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Topic: Crypto Kingdom Game Design (Read 9449 times)

hero member
Activity: 763
Merit: 534
March 16, 2023, 05:10:24 AM
#84
Double bump...

Bump.

If anyone is interested, I would like to sell the following domains related to this project:

cryptokingdom.me
cryptokingdom.com
cryptokingdom.gold


The .me domain was the original one Risto used, and I had to acquire the .com on the secondary market since he didn't think to register it when he started the project.

Additionally, I am willing to sell the complete game database and source code. The code is nothing fancy at all. Actually you'll be shocked at how bad it is considering how much Risto spent on it. But someone could possibly use the database and historic price data to create NFTs or a reboot or something. I mean there are some insane levels of "proof of burn" or "proof of value" to Crypto Kingdom items, considering items as pointless as unicorns went for 1000+ XMR in the past.

The database also has user email and account information, so if you wanted to airdrop assets to old users, it is possible for those that included a way to recover their accounts.

Please contact me via direct message if interested.


hero member
Activity: 763
Merit: 534
March 14, 2022, 12:19:06 AM
#83
If anyone is interested, I would like to sell the following domains related to this project:

cryptokingdom.me
cryptokingdom.com
cryptokingdom.gold


The .me domain was the original one Risto used, and I had to acquire the .com on the secondary market since he didn't think to register it when he started the project.

Additionally, I am willing to sell the complete game database and source code. The code is nothing fancy at all. Actually you'll be shocked at how bad it is considering how much Risto spent on it. But someone could possibly use the database and historic price data to create NFTs or a reboot or something. I mean there are some insane levels of "proof of burn" or "proof of value" to Crypto Kingdom items, considering items as pointless as unicorns went for 1000+ XMR in the past.

The database also has user email and account information, so if you wanted to airdrop assets to old users, it is possible for those that included a way to recover their accounts.

Please contact me via direct message if interested.

hero member
Activity: 763
Merit: 534
December 20, 2017, 08:09:06 AM
#82
.
hero member
Activity: 763
Merit: 534
April 05, 2017, 10:54:58 PM
#81
Posting this here as it seemed more fitting.

To make markets more followable, understandable and chartable, there is work to be done. Such as adding a price column to trades. For trades that execute in multiple prices it is more complicated, but maybe it could be done so that it shows volume weighted average price. Also, adding API access to query change log and/or trade log would be great for the nerds out there.

Have to agree on this point. It was one of the main items I mentioned in an earlier "wish list" post of mine [shared below]. I get the double entry changelog system, but it is very foreign to new players and most don't want to manually do the math to see what items sold for via in-game currency M before.

Enchanced Agora GUI:
The trading engine is very elegant, but I feel that getting it more on the level of Poloniex/Bittrex when it comes to charts and graphs could be helpful. Sort of like what CK Jester was trying to do, but with clearer analytics. While they don't get as much volume anymore, I always felt Bittrex had more useful charts than Poloniex or other sites. Timeline with historical candle and volume charts. Order book depth. And ownership distribution. Graphical assets would be pretty easy to obtain from places like Envato.

Trollbox:
Self explanatory. Accessible within the website and perhaps linked up to IRC in some way.

3D Map/Buildings:
I'm not saying go crazy at this point with graphics and adding real-time player navigation. I actually think CK is going about the whole "world" building smartly in that graphics can be a timesink that do not contribute to game depth (just look at all the "pretty" games out there that fail to capture attention). However, was looking at the Gilded Goose build in Minecraft that's available on the news board and have to say, I think at least setting up the game logic so that we can see exterior, block-based, static graphics would be a good move.

I already see something like this with the "future building editor" available on lot details pages, but I am curious if there is a way to take information from "edit lot" and "building editor" pages and just have a very basic block-based world. Again, don't need interiors, just mainly walls, windows, roofs, and whatever that can be standardized. Pick some block graphics to represent the different building materials. Would make for a killer impression on the game world/map if viewers could "explore" this static 3D world. Could even utilize one of the many open source Minecraft codebases for the graphics side.

Quests Rambling:
Don't know if you ever played "Majesty," but in that game, you were the ruler of a kingdom and rather than directly controlling your troops/characters, you set up "bounties" for them to do things like explore, attack, etc. They then returned to your kingdom and spent their earned money on weapons, potions, etc.

It was unique as usually in RPG games, you go around the world and take quests and the like based on how the game has been designed. Imagine if we had something where all the quests, merchants, etc. eventually are "owned" or "controlled" by real players. So if you think of a game like WoW, that first NPC that gives you a quest and buys goods isn't just "there" but instead part of a complex financial world. Not sure what you have in mind for quests (I'm sure it's better), but just some thoughts...
hero member
Activity: 770
Merit: 500
November 27, 2016, 11:19:35 PM
#80
A lot of this does not make sense to me and a lot of it is not in the game. Like action points ?? Where are those ? Where is my happiness level ? How do I see my health ? When must I eat ? When must I have my health from eating up high ? It decreases 2% per day so when does it end ? How does it work ?

Start by reading:
Princess Roopatra's Beginners' Guide to The Health Challenge

and

Princess Roopatra's Advanced Guide to The Health Challenge

(Keep in mind this is the original design of the health challenge.)

Then reread the last post about The New Challenge.




Ok thank you very much but damn that is a lot to go through but I will go through it later today. Thanks for helping me. It's not so easy finding info for this game and its very complex. I do enjoy the whooenidea of the game and having ot as an investment. It is fun.
hero member
Activity: 649
Merit: 500
November 23, 2016, 09:43:51 AM
#79
A lot of this does not make sense to me and a lot of it is not in the game. Like action points ?? Where are those ? Where is my happiness level ? How do I see my health ? When must I eat ? When must I have my health from eating up high ? It decreases 2% per day so when does it end ? How does it work ?

Start by reading:
Princess Roopatra's Beginners' Guide to The Health Challenge

and

Princess Roopatra's Advanced Guide to The Health Challenge

(Keep in mind this is the original design of the health challenge.)

Then reread the last post about The New Challenge.


hero member
Activity: 770
Merit: 500
November 23, 2016, 09:23:40 AM
#78
A lot of this does not make sense to me and a lot of it is not in the game. Like action points ?? Where are those ? Where is my happiness level ? How do I see my health ? When must I eat ? When must I have my health from eating up high ? It decreases 2% per day so when does it end ? How does it work ?
legendary
Activity: 1750
Merit: 1036
Facts are more efficient than fud
September 19, 2016, 11:37:43 PM
#77
TESTNET:

Shouldn't a BUY ITEM prompt come up in building if you are short on materials or BUILD points?
full member
Activity: 260
Merit: 105
A Lingering Ghost
September 15, 2016, 04:49:33 PM
#76
In favor - thank you for all the hard work both Risto & Crichton, and others involved in sketching this into being!
donator
Activity: 1274
Merit: 1060
GetMonero.org / MyMonero.com
September 15, 2016, 05:53:25 AM
#75
I've read through the constitution, and whilst some of it goes over my head (I'm just a pony, after all) I'm broadly in agreement of it, and I think that it will provide a good framework for the game to move forward. Thank you for your work and effort on it, Risto!
legendary
Activity: 1750
Merit: 1036
Facts are more efficient than fud
September 14, 2016, 10:40:00 PM
#74
What are the design plans for chat? Will MODS be enacted to control SPAM output? Will MODS (if enacted) be volunteer or paid rank? With all the COINS being offered, it should prove interesting on how to define and process them...

Can a player make a SHIELD that absorbs HP from lesser players who are unprepared for a DERAGON event--
legendary
Activity: 1750
Merit: 1036
Facts are more efficient than fud
September 13, 2016, 09:26:09 PM
#73
 Smiley ^

So yesterday I asked the most obvious question to a co-worker (20, attractive, female: would she play?), "What would you do in the game?" Her reply surprised me: she wanted to play as a Viking, rain havoc from the skies with her dragon, kill peasants for their gold and run a small contingent of warrior-bandits from her lawless castle--

How was countryside defined: Free-roam, all items available for GIVE and THEFT, KILL resulted in property TRANSFER, Nobles could create BOUNTIES (but they would be held to the same Wild-West Rules), also SEAS were open to these same rules, so pirating became an option. I made sure that she knew that HELP was just a CALL away and MAGIC might be used to gain advantage--i'm assuming she was visualizing actual graphics, but to what degree of development was never specified. Back in the day, Zelda graphics provided enough graphics to entertain general audiences, so that might be a good starting point.

The Counties, in my simplest definition, are Franchise-Kingdoms that let us explore different rules and features. When playing that aspect, my goal was to gain PRE at an efficient pace, see how others used new powers as they were granted, measure whether the payoff could exceed time and investment (effort), mainly it required someone with limited resources being able to compete with larger budgets, the real test for the future is: how much hegemony can a County achieve, can this hegemony break free the game without breaking the game, or do we put controls in place to make this near impossible--which would likely stress the game (bit-monero)....

Economics aren't my strong suit, but will read up and see if I can't learn that aspect. As far as strategy goes, whatever allows for quick adaptability, will have the necessary elements to allow for flanking and out maneuvering. Two tactics were particularly effective against superior Roman shock troops--mounted cavalry and mob attacks while Romans were on march--one requires well-trained forces with capable horses, while the other requires knowledge of terrain, capable strike force, and the element of surprise--think of Counties as agar.io and you'll see simple and effective tactics for quick growth, splits, and re-emergence.

humbly submitted,

hmc_
donator
Activity: 1722
Merit: 1036
September 13, 2016, 04:53:32 AM
#72
Is 100,000,000 ck days figure correct or does ck days not mean game days of 365 per 1 real week?

Yes, it is correct, and thought out. The definition of CK-days means "number of CK items owned multiplied by the number of realdays of owning them". It could be changed to CK-years of course, scale the figures, and "year" would mean gameyear.

Quote
As far as the board #: 3 would need a total majority, 4 would need 3 of 4, 5 would need 5 of 5, 6 would need 5 of 6, 7 would need 6 out of 7,  8 would need 6 and 9 would need 7 to get to the 75% mark--so my question is "do you want a small board or a big board and can that size be changed later if there is stagnation?" Not that stagnation is bad when things are going well...but more so, when times are tough, is self-preservation going to be a potential drag on the in-game economy?

Board does not have supermajority rule, it is only in General Meeting and only when the rules are changed.

Quote
Will rules/laws governing tax be negotiable if there is a non-reciprocating rise in the value of XMR--in a civil manner ? And if not, are any means made available to manage this potential in the present, or near-term future, within the context of the financial tool-kit. I think you covered this to some degree in IRC yesterday, but with so many ideas being discussed, it's tough for me to remember if this was among them.

We will have the "deflation adjustment" called GSL coefficient, which directly affects the NPC salary level, and indirectly to everything that is produced in the game. If you want to have a financial contract that is denominated in GSL-adjusted XMR, you can do. If you want it in hard XMR, you can do.

In the 1970s the governments needed to issue securities whose value was shielded from inflation so that anyone would buy them. Here we have the opposite problem!  Cheesy

Quote
Senate is interesting in how it will be arranged. CK (the asset) already seems represented in the Board's makeup, so perhaps a mix of CK and land holdings?

The Senate might have an online chatroom always open. In my proposal, all Earls may attend Senate, but when it is time for voting, determining the votepower is not simple. In my thinking about fairness/functionality, the optimum would be votepower based on wealth and activity. These are the direct determinants of character level, though. Should it be based on level? If wealth is used, then I am trying to get an automatic calculation of CK-days. This will make the owning of CK important in every rank, and that is very very good from the

To shock you, the system is economically quite similar to Masternodes in Dash, but here it would not be limited to big holders. And that here the total time owned is important. Also the "deep holdings of time" only start to accrue now, as CK was only created now.

My thinking has always been that the King rules the countryside via the Earls, with little interference from the Senate that is based in CryptoTown (used to be called "Town" remember Wink ). So not sure if the fiefholders should enjoy over-representation in Senate.

Quote
People should always have a piece of earth to call their own and be able to count that as a blessing for themselves, but also for their heirs--who should inherit the game with a personal stake in its growth and continued development. To add to this, the building features should invite a level of personalization that carries with it a sense of community and status.

We have the urban land and its buildings feature, and the land not used for buildings, will be able to be used for lot improvements. Also building appearance is detached from its stats for more degrees of freedom.

All new players would be allocated their very own tiny lot, 100 or even 50 sqm, so that they can start building their homebase.

In the countryside, I am thinking of having a modular building "tree" that would allow anyone to start their farm, which would grow to be a manor, and maybe even a county seat (town). This process would be with clear economic rules, and would involve lots of time and energy (and money) to get there, and would also be subject to risks that are completely so much higher and more varied in the countryside.

Quote
PRE  - - I'd like to rearrange this so it's more automated, depends less on time intensive RPG tasks, has an element of real-time-battle-simulation, and gives the right of ownership to the counties leadership to sell or trade as they see fit--of course a negotiation program could alter each arrangement to better suit the demands of the real world...

The more counties become economic entities, the better defined need the calamity rules be. It is difficult to define roleplaying and storytelling beforehand in economic terms. In my belief as the GM, the right limit goes exactly where it has been so far - ownership of CK item and urban land is guaranteed (respected by all powers, just like usually you did not lose your townhouse just because of occupation during the European wars). But fiefdoms will be subject to change, and everything you build on the countryside (or in the town), may be eaten by fire, and if you just had built or bought it at a great cost - bad luck for you. Hopefully you had insurance.
legendary
Activity: 1750
Merit: 1036
Facts are more efficient than fud
September 13, 2016, 12:47:40 AM
#71
 Cheesy ^ Looks good. A few minor items

Is 100,000,000 ck days figure correct or does ck days not mean game days of 365 per 1 real week?

As far as the board #: 3 would need a total majority, 4 would need 3 of 4, 5 would need 5 of 5, 6 would need 5 of 6, 7 would need 6 out of 7,  8 would need 6 and 9 would need 7 to get to the 75% mark--so my question is "do you want a small board or a big board and can that size be changed later if there is stagnation?" Not that stagnation is bad when things are going well...but more so, when times are tough, is self-preservation going to be a potential drag on the in-game economy?

Will rules/laws governing tax be negotiable if there is a non-reciprocating rise in the value of XMR--in a civil manner ? And if not, are any means made available to manage this potential in the present, or near-term future, within the context of the financial tool-kit. I think you covered this to some degree in IRC yesterday, but with so many ideas being discussed, it's tough for me to remember if this was among them.

Senate is interesting in how it will be arranged. CK (the asset) already seems represented in the Board's makeup, so perhaps a mix of CK and land holdings? People usually fight for land in a way they wont fight for their financial instrumentation--we are essentially running a VR world with VR land as its main feature, so it only follows that how people rate their VR lives would be similar to how they rate them in the real world. People should always have a piece of earth to call their own and be able to count that as a blessing for themselves, but also for their heirs--who should inherit the game with a personal stake in its growth and continued development. To add to this, the building features should invite a level of personalization that carries with it a sense of community and status.

To Gamers (starting at PRE, is also for CEO's consideration, as well as being a discussion topic for Gamers):

The rules and laws look very well thought out and should allow for some interesting game-play. It's easily the most complete (and complex) strategy game I've come across and provides different levels of game play that match personal style with the ruthless efficiency of the modern corporation--time management and risk analysis make the game modern, feature rich and slightly addictive. Your level of play and commitment are up to you, the PRE game is where I started, it requires you manage a county's finances, it's armies, and its politics--you decide if you will be kind or merciless, aggressive or passive, fool-hearty or shrewd, and through those choices, and making it work economically, you acquire PRE. PRE determine your freedoms to rule, the more PRE you have the more Liberty you are granted in determining how your county should be ruled. I'd like to rearrange this so it's more automated, depends less on time intensive RPG tasks, has an element of real-time-battle-simulation, and gives the right of ownership to the counties leadership to sell or trade as they see fit--of course a negotiation program could alter each arrangement to better suit the demands of the real world...


donator
Activity: 1722
Merit: 1036
September 12, 2016, 01:19:47 PM
#70
CK Founding Document A.D. 1647 - Rules V.2.0 (working copy)

. Preamble

(edit the earlier "TOS" document)

I General Meeting

The General Meeting of CK holders is called, if:
- the Board so wishes, or
- the owners of 10% of the outstanding CK so demand from the Board for any reason. If the Board does not promptly respond with practical arrangements, it may be held nevertheless.

The General Meeting with its agenda must be announced 7 realdays in advance.

The General Meeting may:
- Change the Documents with a simple majority;
- Change the Founding Document with a 75% majority;
- Decide the number of Board members, which has to be 3-9;
- Appoint the Board members, so that each faction of votes gets to appoint members in proportion;
- Determine the compensation of Board members.

II Board

The Board determines the strategy and oversees the progress of CK project.

The Board may:
- Appoint a Chairman from among the members;
- Appoint a CEO and decide her compensation;
- Determine the CEO powers and responsibilities;
- Appoint a GM and decide her compensation;
- Determine the GM powers and responsibilities.

III Project Team

The Project Team is the organisation consisting of full and part time professionals, designs, develops and hosts the game, and overall provides the means for hosting the gameworld.

Project Team is lead by the CEO, who appoints other people and decides their compensation. CEO is responsible for conducting the operations in an effective and efficient manner.

IV Admin Team

The Admin Team is the link between Project Team and the gameworld. Admin Team conducts the operations that ensure the functioning gameworld, they are "gods" of the world, and decide how the events in the world are solved.

Admin Team is lead by GM, who appoints the other admins and decides their compensation. GM is the supreme judge of the state of the gameworld and ingame disputes.

For brevity, Admin Team is abbreviated by "GM" from now on.

V Gameworld

The gameworld is the virtual existence of land, things and ideas in the game.

VI Kingdom

The gameworld is in a geographical sense divided to Powers, of which Crypto Kingdom is one, and possesses an area bounded by other Powers. Mostly all gameplay happens inside Crypto Kingdom. GM plays the other Powers.

"Crypto Kingdom" or "CK" may refer to either the whole construction of this game, or the part of the gameworld claimed or possessed by the King, or to the ingame item CK - Crypto Kingdom, which is the vote and dividend bearing stock of the whole construction.

VII King

King is the highest level and position in CK. Normally there is only one King at a time. The King administers the whole kingdom and has the ingame account #1: Crown, in addition to likely many others.



VIII Senate

The Senate is a collegium of prominent






X Levels

There are several levels a house may attain. The levels may be gained in different ways. The right to Titles is separate from levels, so it is possible to have a higher level than any of the titles, but also other way round. It is also possible to be demoted in level, which usually happens with reorganisations.

20 King
19 Archduke
18 Grand Duke
17 Duke
16 Prince
15 Marquess
14 Earl
13 Viscount
12 Baron
11 Baronet
10 Knight
9 Grand Wizard
8 Doctor
7 Wizard
6 Master
5 Expert
4 Novice
3 Beginner
2 Stranger
1 Visitor

The levels from 1...7 are system-administered and level-up will happen based on playing.
Levels 8...9 are commoner bonus levels that must be applied, and a ratified by Senate.
Levels 10...13 are minor nobles, and are appointed by peers on their own right.
Levels 14...19 are appointed by the King, but can also be claimed by owning enough CK for enough time.
Level 20 may only be gained by becoming the King and holding the position enough for GM to recognise it.

Level-up in commoner levels is free of charge.

The exact rules governing the level-ups in noble levels, and the mandatory stamp tax charged by the game, are as follows:

20 King. The successor of a deceased king is in the same house. King may also abdicate in favor of another house. However, kingdom can be challenged by military might or deception, in which case GM events ultimately rule who is the King. Only GM also grants the King level, which stays with the ex-kings (their houses become permanently Royal). Tax 50 mil.

19 Archduke. The King may only create Archdukes after his 10 years in power. Alternatively, 300,000,000 CK-days are needed for self-promotion. Also, a new recognised king is promoted Archduke first and gains King level only after GM-imposed trial period. The number of Archducal houses may not exceed the number of extant Royal houses. If abdicating in favor of an Archduke, no new Archduke may be created in connection. Tax 50 mil.

18 Grand Duke. The King may create Grand Dukes only from Dukes that have been on the level for 10 years, and so that the number of extant Grand Ducal houses is maximum 1/4 that of the total number of Ducal and Grand Ducal (L17-L18) combined. Alternatively, 100,000,000 CK-days are needed for self-promotion. Tax 25 mil.

17 Duke. The King may create Dukes so that the number of Ducal houses (L17) is maximum 1/4 of the number of extant counties. Alternatively, 30,000,000 CK-days are needed for self-promotion. Tax 10 mil.

16 Prince. The King may create Princes so that the number of Princely houses (L16) is maximum 1/2 of the number of extant counties. Alternatively, 10,000,000 CK-days are needed for self-promotion. Tax 10 mil.

15 Marquess. The King may create Marquesses so that the number is at max the same as the number of extant counties. Alternatively, 3,000,000 CK-days are needed for self-promotion. Tax 5 mil.

14 Earl. The King may create Earls so that the number is maximum 2x the number of extant counties. The holder of a county must be created Earl. Alternatively, 1,000,000 CK-days are needed for self-promotion. Tax 3 mil.

13 Viscount. Landed Peers may appoint Viscounts, but only so that one Viscomital house is extant per county (it is possible to appoint a new one only after the previous one has been created peer by the King. Tax 2 mil.

12 Baron. All Landed Peers may grant Baronages up to the limit determined by their county stats, plus King at will. Alternatively, 300,000 CK-days are needed for self-promotion. All Baronets are also promoted to Barons after maximum 10 years. Tax 2 mil.

11 Baronet. Becoming a Baronet requires purchasing a BT-item directly from the King, and becomes subject of the King. No system tax.

10 Knight. All peers may create Knights at will, and these become subjects of the peer. Tax 1 mil.

The tax is subject to changes in GSL (General Salary Level, closely tied to XMR price in fiat currency). In leap-promotions, all stamp taxes accumulate.



XII Judges

Senate appoints judges.




XIII Documents, Rules, Laws, Proclamations, Bylaws, Decisions, Orders, Rulings

Documents govern the systemic function of the game. Only the General Meeting may amend Documents.

Rules are practical mechanisms and boundaries along which the gameworld operates. Rules are decided by the GM, but they may not be in disagreement with Documents. There is no appeal however, except by calling a General Meeting.

Laws are passed in the Senate. Laws may only affect the happening inside the gameworld. The difference between a Rule and a Law is that a Rule may stipulate that an unpinned farm yields 1,000*VEG. A Law may say that 10% of that must be given to the Town for the upkeep of roads. Rules are enforced by the system, but laws are not. So the VEG will be created if the rule says so, but the law must be obeyed voluntarily. If not, there are means of punishment though.

Proclamations are the King's tool of reigning. They are similar to laws, but often appeal to the voluntary spirit of the audience.

Bylaws apply to members of a certain group, so that membership in the group is voluntary, for example a guild may have bylaws.

Decisions refer to agreement in a body.

Orders (in this context, there are also Chivalric Orders with the same name) may be given by anyone who has authority. An order applies to a specific case, and is therefore supplementary to a law or proclamation, which deals with general principles. A lawful order requires the recipient to be a feudal subject of the giver. A successful order includes mechanism to punish the recipient for refusal to comply.

Rulings are decisions reached when there is a dispute. Depending on the situation, GM, Admins, Senate, King, Judges or Peers (alone, together, or in combination) may give rulings. The highest authority is GM, but she may refuse appeal, or institute a fee. Rulings, especially from higher authorities, form a case law.

XIV Dispute resolution

Disputes may be civil or criminal, and involve the system, or just the ingame entities.

Systemic criminal dispute (eg. character farming) is handled by the GM and may result in termination of account and damages reaching the value of it.

Systemic civil dispute (usually a claim that the world has acted against its own rules resulting in a loss to the player, or corruption of data) will also be handled by the GM.

Ingame criminal dispute (breaking the law) is handled by the judges.

Ingame civil dispute may be handled by anyone whom the parties agree to arbitrate. If not, by judges.



XX Senate

Senate inherits the former Town non-financial assets, in account #4: Town, and also the public responsibilities of the Town.

All peers may sit in Senate.



XXI Self-existing entities

Self-existing entity refers to an ingame non-systemic account that is not permanently owned by anybody (or this ownership is concealed), although the controller has wide powers of accumulating or disposing of assets, checked by the community only. Such accounts are:
#1 Crown (by the King)
#4 Town (by the Senate)
#49 Church (by whoever is in power)
Accounts that refer to a geographic entity, such as Counties (by whoever possesses them)

XXII Systemic accounts

The Project Team and GM operate the systemic accounts that host the game funds. The game does not have external funds, all its assets are in the game.

XXIII Player accounts

Player accounts may be in the form of House (a clan, in the beginning consisting of a single character), or a Foreign-Owned-Corporation (FOC), which enables presence in the game without a character and responsibilities to play.


XXIV CKIP marketing incentive plan

XXV CKFUT playing incentive plan

Under CKFUT, new players in the game receive delayed CK items, "CK futures". The futures are converted to free-trading CK upon expiration, at no cost. The conversion requires that the player has played the game actively during the maturity period (this will be defined with precision), and that she has enough CK on her own to match the new CK to be converted. In practice, since the maturities differ, it is enough that the player purchases some CK to redeem the first batch, and then holds.


donator
Activity: 1722
Merit: 1036
September 12, 2016, 10:05:45 AM
#69
Zechariah: General Meeting of CK holders has the following functions:
[5:53pm] Zechariah: - makes the rules of the “system”
[5:53pm] Zechariah: - nominates the Board
[5:53pm] Zechariah: Board has following functions:
[5:54pm] Zechariah: - oversees the overall development
[5:54pm] Zechariah: - nominates the CEO
[5:54pm] Zechariah: - nominates the GM
[5:54pm] Zechariah: - and sets their pay
[5:54pm] Zechariah: CEO has the following:
[5:55pm] Zechariah: - practically handles or recruits people to handle: design, development, hosting, finances, marketing, legal and such
[5:55pm] Zechariah: GM has the following:
[5:55pm] Zechariah: - conducts the game
[5:55pm] Zechariah: - supreme authority in ingame disputes and disputes between system and player
[5:56pm] Zechariah: - coordinates the admins, who help him in this
[5:56pm] Zechariah: The other layer is the ingame things.
[5:56pm] Zechariah: There, Senate is the collegium of all prominent players
[5:56pm] Zechariah: They:
[5:56pm] Zechariah: - make laws
[5:57pm] Zechariah: - appoint judges
[5:57pm] Zechariah: - inherit the Town buildings and ingame items (excl finances that pass to the system)
[5:57pm] Zechariah: King may be changed by many peaceful and violent ways
[5:58pm] Zechariah: The outcome of revolutions is in the end a GM decision
[5:58pm] Zechariah: There will be interplay between King and Senate
[5:59pm] Zechariah: Because King can make “Executive Orders” that act as laws as well
[5:59pm] Zechariah: King gets his income from the royal house (Char#1: Crown)
[5:59pm] Zechariah: King can reign and govern his kingdom as he wishes
[6:00pm] Zechariah: Judges once appointed, are difficult to remove
[6:00pm] Zechariah: They settle ingame disputes, and may balance between King and Senate in case of disagreement
[6:01pm] Zechariah: So the whole game continues to be self-incorporated, but the roles are made clearer in the “system provider side” and CEO given power to handle matters efficiently
[6:03pm] Zechariah: and ingame, the roles of Senate(ex-Town), King, Church and perhaps other self-existing entities (by which I mean that they are neither corporations owned by other chars, nor FOC’s owned by the accountholder) will be more defined also, yet in a way that makes great and interesting possibilities for player actions.
[6:04pm] Zechariah: so that the GM, as a more separate authority than before, can solve them with less personal stake in the issue at hand.
legendary
Activity: 1750
Merit: 1036
Facts are more efficient than fud
September 12, 2016, 01:43:40 AM
#68
donator
Activity: 1722
Merit: 1036
September 11, 2016, 10:58:09 AM
#67
Somithing like a preamble to the Constitution could add to the flavor of the game--while they are only words--they serve as a symbolic refernece point, that may or may not, highlight the Libertarian and CryptoAnarchist's roots and aims of the game's origin. My guess is some may appreciate the nod more than others

Good that we agree.

Quote
Crypto Kingdom is self-incorporated. The supreme power is the General Meeting of CK Owners. The meeting nominates a Supervisory Board of 3-9 members. The SB appoints a CEO, who is in charge of everything related to the providing of the game, and reports to the SB according to how they see fit. Members of the SB need not be active players, some can be outsiders who provide perspective. --What is the path to board and CEO change? What, if any, are the rules regarding regular meetings, board disputes, changes of structure, ect...?

I am tentatively proposing that the governance in providing the world would be corporatic, ie. one share => one vote. This model is fair because the value of the voting CK items is about 100k XMR and the aggregate value of everything else in the game is only a fraction of that. If we tinker with the principle, it is likely that CK will not maintain its status as an interesting investment for the investor-minded. It is already the reality that the new players are not able to buy too much simply because it is so expensive. And tricks to distribute the ownership widely don't work: as long as it is given to players for free, they will just sell and buy something that is needed more, or withdraw.

The above issues can be tackled with delayed delivery, such as stock options that come to the player possession only after 1-2 realyears, and therefore encourage long-term play. The other way is to encourage small holdings as we did in the Ancient era with regressive dividend schedule.

The role of the SB is to help the CEO, who calls the shots regarding the project. SB would be nominated by either a "simple majority nominates all" or "1/9 of votes is needed to dominate one" model. The latter was used with Town Council, at least in letter.

The general meeting could be called if a percent (eg. 10%) of CK holders so demand. The board will appoint and remove CEO.

All rules that the CK holders decide (mainly to give protection to the players and limit their own power to increase player trust) should have a supermajority requirement, which could be for instance 2/3, 75% or 90%, or needing to have the majority in two successive meetings.

All this is very basic and used everywhere in corporate world. Having the World governance handled such, allows much more interesting ways to govern the ingame events.


Quote
--What is the path to Admin and GM change? What, if any, are the rules regarding regular meetings, disputes, changes of structure, ect...?

CEO appoints GM, who appoints admins. The work that the World does is administrative, so it is good to have clear command structure. If this principle is to be changed, it needs to be changed "at the source" - in the way how the General Meeting votes are allocated. Having multiple opinions in the administrative structure is not a good idea.


Quote
There is an Admin Board, --when does this board meet? What is its structure? Are there any protocals for dissent, disruption, time-management, ect...?

It is not important to address these matters in a constitutional level if it is agreed that the whole structure of admins is centralised under the GM, and that to the CEO and that to the Board and that to the General Meeting. I repeat that in this level, people get paid for their work so efficiency is important and they'll figure out the best ways according to situation.

Inside the game, it's totally different - playing happens for fun - as we'll soon see Smiley

King
The King is an important position because he exists regardless of the World (is not nominated by any shareholder decision). What the king does, we need to see in what level (A...C) he is operating. If he is purely in (C), the office becomes very much like how the player makes it.

To add interest, there could be a senate as well. Senate is reasonable to consist of peers (Earl+) but on the other hand, King appoints them!

One way is to make peerage depend on objective achievements, or at least be possible to be gained so. A method we were using earlier is "CKG-days" that makes holders of large amounts of CKG gain levels when they have owned it long enough (to prevent recycling).

In Clans, to get a fresher start, we could reset the levels (while allowing the House of rpietila in Tavastia etc. era levels and titles to be used as courtesy titles). This would encourage people to buy CK, or do other things that are requisites for levelups.

Today, the CK-days concept would translate to approx.: "To become an Earl, you need to own 50 XMR worth of CK for 6 months". Since CK costs 0.01 XMR each, we are talking about 5000*180 =~ 1,000,000 CK-days. This would be scaled to apply to all levels, and used as an alternative, or in connection with other possibilities for levelup.

The violent death / coup / civil war route is available as a GM action. Meaning GM is unable to initiate it but if someone calls for an event solver, it will be solved.

CK ownership and Urban Land will still be protected, since they are great value and allowing them to be robbed "legally" is not a good idea.

Quote from: me
(General Meeting of CK owners)
v
Supervisory Board, Chairman, CEO, staff  -  These handle the game project and are called (A)
v
Admin Board, GM, admins  -  These handle the upkeep of the game and are called (B)
v
Ingame meetings, King, nobles  -  These handle the ingame events and are called (C)

I still feel that this separation is important to be achieved. Playing the game becomes much more interesting when there is an "outside force" deciding the outcome of the events, even conceptually (since the General Meeting consists of players and even if CEO and GM may not be active players in the distant future, most of the admins will certainly be).

Ingame Judiciary could be made independent, so that changes on the throne would be less of a discontinuation. I would not be surprised to see a few admins doing double-duty as Judges also, because the skillset required in both jobs overlaps, and also at present we need everyone Smiley If so, the judges process need to be described.

The right to give Rules, Rulings, Executive Orders, and other Decisions, and how they supersede each other, need defined.

Quote
--Above I listed in bold questions and suggestions to current proposal. Also, can King appoint offices such as Queen and King's Hand? And create and confer power to Knight Orders? These would esstially act as permanent ingame workgroups or have specific tasks and be disbanded once complete--with special honors, titles, ect, going to the members. The document and power structure seem fine, but some details need fine tuning or expanded.

Historically, King had the following powers:

Quote from: rules
King's privileges are:

1. Receives the initial gold. <-- has been received
2. Receives the top crop of the land's produce (from Version 4: Economy onwards). <-- I have bought land and built farms and still own them
3. Initially owns (as a fief at least) the land in the Old Duchy (the city area and immediate surroundings) <-- This is recently given to the World
4. Appoints the nobles. <-- still exists
5. May grant titles etc. <-- still exists

In addition, king owns now somewhat massive royal buildings in CryptoTown, including of course the whole of Borough Versailles and the partially-built palace of 5,000 sqm.

So yes, king is a king and can do everything, except not change the Rules (that power belonged to Town Council and their appointed GM, and will be similar in the future).

As for the Laws, this is an important matter because the laws are an ingame thing, and therefore not the domain of the GM-Admin system.

Also ingame taxation is to be discussed. The World will make their collection from NPC upkeep as previously, and ensure that all counties that are not well protected will be burned to the ground soon. But whether king and nobles will tax or subsidy their subjects, is up to discussion.

I will also reply to your longer proposal and pick the salient points in my understanding.
legendary
Activity: 1750
Merit: 1036
Facts are more efficient than fud
September 11, 2016, 02:20:05 AM
#66
Document base of Crypto Kingdom

Founding document / TOS

I like the idea of the "TOS" to be somewhat "weird" as they currently are. The principle of "sovereign existence" (non-incorporation in the outside world) is essential to my vision of what is CK's place in the sun. As such, there is probably no need for a more fundamental document about principles, because they are words only, so can be written and adhered to voluntarily anyway as long as they are regarded important. Somithing like a preamble to the Constitution could add to the flavor of the game--while they are only words--they serve as a symbolic refernece point, that may or may not, highlight the Libertarian and CryptoAnarchist's roots and aims of the game's origin. My guess is some may appreciate the nod more than others

Our most recent complete Rules btw. are somewhat outdated.

Constitution

Crypto Kingdom is self-incorporated. The supreme power is the General Meeting of CK Owners. The meeting nominates a Supervisory Board of 3-9 members. The SB appoints a CEO, who is in charge of everything related to the providing of the game, and reports to the SB according to how they see fit. Members of the SB need not be active players, some can be outsiders who provide perspective. --What is the path to board and CEO change? What, if any, are the rules regarding regular meetings, board disputes, changes of structure, ect...?

There has to be a Gamemaster (GM) and a sufficient number of admins. Also all the corporate functions need to be handled. The CEO handles or appoints people to handle all these roles. --What is the path to Admin and GM change? What, if any, are the rules regarding regular meetings, disputes, changes of structure, ect...?

There is an Admin Board, consisting of senior admins. GM leads the activity here. Admins are needed both to carry out GM orders, and actively be available to address player concerns. --when does this board meet? What is its structure? Are there any protocals for dissent, disruption, time-management, ect...?

King passes on his power to the next king. The role of the King is to be an ingame character. There are also Nobles --With this being a game within the game role, I think it's essential to keep it within the confines of the ingame procedure: Oderly Succesion through Heir, Queen (same rules would apply for Queen as King once she takes office), or appointment by King through peaceful abdication; the King can forcefully be removed by Death, Coup, or Civil War. This seems more in line with RPG or strategy game rules and procedures.

(With a recent idea, King could have a term of eg. 10-15 years after which he nominates a successor, or there could be elections for King among princes. Also the possibility to remove the kingship by armed ingame rebellion should be an option.)

So, there would be the following structure of important activity centers:

(General Meeting of CK owners)
v
Supervisory Board, Chairman, CEO, staff  -  These handle the game project and are called (A)
v
Admin Board, GM, admins  -  These handle the upkeep of the game and are called (B)
v
Ingame meetings, King, nobles  -  These handle the ingame events and are called (C)


It is hard to grasp how the difference between GM and King would go in practice, since the roles have been merged. I am trying to do something like:

GM (via his admin system) decides how things are. Example, in a situation with changelog corruption, he may rule that certain trades are in effect, others not.

King (via his court system) decides how things should be. If the GM decisions are unacceptable from the player level, King can change them.

If the dispute involves the system, the GM will rule. The King cannot make flowers grow or money appear from systemic coffers, those powers are reserved for God, represented by GM. (And actually even GM cannot print M, and issuing more CK can only be done by Supervisory Board/CEO).


So we have 3 levels of powers, but these do not correspond directly to the "separation of powers" doctrine. Or to make them such, all 3 branches should exist in level (C), and levels (A)-(B) from the player character perspective would be Acts of God.

Ingame Judiciary could be made independent, so that changes on the throne would be less of a discontinuation. I would not be surprised to see a few admins doing double-duty as Judges also, because the skillset required in both jobs overlaps, and also at present we need everyone Smiley If so, the judges process need to be described.

The right to give Rules, Rulings, Executive Orders, and other Decisions, and how they supersede each other, need defined.


Accounts in the game can be:
- Clans (player accounts)
- Corporations (ingame institutions of various kinds, with ingame owners)
- FOC's (foreign owned corporations, ie investment accounts)

Clans and FOC's are controlled by whomever holds the access to the account. Corporations have a charter determining their ownership and control. They may have ingame stock listed as well.


Certain game items enjoy incorruptibility, which needs to be strictly defined, these are M, CK and urban lands (even the implicit rule in each of these is slightly different)

The items that enjoy protected and (nearly) unchangeable dividends, such as CK, land, and perhaps a few others, may be listed.


World finances
The World is what used to be called "Town", whose collection of funds from the game enables the (A)-(B) level staff to get paid and the game to continue. Also, an important part of the solidity of the game is that it is self-owned via item CK, and that one must be paid enough dividends to uphold its value.

The world collects its funds mainly via NPC salaries, and sales of stock/bonds, land and items. Apart from these, the gameworld runs on ingame items and their production and consumption, without too much need for money.

Having NPC is a prerequisite for doing anything great in the game, and land sales will become a bigger one as the previous unbounded lands of the King passed to World ownership.


TBD, as we agreed.



--Above I listed in bold questions and suggestions to current proposal. Also, can King appoint offices such as Queen and King's Hand? And create and confer power to Knight Orders? These would esstially act as permanent ingame workgroups or have specific tasks and be disbanded once complete--with special honors, titles, ect, going to the members. The document and power structure seem fine, but some details need fine tuning or expanded.
legendary
Activity: 1750
Merit: 1036
Facts are more efficient than fud
September 10, 2016, 12:51:08 PM
#65
As far as Game Play, a more Greek or Roman model might be better as those civilizations had world commerce flowing through them. The Greek archipelago model adds more hegemony, while the Roman model adds more intrigue and stability to the existing power structure.

In the Greek model, the Agememnon-King would be deposed by intrigue, by breaking a covenant/law, or by civil war. Or peaceful succession.

In the Roman model, the Caesar-King would require a rebellion, coup, war, or peaceful succession.

My real world views shouldn't interfere with the quality of the game play, so looking at your proposal, I think it can work as long as there are clear paths for change when it is necessary.
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