MiniGame (S.MG), November 2016 Statement
S.MG incoming and outgoing
Incoming
Outgoing
Description
Value
Description
Value
Copper sale
100.0i
Game server
0.78953ii
Loot pool provisioning
0.0
Payrolliii
5.45
Total
100.0
Total
6.23953000
S.MG assets
Account
01.11.2016
Net change
30.11.2016
Cash
8`409.60972
93.76047
8`503.37019
Tangibles
315.94468784
0.26976264iv
316.21445048
Intangibles and goodwill
72.51091732
0.26976264
72.51091732
Total assets
8`892.0955578
S.MG liabilities
Account
01.11.2016
Net change
30.11.2016
Player holdingsv
49.22809291
97.31063714vi
146.53873005
Shareholder equity
8`748.83723225
3.2804045
8`745.55682775
Total liabilities
8`892.0955578
S.MG has a total of 88`096`605 authorised shares outstanding. The shareholder equity per share implied value is thus 0.00009927 BTCvii.
S.MG has Special Stock Warrants outstanding, as followsviii :
#
Fingerprint
Shares
BTC
Par
1
6160E1CAC8A3C52966FD76998A736F0E2FB7B452
88`096`605
8`809.6605
1
3
5015BD3D0AE659C8B8632F31CF2950F23C844002
192`307
25
1.3
4
E72DCCB73A5E06694C5CD781D5196EE6390F999E
10`000
1
1
5
BBB0A99950037551F533850A677ABD62D0AEE7D7
10`000
1
1
6
E72DCCB73A5E06694C5CD781D5196EE6390F999E
170`000
17
1
7
E72DCCB73A5E06694C5CD781D5196EE6390F999E
250`000
25
1
8
E72DCCB73A5E06694C5CD781D5196EE6390F999E
250`000
25
1
9
E72DCCB73A5E06694C5CD781D5196EE6390F999E
250`000
25
1
10
EA0FAD90985B3025576A5061454B0FC0BC07B87E
70`000
7
1
11
E72DCCB73A5E06694C5CD781D5196EE6390F999E
250`000
25
1
12
EA0FAD90985B3025576A5061454B0FC0BC07B87E
70`000
7
1
13
E72DCCB73A5E06694C5CD781D5196EE6390F999E
250`000
25
1
14
EA0FAD90985B3025576A5061454B0FC0BC07B87E
70`000
7
1
15
E72DCCB73A5E06694C5CD781D5196EE6390F999E
250`000
25
1
16
EA0FAD90985B3025576A5061454B0FC0BC07B87E
70`000
7
1
17
E72DCCB73A5E06694C5CD781D5196EE6390F999E
250`000
25
1
18
EA0FAD90985B3025576A5061454B0FC0BC07B87E
70`000
7
1
19
EA0FAD90985B3025576A5061454B0FC0BC07B87E
20`000
2
1
20
E72DCCB73A5E06694C5CD781D5196EE6390F999E
250`000
25
1
21
EA0FAD90985B3025576A5061454B0FC0BC07B87E
70`000
7
1
22
E72DCCB73A5E06694C5CD781D5196EE6390F999E
250`000
25
1
23
EA0FAD90985B3025576A5061454B0FC0BC07B87E
70`000
7
1
T
91`238`912
9`128.6605
1.00052
Provisional statement, will be considered accepted within 24 hours. Make any observations or corrections below.
Miscellaneous
Unexpectedly strong copper sales significantly bolstered our cash position (although not quite to the first report's post-IPO level of 8`799 BTC). We are however in a stronger position than at the end of November 2015 on a cash-only basis, and if cash equivalentsix are included then indeed we total 8829.05628736 BTC, which is an all-time high mark.x
Code refactoring is ongoing, and I estimate about 20% completion rate on the server side of things. Client code refactoring will begin once we get the server to a happiness point ; and together with a new, RSA-based authentication and server messaging paradigmxi, as well as a properly designed asset acquisition mechanismxii it will constitute the skeleton of the next (and hopefully, finalxiii) official client release. It would seem little has changed since this was first discussed months ago, and we're still on schedule to release this sometime during the Summer.
And now, let's look at some graphs!
Above, attendance in Eulora since inception measured in player daysxiv, which is to say that the May peak was about 640k seconds or roughly speaking 3-400 players doing the half hour stints typical these daysxv. It seems pretty evident that our adoption curve arced rather than increasing velocity or even simply continuing, and currently we're treading water. I have no idea what remedy to apply to this state of affairs besides patience, and will therefore apply patience.
Above, aggregate industrial productionxvi in Eulora since inception (measured in million ECu). The striking aspect would be the extreme stability of the curve - players play in environment-affectingxvii ways just as much throughout! Even the weeklong drop in August is quickly remedied by an explosion of activity soon thereafter. I have no idea what to make of this strange stability, so I guess patience is advisable on this score as well.
This completes our discussion for November - thanks for stopping by and see you in game!
———I bought all of it. [↩]We've entered into a more advantageous hosting arrangement. [↩]Mostly technical work, some marketing. This will be a recurring charge. [↩]Some months you win, some months you lose. This month we won. [↩]The nominal (ie, what merchant pays) of all owned items plus cash held. The value of skills is nominally 0. [↩]The significant difference between ECu bought and the player balance sheet even after goodwill adjustment is principally due to considerable trade in miner bundles. We expect this effect to accentuate over the coming months. [↩]After three and a half years of active development we're within three quarters of one percent of the original shareholder investment.
Notwithstanding how rarely such is seen in the fiat world for any values of "rare" meaning "never", I hold this is how investments are supposed to look. [↩]Starting next year we'll move to quarterly Stock Warrant issuance as this table is getting long. [↩]The separation between loot-provisioned BTC and cash-in-hand BTC is purely nominal, and entirely enforced by Minigame itself. [↩]This is a point of some academic interest in that it signals a change from the situation where Minigame has a runway extending many years into the future to the situation where Minigame has actually lifted off. [↩]Minigame also intends to purchase a number of FUCKGOATS units. [↩]The ideea is for the client to be capable of asking the server for any assets it may be missing, alleviating the need to bundle art and other data with client releases and allowing us to move into a flexible art production pipeline. Clients will be able to set the size of the local cache, and we intend to eventually introduce not just the art marketplace hinted at in previous reports, but also meaningful metering of client resource usage. [↩]We intend to enact this client into a V root ; as well as document it. Further development on the client after this phase will either happen as a community effort unmanaged by Minigame or else not happen at all. [↩]The in-house attendance measurement is "full time connections", or "how many people playing 24/7 does this translate to". [↩]Typical for everyone else ; in Eulora it's common for players to spend most of the day playing. [↩]Another in-house measurement, it is the total net value of things destroyed as part of an industrial process. This then includes all mining and a portion of crafting (overcrafting, in player parlance). [↩]This is the deep meaning of the industrial production indicator - how much environment impact do the players have ? [↩]
« Qntra (S.QNTR) November 2016 Statement
Esteemed James L. Caldwell... »
Category: S.MG
Friday, 02 December, Year 8 d.Tr.