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    Author Topic: Crypto Kingdom - 1991 Retro Virtual World(City)  (Read 632760 times)
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    rpietila (OP)
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    May 24, 2016, 08:50:36 PM
    Last edit: May 24, 2016, 09:56:29 PM by rpietila
     #3581

    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.

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