Let's look at an example with the effort it takes to cut down a tree and burn some logs into charcoal.
Barter and trade: I'll give you five leather for that stack of charcoal, because I want to use that coal and you want to use this leather.
Everyone needs coal, so I'll give you this coal for that leather; if you don't need the charcoal you can always trade it to someone else.
And so the charcoal becomes what is called commodity money, an item that has intrinsic value to satisfy personal needs, such as food. Everyone can accept it as currency because someone else that is willing to trade their stuff will need some. Such a system would evaluate the merit of things in units of charcoal.
With things rated in units of charcoal, that is to say people would be comfortable exchanging an item for that many charcoal, it's possible to make trades of items and only use a little bit of coal as change to balance price differences. I'll give this sword for that bow plus three charcoal.
And so we have a system evaluation based on the time and effort it takes to acquire charcoal. Then the time and effort that it takes to acquire charcoal is the subject of research and development, with miners finding rich veins, and setting up specialized equipment to harvest vast batches with very little effort.
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I completely agree. This "commodity money" is exactly what the primordial forms of currency will begin from. Charcoal can be, or anything that is a "basic need", people will remember is "always needed". So charcoal, food, clothing, really anything that has "high turnover rate" (always in demand) and is needed by many people.
And then relating these prices based on manipulation of commodities, and again he parallel inventory system (items owned and items wanted/needed), "prices" will have many ways to be calculated, to provide the best information when making a decision.
I believe the whole "second tier" of job structure will handle the larger issues of workers, like "where to work", "how to make everyone work more efficiently as one unit", property acquisition/sale, all to increase output, increase profits, increase supply in economy, lowering overall market price.
Super cool! This is what i thought vanilla villagers would do when i first heard about em back in the day. Would be really cool if they built ''realistic'' mineshafts with rail systems(99% for show)
Super cool! This is what i thought vanilla villagers would do when i first heard about em back in the day. Would be really cool if they built ''realistic'' mineshafts with rail systems(99% for show)
Yeah I wish rail systems were useful as well; I haven't built them in a long time because they take up all the time and resources for themselves instead of being a tool to transport wealth from one place to another.
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My five-point rating system: Yay, kay, meh, erm, gleh
There is a mod called ProjectE, which is a rewrite of Equivalent Exchange 2 and provides EMC values, which is a well-developed measure of exchange values for the various items in Minecraft.
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My five-point rating system: Yay, kay, meh, erm, gleh
Pre-existing stable price structures exist, so how then can variable prices be implemented in a manner that doesn't just cause people to download two mods and cheat the difference?
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My five-point rating system: Yay, kay, meh, erm, gleh
The team has modelers, textures, coders, etc. The overall goal, for now, is to create a Jurassic Park, with the natives working at the park, getting education, etc. Naturally civnow is required.
Let's look at an example with the effort it takes to cut down a tree and burn some logs into charcoal.
And so the charcoal becomes what is called commodity money, an item that has intrinsic value to satisfy personal needs, such as food. Everyone can accept it as currency because someone else that is willing to trade their stuff will need some. Such a system would evaluate the merit of things in units of charcoal.
With things rated in units of charcoal, that is to say people would be comfortable exchanging an item for that many charcoal, it's possible to make trades of items and only use a little bit of coal as change to balance price differences. I'll give this sword for that bow plus three charcoal.
And so we have a system evaluation based on the time and effort it takes to acquire charcoal. Then the time and effort that it takes to acquire charcoal is the subject of research and development, with miners finding rich veins, and setting up specialized equipment to harvest vast batches with very little effort.
My five-point rating system: Yay, kay, meh, erm, gleh
I completely agree. This "commodity money" is exactly what the primordial forms of currency will begin from. Charcoal can be, or anything that is a "basic need", people will remember is "always needed". So charcoal, food, clothing, really anything that has "high turnover rate" (always in demand) and is needed by many people.
And then relating these prices based on manipulation of commodities, and again he parallel inventory system (items owned and items wanted/needed), "prices" will have many ways to be calculated, to provide the best information when making a decision.
I believe the whole "second tier" of job structure will handle the larger issues of workers, like "where to work", "how to make everyone work more efficiently as one unit", property acquisition/sale, all to increase output, increase profits, increase supply in economy, lowering overall market price.
Everything documented on the main page describing the jobs and tables is in the download. Some of the discussed things are included, some are not.
Super cool! This is what i thought vanilla villagers would do when i first heard about em back in the day. Would be really cool if they built ''realistic'' mineshafts with rail systems(99% for show)
Yeah I wish rail systems were useful as well; I haven't built them in a long time because they take up all the time and resources for themselves instead of being a tool to transport wealth from one place to another.
My five-point rating system: Yay, kay, meh, erm, gleh
There is a mod called ProjectE, which is a rewrite of Equivalent Exchange 2 and provides EMC values, which is a well-developed measure of exchange values for the various items in Minecraft.
My five-point rating system: Yay, kay, meh, erm, gleh
Here's a question to think about:
Pre-existing stable price structures exist, so how then can variable prices be implemented in a manner that doesn't just cause people to download two mods and cheat the difference?
My five-point rating system: Yay, kay, meh, erm, gleh
Hey sorry, been neglecting MCF for awhile.
Been doing a lot of work for JurassiCraft2, bulding an AI engine from the ground up.
AngleWyrm, join us when you can
https://github.com/TimelessModdingTeam
The team has modelers, textures, coders, etc. The overall goal, for now, is to create a Jurassic Park, with the natives working at the park, getting education, etc. Naturally civnow is required.