lots (or houses) in the market and build from stone, or apply a free land lot from Town (contact Roopatra ingame). Other things are considered as well, and the target age is 25, so if you started at 15, it may take some time just to get enough wrinkles.

Promotion to L6

Mastery is an important milestone, and is usually achieved at around 35 years with active play. A multiple of gameplay stats are considered, and even when wood buildings comes, Masters will require a stone residence. The pay has risen to quite commendable levels to support the increased demands for lifestyle.

Promotion to L7-L9

The Commoner bonus levels are available for distinguished Masters, with promotion considerations of advanced age, high Wisdom, long time as Master and active gameplay.

NOBLE LEVELS

Promotion to L11

Knighting may happen at any time based on special valor, especially in the military. The usual level from where Knighting occurs is L5 but it is possible to happen from any commoner levels (L4-L7 being the range experienced in the last 200 years). Any peer may apply for any commoner to be Knighted, and the decision is the King's.

Promotion to L12

A good way to get a fast track is to buy a Baronet title (BT-x, where "x" is a number from 1 to 100) item directly from the Crown. Newbought BT-items gain an instant promotion to L12 Baronet, which is a noble level between Knight (L11) and Baron (L13). Items bought from the aftermarket entitle to the title, but do not gain the promotion (they are mainly traded between characters who already have a higher level). Admin must be notified of the purchase to get the promotion.

Promotion to L13

Baron is an important level, because it is the last step before Peerage, the cream of Crypto Kingdom. To get to Baron is not difficult, but it requires some excelling in the following areas of consideration:

Diplomacy and teamplay. Barons are promoted by the King based on the suggestions of the peers. To have made relations with prominent players, greatly speeds your progress towards Baronhood (and later: peerage for yourself).

Lifestyle. Barons have certain requirements for lifestyle (eg. 100+ sqm house). Active gameplay helps in acquiring the needed items organically, so in time (considering the promotion to Baron happens in 10-30 years after starting the game), they are all there, with no need for hasty purchases.

Wealth. It is no secret that if enough gold and other valuables are possessed, it will cause the promotion to Baron. (Previously the game rules said that the limit is 4,000 CKG - even after the rule was abolished, the practical limit has actually gone lower.) Having next to no gold is not an impediment to reach Baron, though, if the other things are well handled.

Activity. Playing the game actively, participating in subgames and all new stuff, helps to gain visibility.

In 1645 there is a special round to gain as many Barons to the game as possible, from the ranks of the ~15 L6-L8 characters currently. The next time will be in 1650.

Promotions to and in Peerage

This is unchanged from the previous treatises on the subject. In normal circumstances, a minimum of 7 years in a level is required to advance to the next, and the qualifications get higher. Peers may play the County subgame, which is one of the most fun and most demanding things to do in Crypto Kingdom. It also subscribes them to the lion's share of the upside that the game will produce once the number of players targets are reached.
donator
Activity: 1722
Merit: 1036


The Coronation - Promotions 1640

During the (relative) chaos in the Kingdom related to to passing away of the founder-King, there have not been too many promotions. Luckily, now the promotion requirements are better understood, and the following 42 characters will be promoted, the record in the Kingdom!

As a new feature, the promotions may be conditional. Since it is not my wish to make the level promotion an optimisation exercise, I do not want to disclose the formulas and checks used in the promotion in exact detail. Yet, it is not fun that someone has skipped indefinite promotion rounds due to lacking something that nobody even told him is required!

Therefore, the promotions are in 2 categories, Outright and Conditional. When you have fulfilled the Conditional promotion conditions, you get the promotion dated 1640. Please send ingame mail to Rakshasa when conditions are fulfilled, so he administers the promotion. Strict deadline is end of September, 1642.


Promotions to Prince (L16)

(Sir Luigi), TMA Marquess of Rome, 6th/I Bt of CK, CEO of LuckyLionCorp, TRB, GJB, KFB, FBB, HBB, AOK-K, CBB (232 y)
- residence/villa of 500 sqm+ (in these requirements, Shopfront is allowed but does not count towards the sqm)
- minimum 5 horses all the time, H3 or better (owns 4-horse carriage)
- decent table service in gold, silver or Ming China (new silver Coronation series coming to IC conversion very soon)

(Sir kronicblazer), The Marquess of Grass, 8th/I Bt of CK, TB, CB, HB, Architecture Contest Winner (191 y)
- residence/villa of 500 sqm+
- minimum 5 horses all the time, H3 or better, also acquire a 4-horse carriage

Sir Crichton, The Margrave of The March of Plath, Lord of Essu, 16th/I Bt, 21st/I Bt, AOK-S, AOD-MAJ, weilder of Vengeance, KFB, TB, CBB, CCB, SCB (75y)
- minimum 5 horses all the time, H3 or better (owns 4-horse carriage)
- host a Regiment at least 40% of the BV of RCA1, continuously (in Plath) (Army formulas almost finished)


Promotions to Marquess/Margrave (L15)

Sir Heimo the Wise, TA Earl of Sarajas, 22nd/I Bt of CK, AOD-Capt of TA troop of Dauntless, TB (183 y)
- continue hosting the Troop of Dauntless (personal guard) at reasonable BV (incl personal army promotion) (to:Marquess)

Lord Syksy, Earl of Petrichor, Overseer of Swords, Arts, Consumption and Wikidom, 20th/I Bt of CK, Fatherhead of the Syyskuu Lineage and CEO of the Grizzly Bear Corp, AOK-K, AOD-Capt, KI, HB, TB, CCB, SCB, GCB. (68 y)
- minimum 3 horses all the time, H2 or better (owns 2-horse carriage)
- host a Regiment at least 30% of the BV of RCA1 (to: Margrave, incl personal army promotion and Petrichor->March), 15% (to:Marquess)


Promotions to Earl (L14 - Peerage)

Dame BlackWidow
- Start playing County subgame as the module is updated, latest 1649
- update Title
- residence/villa of 200 sqm+
- keep at least 1 horse (or the necessary number with carriage)
(promotion to L13 already administered)

Lord Cryptonic
- update Title
- residence/villa of 200 sqm+
- keep at least 1 horse (or the necessary number with carriage)

Lord Troy
- Start playing County subgame as the module is updated, latest 1649
- update Title
- residence/villa of 200 sqm+
- keep at least 1 horse (or the necessary number with carriage)

Doctor HS-S The Third
- update Title
- residence/villa of 200 sqm+
- keep at least 1 horse (or the necessary number with carriage)


Promotions to Baron (L13 - Noble)

TMA Knight Adam White
- residence/villa of 100 sqm+

Knight Cooper
- update Full Name and Title
- residence/villa of 100 sqm+

Sir ChrisPop
- update Title
- residence/villa of 100 sqm+

Dnaleor The Third, Son of Lord Dnaleor II
- update Title
- residence/villa of 100 sqm+


Promotions to Wizard (L7) - Instant

Expert NIkke

Promotions to Master (L6) - Instant

171
199
214
232
216

Promotions to Master (L6) - Conditional

215
219
224
228
236
295

Please ensure you have at least two of the following and send ingame mail to Rakshasa to claim the promotion by the deadline:
* [a carriage and necessary horses] OR [a H2+ and any weapon (sword, pistol or musket)]
* a collection of at least 10 different gold, silver or copper coins (10 of the same type, either GOC, SIC or COT)
* a service of Ming China for 4+ people, the items that you consider sufficient
* a unique suit (having a WOS-E1 or better is absolute requirement, unique is "better")
* a residence of at least 80 sqm
* Wisdom of at least 7
* CUL of at least 100
(promotion to L5 already administered)

Promotions to Expert (L5) - Instant

217
259
298
304
309
320
334
336
361

Promotions to Novice (L4) - Instant

337
350
362
384

Promotions to Beginner (L3) - Instant

363
369
371
378

sr. member
Activity: 266
Merit: 250
Things are happening in the Crypto Kingdom Wiki
Access wiki here: http://cryptokingdom.gamepedia.com/CryptoKingdom_Wiki

The time has come to collect all the rules of different subgames, and all rulings of the King, from this thread into an easy-to-access form into the CK wiki.

New pages in the Wiki:
http://cryptokingdom.gamepedia.com/Quarry --> How to quarry: Easy to read guide for calculating the work points and the stone yield.
http://cryptokingdom.gamepedia.com/Farm --> How to farm: Simple guide.
http://cryptokingdom.gamepedia.com/BuildCO --> What does BuildCO do, how to start one, and useful tips.
http://cryptokingdom.gamepedia.com/Consumables -->All consumables in the game, listed in descending order according to their health effects.
http://cryptokingdom.gamepedia.com/Empowerment -->King's speech aimed to clear some of the rules, authority, responsibilities and possibilities of this game
http://cryptokingdom.gamepedia.com/Perimeter_Wall -->A history page of an important event in Crypto Kingdom
(I will try to create more of these to commemorate historical events when I run into them in the thread, let me know if you like it)

The landing page at http://cryptokingdom.gamepedia.com/CryptoKingdom_Wiki could use some help from someone who is good at designing these things.The goal is to make all the information in the wiki more accessible (through the main page), especially to help us get new players who need the information the most.

If you want to help in writing the wiki, please check the stub articles that could use expanding http://cryptokingdom.gamepedia.com/Category:Stubs or consider creating a page for your company or your character here: http://cryptokingdom.gamepedia.com/Category:Char


Also check out these wiki pages by Syksy:
a) The commands Wiki at http://cryptokingdom.gamepedia.com/Commands . Derived from the preliminary draft originally published in the in-game Wiki, this was updated and corrected to work properly in a real Wiki setting; for example, all the hyperlinks within the Wiki page itself work perfectly, and can link to other Wiki pages along with possibility to link to subtopics directly; for example, http://cryptokingdom.gamepedia.com/Commands#CREATE works.
b) An example of pages that are partially derived from existing content at BCT and personal gaming experience but extend beyond that to create a functional Wiki, I'd use the NPC page as an example: http://cryptokingdom.gamepedia.com/NPC . Tables have been refined from HM's posts, information processed to contain everything essential underneath the subpage, and my own knowledge has been added to describe mechanics of NPCs, resulting in that players are advised how the NPCs essentially function. This is an example of a page that I'm hoping to ultimately have of every possible aspect in CK gameplay.

That being said, I highly encourage anyone interested to contribute to the Wiki - it functions similarly as any other Wiki, and you can contribute anonymously or by registering (which would yield you credit for your contribution, but is not strictly required).


sr. member
Activity: 266
Merit: 250
Greetings from the TownSwipe corporation,

After a recent sweep of dead characters the TownSwipe has acquired many game items that are now for sale at nice discounted prices, compared to previous lowest asks. Full list of Townswipe items can be found behind this link: https://cryptokingdom.me/player/playerItems/248


TownSwipe account now holds over 5000 XMR thanks to the sales over the last few days.
 
Thank you everyone for supporting the game.

We have some NPC and Horses for sale
CHEF-5
BUT-8
BUT-7
BUT-6
SPE-2
H-5

More Gold Coins (but they are selling out quick). HM02B1000 bars at discount for raw CKG price only 0.6XMR=CKG. Venetian Mirrors item/MIR. Large gems DIA5, SAPX, EMEX for the Coronation. Unique suits.


Land

Note to the buyer of 1-NE-T17 the Golden Interiors of El Bulli are also for sale for the price of the raw gold included in them, please consider buying https://cryptokingdom.me/marketplace/item/BFG-8 that is listed on the market, after all, what is this historical building without its gold interiors. Smiley
 
Few Old Town and New Town properties still left, buy yours. Check also our affordable offers of land in B.22 at 20mil /q and in B.4 at 9mil /q.

Old Town:
1-E-E32 @ 90mil
1-N-C5 @ 260mil (includes building)
1-N-C6 @ 260mil
1-NW-P11 @ 120mil
1-SW-L26 @ 50mil
1-SE-E14 @ 13.5mil (includes building) SOLD!
1-SE-E7 @ 13.5mil (includes building) SOLD!
1-W-K8 @ 166mil (includes building) SOLD!
1-W-L7 @ 68mil SOLD!
1-NE-T17 @ 285 mil (includes building) Buyer can also buy the beautiful 'El Bulli Golden Interiors' item/BFG-8 at the price of the raw CKG included in the item. SOLD!
1-NE-T64 @ 75mil SOLD!
1-NE-T65 @ 90mil SOLD!

New Town:
2-C-C5 @ 70mil
2-NW-H4 @ 400mil Includes the item/BFO-1 The Maximos Labyrinth made out of living plants
2-W-V1 @ 240mil
2-W-V6 @ 396mil

Culture&Science
3-W-C12 @ 120mil

donator
Activity: 1722
Merit: 1036
CKGBUY item_id amount fixed_markup basispoint_markup

Makes a floating buy order for item_id so that the price in the order changes based on the best bid price of HM02B100 (the "gold price"). The parameters are as follows:
- item_id (needs to contain CKG, otherwise use BUY instead)
- amount
- fixed_markup (given in M, is the fixed amount that is added to the gold price)
- basispoint_markup (basis point is 1/100 of % ; this allows the gold price to be scaled to have a fixed percentage premium or discount)

fixed_markup and basispoint_markup can be negative as well, within reason.

Example:
willing to buy a historical gold coin and wants to spend only 1 mil on premium:
BUYCKG CR1418E 1 1000000 400

The 1 mil is added to the fixed_markup, also in this case 4% over the best bid is added to compensate for the difference in ask/bid (completely voluntary of course)

CKGSELL item_id amount fixed_markup basispoint_markup

Makes a floating sell order for item_id so that the price in the order changes based on the best ask price of HM02B100 (the "gold price"). The parameters are as follows:
- item_id (needs to contain CKG, otherwise use BUY instead)
- amount
- fixed_markup (given in M, is the fixed amount that is added to the gold price)
- basispoint_markup (basis point is 1/100 of % ; this allows the gold price to be scaled to have a fixed percentage premium or discount)

fixed_markup and basispoint_markup can be negative as well, within reason.

Example:
willing to sell a suit that contains an unwieldy amount of 1000 CKG, affecting the price:
SELLCKG WOS-1 1 50000000 -200

In this example, the "suit ask" is 50 mil, and the gold is just added to the price at midprice (usually 2% below ask, indicated by "-200").


Notes

Process Flow:
1. Every time HM02B100    1)receives a new bid or ask or 2) a bid or ask is removed or 3) a trade is made, it is checked whether this changed the BestHM02B100bid or BestHM02B100ask
2. If this happens, it causes recalculation, so that first all existing orders that had been placed by this functionality are cancelled
3. Then, the SELLCKG / BUYCKG table is checked row by row starting from oldest, and new price calculated and bid(ask) placed
4. This may cause matching to happen with existing fixed price orders that were not removed in (2.)
5. The removal of (partially) unfulfilled order is done normally, as if it were placed via BUY/SELL.
6. There is no way to know whether your (or anyone else's) existing order is fixed or floating price, we apologize for the inconvenience.

Coinshop

Coinshop seeks to be the leading provider of coins at affordable prices, and to gain the coins, it needs to buy them as well. At present, out of the 190 gold coins existing, 180 have a bid(s) by Coinshop, and 10 are in active marketing (sort the GOC by year-newest, you will see many nice new collectible mintages at 10-50% markups, which is nothing as gold is so cheap as it is). In addition, 103 historical coins currently have an ask(s) by Coinshop. Only 13 coins are completely without ask, mostly unopened series of 1600 popular minting round, and CRxxxxE coins whose complete mintage of 20 is owned by a single character.

Popular minting round of 1700

Well for once it is good to be early and announce that everyone has the right to mint a custom gold coin of their own every 100 years, next time in 1700. The mintage needs to be 7 coins minimum and weight 3 CKG minimum; if anything causes the coin to be of lower #exists, it will be transferred to GOM, which does not qualify for coin collecting scripts.

Gold collecting contest due in 1650

We had collecting crazes in 1600 and 1625, so why not in 1650 as well! Therefore, the stock market competition is cancelled in lack of interest, and gold collecting contest opened instead. Rules:

- No participation fee, in fact everybody participates automatically
- Everybody gets a prize based on the modified formula from the stock market competition
- Prize pool is seeded by Coinshop donating 100 mil; oldtimers are very much encouraged to donate as well, because it is very paramount for us to get the gold investing habit in the new players as well (please send M or valuables to "430")
- To encourage new characters to jump in, even with lesser means, the Houses from 1300-1400s get their prize 1-fold, the ones from the 1500s get it double and the new characters born in the 1600s get theirs 4x!!
- The basic evaluation for goodness of the collection is "number of different GOC items owned" but getting full series or sub-series around any criterion will qualify for nice bonuses!

Coin Grading

Starting after 1650 (the earliest), against a small spend of SCI, it is possible to grade a coin you own. The system promotes it to a rank of (1)Gem, (2)Nice or (3)Basic (probabilities are 10%, 30%, 60%). In the later collections, it will be a source of lasting fun to try to source not only all the coins but in the nice condition as well Smiley
newbie
Activity: 10
Merit: 0
Freemasonry is happy to announce a new service to the builders and factory owners of CryptoTown.
Being the first corporation in-game to reach 500 workpoints threshold, it now has enough volume so that it has become able to offer services on leasing labor.


The goal for leasing workpoints to players is to give an easy time for people that merely want to run factories and/or create BLD for a small profit.

By default Freemasonry's workpoints have been bound to S-FMBC which each entitles for 25 WP production. The S-FMBC is a permanent leasing agreement between Freemasonry and the owner. Trading / consuming the item is permitted. Freemasonry may only own exactly or less S-FMBC than what the equivalent production is; there may not exists in total any more than this. S-FMBC is binding for as long as workpoints are used.

The regular terms for owning S-FMBC is that it generates annually 25 S-WP which are each equivalent for 1 workpoint. Every instance of S-WP is minus one workpoint from Freemasonry (c_id 385). S-FMBC is taxed for the average upkeep +5% and during a reductive moth event, the damages are shared between S-FMBC holders.

S-WP is a representation of using managers, assistants and workers from Freemasonry for one workpoint. The default production of the item is used for BLD (You don't need to send any message about this). If you wish to use S-WP for factories, then sending a message or consuming the item with a message to Rakshasa ingame will re-direct the use to the correct source.


S-WP is ALWAYS spoil 100 after it has been used in production.


You are free to combine S-WP with the existing workpoints from your workers/assistants/managers in factories, quarries or BLD production.

Disclaimer for counties: S-WP may not be used for PRE points and it can be only used to Quarry STO-1. STO-2-X cannot be quarried with S-WP as it is local workforce in Cryptotown.



-----------------
The current cheapest bids for S-WP for the weekend's production is only 1,140,000 for one workpoint. For the default BLD conversion this would give BLD at a price of 9,500 per unit. (120 per WP).

There are also two S-FMBC listed for 125,000,000 m each and 50 S-WP have been reserved, if they become purchased. Please note that the S-WP price for 50 units have been added up to the price.

S-FMBC upkeep cost is substantially lower than regular ASS-1, WOR-1, MGR-1 NPCs. And the general idea is that the amount of money being paid for the upkeep remains as low as possible, without any drastic changes. When managing a smaller amount of NPCs the spoil can disrupt the upkeep cost and keeping a constant upkeep cost is impossible.

Initially, Freemasonry must own at least 50% of the S-FMBC. This is for acting as a buffer, if a statistical super-moth would strike out and wipe over half of the NPC population.
donator
Activity: 1722
Merit: 1036
Proride, this was a bug, and the 4 logs you pointed out have been reverted.

Sorry about that. The bug is said to be fixed now.

The CKGBUY/CKGSELL which will soon be announced, have been in live testing. Otherwise, this bug is fixed, and also its results are reverted (made null).

The reason that you have been a counterparty in any trades whatsoever, is because you have placed orders. The CKGSELL/CKGBUY commands adjust the prices of orders only if they have been placed with the said command.
legendary
Activity: 1276
Merit: 1001
Proride, this was a bug, and the 4 logs you pointed out have been reverted.

Sorry about that. The bug is said to be fixed now.

legendary
Activity: 1276
Merit: 1001
This is the same item for both transactions, a buy and a sell, and both for the same price (2.5mil per coin). This means you'd have had to have both a buy and a sell order at the same price, and that isn't possible at the same time I think. So some kind of bug. I will ask PJ.
sr. member
Activity: 367
Merit: 255
Hello!
I didnt play 22.05 but there is operations in my acc
what does it means?
http://www.imageup.ru/img71/2438272/bsog.jpg.html

Did you have any buy/sell orders on agora marketplace?

Yes, I had. But where can I see what was baught or sold?
And there was no command sellckg or buyckg written by me!!!

Those are gold coins in the graphic--anything starting in "cr" is a gold coin afaik. So did you have bids up for coin "cr1602e"?

What the image you posted is showing is that you bought 4 cr1602e from the coinshop at a 10mil total and 10 cr1602e from the coinshop at a 25mil total.

1) 261045: NewCorp (60) gave proride (33) 1 nc1600c (ty, but why?)
2) 261729: Coinshop (122) sold to proride (33)  10 cr1602e (no, I didnt do that!)
3) 261730: proride (33) sold to Coinshop (122) ... what?? for 25,000,000 (cant understand this operation)
and so on.. as result im whithout money)))

1. I believe anyone with NewCorp shares was given the coin.
2. You're absolutely sure you didn't have any bids up? Did you use the new gold buying/selling feature?
3. See 2

The "sellckg/buyckg" is new to me and makes me wonder if it was the new market command for ckg that caused the selling and buying.
No, not absolutely, but not for coins and not with this new commands..
legendary
Activity: 1750
Merit: 1036
Facts are more efficient than fud
Hello!
I didnt play 22.05 but there is operations in my acc
what does it means?
http://www.imageup.ru/img71/2438272/bsog.jpg.html

Did you have any buy/sell orders on agora marketplace?

Yes, I had. But where can I see what was baught or sold?
And there was no command sellckg or buyckg written by me!!!

Those are gold coins in the graphic--anything starting in "cr" is a gold coin afaik. So did you have bids up for coin "cr1602e"?

What the image you posted is showing is that you bought 4 cr1602e from the coinshop at a 10mil total and 10 cr1602e from the coinshop at a 25mil total.

1) 261045: NewCorp (60) gave proride (33) 1 nc1600c (ty, but why?)
2) 261729: Coinshop (122) sold to proride (33)  10 cr1602e (no, I didnt do that!)
3) 261730: proride (33) sold to Coinshop (122) ... what?? for 25,000,000 (cant understand this operation)
and so on.. as result im whithout money)))

1. I believe anyone with NewCorp shares was given the coin.
2. You're absolutely sure you didn't have any bids up? Did you use the new gold buying/selling feature?
3. See 2

The "sellckg/buyckg" is new to me and makes me wonder if it was the new market command for ckg that caused the selling and buying.
sr. member
Activity: 367
Merit: 255
Hello!
I didnt play 22.05 but there is operations in my acc
what does it means?
http://www.imageup.ru/img71/2438272/bsog.jpg.html

Did you have any buy/sell orders on agora marketplace?

Yes, I had. But where can I see what was baught or sold?
And there was no command sellckg or buyckg written by me!!!

Those are gold coins in the graphic--anything starting in "cr" is a gold coin afaik. So did you have bids up for coin "cr1602e"?

What the image you posted is showing is that you bought 4 cr1602e from the coinshop at a 10mil total and 10 cr1602e from the coinshop at a 25mil total.

1) 261045: NewCorp (60) gave proride (33) 1 nc1600c (ty, but why?)
2) 261729: Coinshop (122) sold to proride (33)  10 cr1602e (no, I didnt do that!)
3) 261730: proride (33) sold to Coinshop (122) ... what?? for 25,000,000 (cant understand this operation)
and so on.. as result im whithout money)))
legendary
Activity: 1750
Merit: 1036
Facts are more efficient than fud
Hello!
I didnt play 22.05 but there is operations in my acc
what does it means?
http://www.imageup.ru/img71/2438272/bsog.jpg.html

Did you have any buy/sell orders on agora marketplace?

Yes, I had. But where can I see what was baught or sold?
And there was no command sellckg or buyckg written by me!!!

Those are gold coins in the graphic--anything starting in "cr" is a gold coin afaik. So did you have bids up for coin "cr1602e"?

What the image you posted is showing is that you bought 4 cr1602e from the coinshop at a 10mil total and 10 cr1602e from the coinshop at a 25mil total.
sr. member
Activity: 367
Merit: 255
Hello!
I didnt play 22.05 but there is operations in my acc
what does it means?
http://www.imageup.ru/img71/2438272/bsog.jpg.html

Did you have any buy/sell orders on agora marketplace?

Yes, I had. But where can I see what was baught or sold?
And there was no command sellckg or buyckg written by me!!!
legendary
Activity: 1750
Merit: 1036
Facts are more efficient than fud
Hello!
I didnt play 22.05 but there is operations in my acc
what does it means?
http://www.imageup.ru/img71/2438272/bsog.jpg.html

Did you have any buy/sell orders on agora marketplace?
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