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读书笔记:《独裁者手册》
一本值得细读、反复读的神书。一针见血地讲明了统治底层的的行为、艺术和科学。政治,正如所有的生活,是关于个人的,每个人都致力于去做对自己有利的事,而不是对他人有利的事。在事关政治的地方,意识形态和文化远没有那么重要领导人行为的理由是什么:为了攫取权力,维持权力,最大限度的控制财权民主和独裁并非政治光谱的两端所有政府/大型机构都一个样。差别只在于选择人和致胜联盟的比较大小和维度国家财政危机或者公司财务危机更是政治危机对独裁者来讲,金融危机就是政治危机战争天生就是政治性的。所有政治的核心问题就是政治生存独裁政治是关于个人回报的争夺战,而民主政治是关于好的政策理念的争夺战政治的本质:归根结底,统治本身是目标,而不是统治得当一个联盟最重要的三个特征:(1)忠诚,(2)忠诚,(3)忠诚腐败并不是什么需要根除的坏事,反而是一种很关键的政治工具腐败使人有权,绝对的腐败绝对使人有权在独裁国家,做个富人是很不明智的,除非是政府让你致富。而如果是政府让你致富,没有什么比忠于政府更重要诉诸意识形态原则和人权通常都是幌子。人们总能找到某种原则性说辞为任何立场特别是自己的利益进行辩护有一件事永远有用,那就是...
FTX事件时间线梳理
Twitter:0xRJ_eth 简单整理了一下ftx的事件(多方信息汇总),不得不说整个事态发展真的是充满反转… (未完待续,会持续更新…) 2017年:SBF成立 加密货币量化交易服务公司Alameda Research2019年:SBF成立加密货币交易所FTX2022年11月2日:Coindesk发布了一篇文章,爆出 Alameda Research资产负债表中 公司的146亿美元资产中,有大约40%是FTX 自主发行的加密货币FTT及相关货币。 资产负债表上的其他重要资产包括 33.7 亿美元的“持有的加密货币”和大量 Solana 区块链(Bankman-Fried 是 Solana 的早期投资者)的原生代币:2.92 亿美元的“解锁 SOL”、8.63 亿美元的“锁定 SOL”和 4100 万美元的“SOL 抵押品”。其他提到的代币还有 SRM(来自Bankman-Fried 共同创立的 Serum 去中心化交易所的代币)、MAPS、OXY 和 FIDA。 而且能用来及时偿还债务现金及等价物只有1.34亿美元。(所以如果FTT下跌,将使Alameda Research...
读书笔记:《福格行为模型》
我们生活在一种欲望驱动型的文化中,崇尚即时满足,这种“及时满足” 也包括了 “不鸣则已 一鸣惊人”、“要不然就不做 要做就做出成绩” 的观念。 我们越来越难做到真正的循序渐进,但循序渐进恰恰是培养长期改变的核心因素… 很幸运地以《福格行为模型》这本神书开启了新的一年,我一直相信,接触新的领域时,以一个优质的框架/模型开启学习旅程是事半功倍的。《福格行为模型》把复杂的习惯原理变成了简单的操作指南:不仅可以也可以用于调整设计习惯、也可以用于分析自我现有行为。 先把令我收获最大的概念总结给大家,后面会有每章节的读书笔记:行为设计,本质就是情绪设计停止自我批评。一个人 ≠ ta的行为,即便结果不如意,也无须自暴自弃,将每一次错误当成是一种新发现,并利用它们不断改进。人们在感觉良好而不是感觉糟糕的状态下进行改变,效果最佳。B=MAP,当“动机、能力和提示”同时发生作用时,行为就会发生选择小行为、打造微习惯——可持续的成功;自信和掌控力能进一步增强做出更大行为的动机;当习惯被外在因素中断时,小的改变也很容易重新开始成功的动能:成功会带来更多成功,造就这种动能的是获得成功的频率,而不是成功的大...

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One of the questions I always had when I first started looking into the Metaverse land/property section: How shall we classify these projects (especially when there are so many similarities/overlaps between projects and projects)?
(I've been thinking about this for a long time...) Personally, I think we can categorize them from three different perspectives (if you have other perspectives, please feel free to share them with me).
The first perspective is to classify according to the functions/utilities of the “Land”, after all, it’s a land-related project ( I mean… land is the core asset);
The second is according to the stage/maturity the project is at;
The third perspective is to classify according to the level of UGC (how much freedom do the players have to create/build sth).
1. Display collection - e.g. Cryptovoxol.
Land is mainly used as a place to place NFTs. Players can build, but the main function is still to display their collections.

2. Branding/IP - e.g. Sandbox, Decentraland.
Land values do not change based on what players build, but are priced based on adjacent sites and the zoning in which they are located. While land in these projects lacks interactivity (as a static asset), there is a greater sense of players’ identity, community affiliation and and socialization.

3. Social trade - e.g. as Worldwide Web, Ember Sword and Mirandus.
Landholders have more freedom to be more actively engaged in the game through operating their lands: whether it is improving infrastructure to collect entrance fees and toll fees, or forming guilds to expand their reputation, players are more closely tied to their lands.
However, land resources in these games act more as social and trading places, and can only play an indirect role in guiding player interactions, not as a direct benefit stimulus, so their player activity is largely dependent on the development of the community ecology.



4. Production - e.g. Mines of Dalarnia, Gold Fever, Gotchiverse. By dividing players' functions and limiting their abilities, players are promoted to rely more on their playing strategies/skills and cooperation with others. These games emphasize more on the playability and competitiveness of the game (rather than relying on investors’ speculation)
The first two games, for example, divide the participants into two categories: land/planet holders and miners. Land/planet holders need to pledge tokens to maintain the planet's resource density and increase the planet's attractiveness, thus calling on ordinary miners to come to their territory for resource extraction. At the same time, miner players need to pay mining rent and entrance fee, which will be the source of income for the planet holder.


Gotchiverse is also designed to create a strong intra-board competition through the resistance mechanism, which promotes players to find strategies, grow their community and cooperate to win together.

Deflation - For example, Vulcan Forged uses incentives to further increase landholder participation: each time a landholder upgrades their land, they increase their staking rate, and all tokens from the staking will be burned. This is to reduce the amount of tokens in circulation and increasing the price of the token. The project even says that if more than half of the land exceeds level 7, 8 million tokens will be destroyed. With this incentive, landholders will actively recruit players to produce resources, stake their lands for a very long periods of time, and encourage other landholders to upgrade their land in order to quickly raise the token price.

Me and another two friends have created the following table. We have tried our best to cover as many land-related Metaverse projects as possible. Feel free to add projects that are missed out.

Since most of the (investors’) attention, innovations and resources are still on the ETH chain, we first filtered out the ETH chain projects (to give an examples).

and then this category of projects is re-grouped according to their trading vol (or market cap), whether land has been issued, whether their alpha launches is developed.

This part is relatively simple and straightforward, and can be broadly classified into 2 categories.
Those that allow players to create their own game rules. e.g. The Sandbox, Decentraland, NFT Worlds, Critterz
The game rules are set by the project teams and the players need to follow the established rules of the game. e.g. Worldwide Web, Farmland by pixel
The Metaverse (land-related) projects are still in an initial stage, and there are hundreds of competing projects with different structures that reflect the various understandings what the “Metaverse” will entail.
Ultimately, they may slowly learn from one another thus becoming more similar; or they may become increasingly differentiated, from various aspects such as playability (gamefi), social attributes (socialfi) and financial attributes (defi). Whether a singular trend takes lead and prominence in the development of "land" projects, there will be huge growth and opportunities in all directions.
I'm looking forward to the future of the metaverse, which is filled with endless possibilities.
NFA, DYOR. Twitter: @KeRuijia
Reference:
https://www.chaincatcher.com/article/2068843
https://www.chaincatcher.com/article/2070573
https://www.odaily.news/post/5174205
One of the questions I always had when I first started looking into the Metaverse land/property section: How shall we classify these projects (especially when there are so many similarities/overlaps between projects and projects)?
(I've been thinking about this for a long time...) Personally, I think we can categorize them from three different perspectives (if you have other perspectives, please feel free to share them with me).
The first perspective is to classify according to the functions/utilities of the “Land”, after all, it’s a land-related project ( I mean… land is the core asset);
The second is according to the stage/maturity the project is at;
The third perspective is to classify according to the level of UGC (how much freedom do the players have to create/build sth).
1. Display collection - e.g. Cryptovoxol.
Land is mainly used as a place to place NFTs. Players can build, but the main function is still to display their collections.

2. Branding/IP - e.g. Sandbox, Decentraland.
Land values do not change based on what players build, but are priced based on adjacent sites and the zoning in which they are located. While land in these projects lacks interactivity (as a static asset), there is a greater sense of players’ identity, community affiliation and and socialization.

3. Social trade - e.g. as Worldwide Web, Ember Sword and Mirandus.
Landholders have more freedom to be more actively engaged in the game through operating their lands: whether it is improving infrastructure to collect entrance fees and toll fees, or forming guilds to expand their reputation, players are more closely tied to their lands.
However, land resources in these games act more as social and trading places, and can only play an indirect role in guiding player interactions, not as a direct benefit stimulus, so their player activity is largely dependent on the development of the community ecology.



4. Production - e.g. Mines of Dalarnia, Gold Fever, Gotchiverse. By dividing players' functions and limiting their abilities, players are promoted to rely more on their playing strategies/skills and cooperation with others. These games emphasize more on the playability and competitiveness of the game (rather than relying on investors’ speculation)
The first two games, for example, divide the participants into two categories: land/planet holders and miners. Land/planet holders need to pledge tokens to maintain the planet's resource density and increase the planet's attractiveness, thus calling on ordinary miners to come to their territory for resource extraction. At the same time, miner players need to pay mining rent and entrance fee, which will be the source of income for the planet holder.


Gotchiverse is also designed to create a strong intra-board competition through the resistance mechanism, which promotes players to find strategies, grow their community and cooperate to win together.

Deflation - For example, Vulcan Forged uses incentives to further increase landholder participation: each time a landholder upgrades their land, they increase their staking rate, and all tokens from the staking will be burned. This is to reduce the amount of tokens in circulation and increasing the price of the token. The project even says that if more than half of the land exceeds level 7, 8 million tokens will be destroyed. With this incentive, landholders will actively recruit players to produce resources, stake their lands for a very long periods of time, and encourage other landholders to upgrade their land in order to quickly raise the token price.

Me and another two friends have created the following table. We have tried our best to cover as many land-related Metaverse projects as possible. Feel free to add projects that are missed out.

Since most of the (investors’) attention, innovations and resources are still on the ETH chain, we first filtered out the ETH chain projects (to give an examples).

and then this category of projects is re-grouped according to their trading vol (or market cap), whether land has been issued, whether their alpha launches is developed.

This part is relatively simple and straightforward, and can be broadly classified into 2 categories.
Those that allow players to create their own game rules. e.g. The Sandbox, Decentraland, NFT Worlds, Critterz
The game rules are set by the project teams and the players need to follow the established rules of the game. e.g. Worldwide Web, Farmland by pixel
The Metaverse (land-related) projects are still in an initial stage, and there are hundreds of competing projects with different structures that reflect the various understandings what the “Metaverse” will entail.
Ultimately, they may slowly learn from one another thus becoming more similar; or they may become increasingly differentiated, from various aspects such as playability (gamefi), social attributes (socialfi) and financial attributes (defi). Whether a singular trend takes lead and prominence in the development of "land" projects, there will be huge growth and opportunities in all directions.
I'm looking forward to the future of the metaverse, which is filled with endless possibilities.
NFA, DYOR. Twitter: @KeRuijia
Reference:
https://www.chaincatcher.com/article/2068843
https://www.chaincatcher.com/article/2070573
https://www.odaily.news/post/5174205
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