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Topic: The 48 Laws of power
ok, as many know, there are many people today in pirate craft who are deemed “powerful and wealthy” or just a pain in the ass. (aka horisa) but what this post is about is how over time, i have started to notice things have been changing in power from those who have it now, to the favors of others.
Now before you go on you will probably ask
WHAT IS THE 48 LAWS OF POWER
The 48 laws of power is a basic understanding and a set of guidelines of how one can get and or take power from others, especially those who are influenced by him. here are the 48 laws of power in order
Law 1: Never Outshine The Master
Law 2: Never put too Much Trust in Friends
Law 3: Conceal Your Intentions
Law 4: Always Say Less than Necessary
Law 5: So Much Depends on Reputation
Law 6: Court Attention at all Cost
Law 7: Get Others to Do the Work for You
Law 8: Make Other People Come To You Use Bait
Law 9: Win Through Your Actions – Not Argument
Law 10: Infection: Avoid the Unhappy and Unlucky
Law 11: Learn To Keep People Dependent on You
Law 12: Use Selective Honesty to Disarm Your Victim
Law 13: Asking for Help Appeal to People’s Self Interest
Law 14: Pose as a Friend, Work as a Spy
Law 15: Crush Your Enemy Totally
Law 16: Use Absence to Increase Respect and Honor”>Law 17: Cultivate an air of Unpredictability
Law 18: Isolation is Dangerous
Law 19: Do Not Offend the Wrong Person
Law 20: Do Not Commit to Anyone
Law 21: Play a Sucker to Catch a Sucker
Law 22: Surrender Tactic: Transform Weakness into Power
Law 23: Concentrate Your Forces
Law 24: Play the Perfect Courtier
Law 25: Recreate Yourself
Law 26: Keep Your Hands Clean
Law 27: Create a Cult: Play on People’s Need to Believe
Law 28: Enter Action with Boldness
Law 29: Plan all the way to the End
Law 30: Make Your Accomplishments Seem Effortless
Law 31: Get others to Play with the Cards you Deal
Law 32: Play to People’s Fantasies
Law 33: Discover Each Man’s Thumbscrew
Law 34: Be Royal in Your Own Fashion – Act Like a King.
Law 35: Master the Art of Timing
Law 36: Disdain things you cannot have
Law 37: Create Compelling Spectacles
Law 38: Think as you like, but behave like others
Law 39: Stir Up Waters to Catch Fish
Law 40: Despise the Free Lunch
Law 41: Avoid Stepping into a Great Man’s Shoes
Law 42: Strike the Shepherd and the Sheep Will Scatter
Law 43: Work on the Heart and Mind of Others
Law 44: Disarm and Infuriate with the Mirror Effect
Law 45: Preach Change But Never Reform Quickly.
Law 46 Never Appear Too Perfect
Law 47: In Victory Learn When To Stop
Law 48: Assume Formlessness</span>
here is a video as well for more information on each law and how it is used throughout history.but now you wonder: “how is this used in piratecraft to help out others or even me?”
well with a basic understanding of these laws, you can better know how to outwit your opponent, especially with laws 5, 11, 14, 21, 26(many of us cannot use this due to our influence on the world), 27 (horsia), 35, 39, 45, and 47.
i see these laws used many times by many people throughout piratecraft. With this information, do as you will.
“Be like water making its way through cracks. Do not be assertive, but adjust to the object, and you shall find a way around or through it. If nothing within you stays rigid, outward things will disclose themselves.
Empty your mind, be formless. Shapeless, like water. If you put water into a cup, it becomes the cup. You put water into a bottle and it becomes the bottle. You put it in a teapot, it becomes the teapot. Now, water can flow or it can crash. Be water, my friend.”
― Bruce Leehttps://s18.postimg.org/56emtyqop/Druken_dance_of_my_peoples.gif
Server Economics vs Real Life Economics
Now this has got to be among the top topics discussed in Teamspeak, with people bickering about how low the prices are (or how high), and how to fix it using basic knowledge of the economic principle (infinite demand, with finite resources). So here is my shot at explaining why the Piratecraft economy cannot simple ‘be fixed’ from one day to another.
Fair warning, this is my opinion, so don’t get your pirate ships in a twist.
It’s been a long time coming, so here we go!
What is economics? Can I eat it?
Sadly, economics is not a food you can eat, rather, it’s the whole reason why you can buy food to eat.
Definition: “the branch of knowledge concerned with production, consumption, and transfer of wealth”.
In other words; it’s how money and trade work. When you go down to the local shop of /warp shops and buy something, that’s thanks to economics (it’s a great subject, I recommend studying it).
Similarities between real life economics, and Piratecraft economics:
- Infinite demand – People always want stuff, whether on the server or in real life, and those ‘wants’ don’t have an end. If only I had 47 beacons… If only I had Cysteen’s balance… etc.
- Near-infinite resources – Oxygen, dust, or grains of sand are pretty much infinite, likewise is dirt. On Piratecraft; dirt, sand, ores, but that aren’t perfectly infinite.
- Labour – People work on here, and get paid most of the time. You do a job > you get paid > you have more money to spend on goods > you buy stuff. Simple.
- Finite resources – Diamonds, elytras, Chaileys; you own’t find many of those, usually. Diamonds are tricky as the world is very big, so there is almost infinite of them.
- A market – A shopping center, or /warp shops and Aeos Island. Sellers sell and buyers buy.
- Infinite resources – Wood in both worlds
- Infrastructure (roads, shipping lanes, etc) – We have warps, tp’s actual roads too.
There are quite a few more, but that’s what I consider the most important ones.
Differences between real life economics, and Piratecraft economics
This is for what the real world has, that Piratecraft does not: (deep breath)
- All resources are finite – You can’t have infinite ruby necklaces, but you can have infinite cobblestone
- Severe time lags – On Piratecraft, we can just teleport to one another (if you have the rank for it), and buildings are constructed quickly. In its simplest terms, there is no such thing on here as ‘delivery time’, only the time it takes to create the item.
- Regional resources – You can find any resource almost everywhere on Minecraft. I don’t need to travel to Russia to find iron, and go to hell and back just to get specific wood. It’s all close together, and this is pretty darn significant.
- Job limitations – Just because you can’t build doesn’t mean that you won’t build; anyone can, anytime they like, with whatever they like. Yes, we have builders (cough cough me), but I don’t build much for other people, only occasionally when my wallet is a little light.
- A government – We don’t have a government, or a government system. The server’s own money (including Godsy’s). acts more like a bank rather than a government that allocates resources. Those who know what a 3-sector economy is will know what consequences this has, I’ll add a picture below.
- Very few regulations, limitations, rules, taxes., etc. We can trade whatever we want, wherever we want. This is not the same as the server rules. For Piratecraft, no staff is telling us: “you may only sell X amount of these items per week, and you must pay me $Y for everyone you sell”. The only thing that comes vaguely close is the rent on the shops.
A 4-sector economy is shown below, for a 3-sector economy, ignore everything highlighted. The household are the buyers, the firm are the sellers who rent the shops, and the Financial Institutions (banks basically) is the server’s own money (where the monet comes from when you first join, where the money goes when you rent a shop, the thing that sells elytras).
Before I continue to bore you, I’ll get onto the interesting part.
How the server economy works
The basics:
We have supply and demand in the real world; the thing that regulates prices. Consumers/households (those who buy) want as much as they can without spending much, whereas producers/firms want as much money as they can, without producing too much. Where the two meet is called the equilibrium, where each side gets just what they want. Just imagine price of pizza as diamonds, and the quantity of pizza as the amount up for sale:
The nerdy part:
Now, in the real world, good can be either ‘elastic’ or ‘inelastic’ depending on their demand. For example, an elastic good is one where the price rises/falls a tiny bit, but the consumers are ‘oh hell now, I’m not paying tht’, or ‘hell yeah, I just saved 1 cent’. The consequence is that the quantity demanded increases/decreases much more than the price, relative to each other.
For an inelastic good, even a large change in hte price of the good won’t have much effect on how much is demanded. The tech company apple is a great example of this: Apple phones are in high demand, yet Apple keep increasing the price more and more, but the amount sold barely changes. See diagram below.
Almost all good on Piratecraft are ‘elastic’; a small change in price will usually have a large effect on the amount sold (there are exceptions to this). If cobblestone suddenly increase in price by around $1 overnight, that will probably put people off buying them. Why? Because there are so many other shops selling cheaper cobblestone, and it’s really not hard to get. For potions, and increase in $1 will likely have a similar effect, just to a lesser degree.
The common suggestions:
A common argument used by players is to encourage sellers to increase their prices (so that diamonds don’t sell for $4). Yes, it works in the shot term, but in the long term? It’s debatable. Its hard to regulate – there is nothing stopping anyone from putting prices rock-bottom. You can’t stop them really.
Another common answer is to lower shop rent prices. This is good news and bad news – more people making money and selling items is great, however also more people selling, increasing competition and pushing prices evern lower.
What we could do:
We need to increase demand for buying items, rather than people getting their own stuff. My suggestion would be to encourage far more advertising in the shop area on the forums, get more people using the shop sign website, or even better, having some sort of ‘shop chat’ whereby you pay a fixed price for advertising on the server. Messages would appear in some sort of dedicated shop chat that advertises people’s shops and goods. I am aware this feature would be difficult to implement.
The way custom items, swords, and elytras are sold was a brilliant idea, as it took money out of the economy and into the ‘server bank’. I’d like to see a few more of these things go on sale at some point, along with ships. Its getting people to spend (which is good).
Fact is, we don’t need more shops, we need more buyers, and then prices will automatically rise. Aeos island worked well, because it was governed by the community, for the community. /warp shop is on its way there, but at a much slower pace.
Why the economic principle is so hard to apply to Piratecraft
It’s hard to apply demand and supply, even aggregate demand and aggregate supply to a wold where almost everything is infinite, anyone can go anywhere, and have anything. I find it extremely intriguing. Yes ok, people like Cysteen are extremely wealthy, but she spends money too you know!
Conclusion
If I haven’t bored you enough already, I could go on for pages upon pages upon pages. but i’ll spare you that. We are very fortunate to be able to teleport around, and create player owned shops on here, it;s a real privilege. I remember back in the day of player owned shops when diamonds would go for anywhere from $15-$20 per diamond, and over time, as mending and other new features were implemented, the value of items decreased. Plus, I haven’t even talked about sieging and raiding on this server, and how it relates,,,
At the end of the day, it’s not what we do, but it’s what Mojang decides to do. Smelting armour for nuggets; yay, now the price of iron and gold fell. But we as a community can still voice our opinions, and change things such as not introducing that ‘totem of undeniably the most op item for a survival server’ thing.
<p style=”text-align: center;”>Thanks for reading!</p>
I do study economics, but it’s really hard to simplify it down to try and make people understand it. It’s like me asking you to explain how all parts of a computer work, in a few sentences. Except the computer is a giant social science, and the sentences must be clear yet detailed enough to understand for younger audiences.
I’d love to hear your opinions on the matter, suggestions, or why I’m clearly bad at everything I do. Another ship post should be out sometime next week.
« Build Team leader »
« Server Admin »
Crew History: Red Lotus, 0utlaws, Ottoman Empire, Xenon Empire, The Xanthian Order, The Asylum, Xenia
@XeronTopic: The Mysterious Mystery Boxes
What is the Mystery Box? A boat’s a boat, but the Mystery Box could be anything… It could even be a boat!
The Mystery Box is a revival of something I used to do back in 2016, where I would randomly select items of $50 or greater value and ask for $50 in return. The catch is that you don’t know what you’re getting. Unlike in 2016, these items will not be obtained at Cove, but in my shop at /warp shop2, first on the right, 3rd floor. For $100, you can buy a passcode and exchange it to the nearby [deviceitem] sign to toggle the Mystery Box. Keep in mind that you need to use the passcode right away. If you don’t use it and keep it for yourself, I’ll have to set up a new passcode, rending yours unusable.
Some prizes include:
- Prot 4 Books
- Blank diamond armor
- Slime
- Diamonds
- Horse Armor
- Feather Falling 4 Books
- Enchanted Diamond Picks
- Diamond Swords
- Valuable building supplies
… And more!
Be careful, though. It’s very rare, but you COULD end up with a joke prize. These include:
- “The Funk” – A Mighty Boosh reference. Just a named pufferfish.
- “Schrödinger’s Cat” – 4 vials of poison 2 with a copy of the music disc “Cat” in the center.
- “Knockback Madness” – Yeesh, nobody wants knockback 2.
So if you’re willing to take a gamble for $100, stop on by! Only a 5% chance of losing!
============================================
YouTuber and proud former member of the Crusaders.
"Shoot for the sun. Even if you miss,
it'll finally be quiet around here."
============================================Topic: The Mysterious Mystery Box
What is the Mystery Box? A boat’s a boat, but the Mystery Box could be anything… It could even be a boat!
The Mystery Box is a revival of something I used to do back in 2016, where I would randomly select items of $50 or greater value and ask for $50 in return. The catch is that you don’t know what you’re getting. Unlike in 2016, these items will not be obtained at Cove, but in my shop at /warp shop2, first on the right, 3rd floor. For $100, you can buy a passcode and exchange it to the nearby [deviceitem] sign to open the Mystery Box itself. Keep in mind that you need to use the passcode right away. If you don’t use it and keep it for yourself, I’ll have to set up a new passcode, rending yours unusable.
Some prizes include:
- Prot 4 Books
- Blank diamond armor
- Slime
- Diamonds
- Horse Armor
- Feather Falling 4 Books
- Enchanted Diamond Picks
- Diamond Swords
- Valuable building supplies
… And more!
Be careful, though. It’s very rare, but you COULD end up with a joke prize. These include:
- “The Funk” – A Mighty Boosh reference. Just a named pufferfish.
- “Schrödinger’s Cat” – 4 vials of poison 2 with a copy of the music disc “Cat” in the center.
- “Knockback Madness” – Yeesh, nobody wants knockback 2.
So if you’re willing to take a gamble for $100, stop on by! Only a 5% chance of losing!
============================================
YouTuber and proud former member of the Crusaders.
"Shoot for the sun. Even if you miss,
it'll finally be quiet around here."
============================================
Server Economics vs Real Life Economics
Now this has got to be among the top topics discussed in Teamspeak, with people bickering about how low the prices are (or how high), and how to fix it using basic knowledge of the economic principle (infinite demand, with finite resources). So here is my shot at explaining why the Piratecraft economy cannot simply ‘be fixed’ from one day to another.
Fair warning, this is my opinion so don’t get your pirate ships in a twist.
It’s been a long time coming, so here we go!What is economics? Can I eat it?
Sadly, economics is not a food you can eat, rather, it’s the whole reason why you can buy food.
Definition: “the branch of knowledge concerned with production, consumption, and transfer of wealth”.
In other words; it’s how money and trade work. When you go down to the local shop or /warp shops and buy something, that’s thanks to economics (it’s a great subject, I recommend studying it).Similarities between real life economics, and Piratecraft economics:
- Infinite demand – People always want stuff, whether on the server or in real life, and those ‘wants’ don’t have an end. If only I had 47 beacons… If only I had Cysteen’s balance… etc.
- Near-infinite resources – Oxygen, dust, or grains of sand are pretty much infinite, likewise is dirt. On piratecraft; dirt, sand, ores, but that aren’t perfectly infinite
- Labour – people work on here, and get paid most of the time. You do a job > you get more money > you have more money to spend on goods > you buy stuff. Simple.
- Finite resources – Diamonds, elytras, Chaileys; you won’t find many of those, usually. (Diamonds are tricky as the world is very big, so there is almost infinite of them)
- A market – A shopping centre, or /warp shops and Aeos Island. Sellers sell and buyers buy.
- Infinite resources – Wood in both worlds
- Infrastructure (roads, shipping lanes, etc) – We have warps, tp’s, actual roads too.
There are quite a few more, but that’s what I consider the most important ones.
Differences between real life economics, and Piratecraft economics
This is for what the real world has, that Piratecraft does not: (Deep Breath)- All resources are finite – You can’t have infinite ruby necklaces, but you can have infinite cobblestone
- Severe time lags – On Piratecraft, we can just teleport to one another (if you have the rank), and buildings are constructed quickly. In its simplest terms, there is no such thing on here as ‘delivery time’, only the time it takes to create the item.
- Regional resources – You can find any resource almost everywhere on Minecraft. I don’t need to travel to Russia to find iron, and go to hell and back just to get specific wood. It’s all close together, and this is pretty darn significant.
- Job limitations – just because you can’t build doesn’t mean that you won’t build; anyone can, anytime they like, with whatever they like. Yes we have builders (cough cough me), but I don’t build much for people, only occasionally.
- We don’t have a government, or a government system. The server (moreover Godsdead) acts more like a bank rather than a government that allocates resources. Those who know what a 3-sector economy is will know what consequences this has, I’ll add a picture below.
- Very few regulations, limitations, rules, taxes, etc etc. We can trade whatever we want, whenever we want. This is not the same thing as server rules. For piratecraft, no staff is telling us: “you may only sell X amount of these objects per week, and you must pay me $5 for everyone you sell”. The only thing that comes vaguely close is the rent on the shops.
A 4-sector economy is shown below, for a 3-sector economy, ignore everything highlighted. The consumers are the buyers, the businesses are the sellers who rent the shops, the bank is the server’s own money (where the money comes from when you first join, where the money goes when you rent a shop, the thing that sells elytras).
Before I continue to bore you, I’ll get onto the interesting partHow the server economy works
The basics:
We have supply and demand in the real world; the thing that regulates prices. Consumers (those who buy) want as much as they can without spending much, whereas producers want as much money as they can, without producing too much. Where the two meet is called the equilibrium, where each side gets just what they want. Just imagine the price of pizza as diamonds, and the quantity of pizza the amount up for sale:
The nerdy part:
Now, in the real world, goods can be either ‘elastic’ or ‘inelastic’ depending on their demand. For example, an elastic good is one where the price rises/falls a tiny bit, but the consumers are ‘oh hell no, I’m not paying that’, or ‘hell yeah, I just saved 1 cent’.
For an inelastic good, even a large change in the price of the good won’t have much effect on how much is demanded. The phone company Apple is a great example with this; Apple phones are in high demand, yet Apple keep increasing the price more and more, but the amount sold barely changes. See diagram below.
Almost all goods on Piratecraft are ‘elastic’: a small change in price will usually have a large affect on the amount sold (there are exceptions). If potions suddenly increase in price by around $1 overnight, that will probably put people off buying them. Why? Because there are so many other shops selling cheaper potions, and it’s really not hard to make your own, it just takes time (the true currency of the server).The common suggestions:
A common argument used by players to encourage sellers to increase their prices, so that things like diamonds don’t go for $4 anymore. Yes, it works in the short term, but in the long term? It’s debatable. It’s hard to regulate – there is nothing stopping anyone from putting prices rock-bottom. You can’t stop them after all.Another common answer is to lower shop prices. This is good news and bad news – more people making money and selling items, however also more people selling, increasing competition and pushing prices even lower.
What we could do:
We need to increase demand for buying items, rather than people getting their own stuff. My suggestion would be to encourage far more advertising in the shop area on the forums, get more people using the shop website, or even better, having some sort of ‘shop chat’ whereby you pay a fixed price for advertising on the server. Messages would appear in some sort of dedicated shop chat that advertises people’s shops and goods. I am aware that this could be very difficult to implement.
The way custom items, swords, and elyras are sold was a brilliant idea, as it took money out of the economy and into the ‘server bank’. I’d like to see a few more of these things go on sale at some point. It gets people spending (which is good).
Fact is, we don’t need more shops, we need more buyers, and then prices will automatically rise. Aeos island worked well, because it was governed by the community, for the community. /warp shop is on its way there, but at a much slower pace.
Why the economic principle is so hard to apply to Piratecraft:
Its’s hard to apply demand and supply, even aggregate demand and aggregate supply to a world where almost everything is infinite, anyone can go anywhere, and have anything. I find it extremely intriguing. Yes ok, people like Cys are extremely wealthy, but she spends money too you know!Conclusion
If I haven’t bored you enough already, I could go on for pages upon pages upon pages. But I’ll spare you that. We are very fortunate to be able to teleport around, and create player owned shops on here, it’s a real privilege. I remember back in the day of player owned shops when diamonds would go for anywhere from $15-$10 per diamond, and over time, as mending and other new features were implemented, the value of items decreased. Plus, I haven’t even talked about sieging and raiding on this server…At the end of the day, it’s not what we do, but it’s what Mojang decides to do. Smelting armour for nuggets; yay, now the price of iron and gold fell. But we as a community can still voice our opinions, and change things such as not introducing that ‘totem of undeniably the most op item for a survival server’ thing.
Thanks for reading!
I do study economics, but it’s really hard to simplify it all down to try and make people understand it. Its like me asking you: explain how a computer works, in a few sentences. Except the computer is a giant social science, and the sentences must be clear yet detailed enough to understand for younger people.I’d love to hear your opinions on the matter, suggestions, or why I’m clearly bad at everything I do.
« Build Team leader »
« Server Admin »
Crew History: Red Lotus, 0utlaws, Ottoman Empire, Xenon Empire, The Xanthian Order, The Asylum, Xenia
@Xeron