You see, a money system cannot work with any common/renewable resources as the dinero. For example, if Leather or Gunpowder is it, you can expect a large amount of inflation.
A money system cannot work on solely beneficial currencies. If you make something like Coal as the coinage, a Stone/Glass salesman would be the poorest, while a farmer would be a millionaire. If Iron was used, a soldier who always needed at least 60% durability on his armor would become poor as well.
A currency cycle will operate servers less effectively if it is a resource that is blocked off from easy collection/reproduction. If Sugarcane is it, only one piece is needed for a whole counterfeit factory. If Netherrack/Soul Sand is used, then all citizens lose access to a whole other dimension. If Bone/Gunpowder is it, every player can only play on Peaceful.
A financial conformity is less effective with only rare currencies. Early entrepreneurs will have difficulty buying things to begin their businesses. If Gold is it, many will have to collect everything to begin.
However, a mazumah complex is most effective with two of those items together. For new business owners, certain cheap resources can be collected easily, making an almost excellent conformity. However, what about my previous point about a money system solely on beneficial coinage? To balance out the disadvantage of those who burn out that asset, an attenuate medium of exchange is innovated. This finally combines the first and last suggestions into a nearly perfect cycle.
I use a money system comprised of Iron and Gold for my metropolis. Those currencies are then decoded into credits for maximum amenity.
When an Iron/Gold Block is made, 1/10 extra credit(s) will be given for marketing and convenience purposes. You could try to get rich by mining, but then you wouldn't be able to sell items/services while doing so. All railroads are provided by the government, making only personal ones difficult.
I redirected this post of mine again from another topic just to state that Gunpowder is not officially the best currency.
^^^ If you're going to go with any official currency, use this example.
If you don't understand the concept of an economy. (Particularly inflation, which everyone likes to simply ignore) Then go with a trading system with static value. Better yet, use a communal storage and allow everything to be used by everyone. (I know, I know, here comes Nose_Job with his kooky Leftist theories again.)
I generally would steer clear of any block type that players can get for themselves. Like ores or gunpowder.
If the players can find or make their own money, they will. Imagine using paper, thinking you found ALL the sugarcane before the game started. then one lucky player finds spot with a sprig of sugarcane on it. Now he has infinite money.
Even in the real world, basing currency on gold means when prospectors find gold, the economy gets jacked up, because they just "printed" money.
Your economy will be more stable with a static total amount of money that is spread out across a static set of players. Imagine giving each player $100. With a full game of 8 players, that means there is exactly $800 available in the economy.
What you'll then find is that what people are willing to pay for in the beginning when they have nothing but money will be different from what they'll pay for when they are settled and have all the resources they need.
MC is such a resource rich game, that I don't see the point in spending money when I can just go spend 5 minutes and get it myself.
Thats the whole point of an economy though. you dont want to go out and cut wood when the guy right next to you has some, so you say "hey, can i have some of that wood? ill give you blah"
Guys seriously...... sugercane is a very limited resource. as such one player can gather all of it and create a stock of paper that cannot be created by other players. use the paper as a dollar currency and keep the sugarcane and store room of paper hidden away somewhere. this gives you a stackable currency that has few uses and can be kept as a currency without people constantly wanting to build with it instead.
sugar cane is not limited. Even if the person who has "all" the sugarcane. He most likely wouldn't of gotten all the sugarcane. As it sometimes can spawn in caves near water. Other people could just steal his sugarcane too. Because if you want more sugarcane than what you already have, you have to have a farm right? So all they have to do is find their farm and take their sugarcane.
I think either a simple trading system based on bartering would be good for those that don't enjoy using mathematics when setting values for items... But otherwise a great idea for currency is lapis lazuli, It's something that can't be farmed and is in limited supply, so inflation won't be as much of an issue. It also doesn't have much value other than it's visual uses, so it serves as a pretty good currency in my opinion.
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"A sword yields no power if the person who wields it holds no courage."
no emeralds...yet. and when we get them, i make either the emerald city(wizard of oz) or the emerald city (seattle)
Hah... I was in Seattle for a few weeks (now up near Mt. Vernon), and that was the first thing I thought of when I saw Emerald City Med Center.
On Topic: Diamonds for XBLMC. Minimal in resources, and it can be reused for the entirety of the game, IMHO. Just have an agreement to not make things out of diamond, stone works just as well.
Simple bartering is the best currency, everything else is subjected to inflation as you can find more of it making its value drop. Plus with a max of 8 players whats the point in a currency?
I do agree with this as I am on the same page but also am finding it tough to implement a barter system for people that are offline. Does anyone have a barter system set up for reference that has actually worked? I am using more of a property rights system using gold and iron as payment and gold is starting to become the defacto currenty since it is rare and is needed to expand your property on my server. This may become a problem as all the wealth is in the hands of the city (me).
I am using more of a property rights system using gold and iron as payment and gold is starting to become the defacto currenty since it is rare and is needed to expand your property on my server. This may become a problem as all the wealth is in the hands of the city (me).
If the government has too much of a surplus, just use the money to build more roads and buildings so you can expand your settlement/settlement quality.
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Retired Staff^^^ If you're going to go with any official currency, use this example.
If you don't understand the concept of an economy. (Particularly inflation, which everyone likes to simply ignore) Then go with a trading system with static value. Better yet, use a communal storage and allow everything to be used by everyone. (I know, I know, here comes Nose_Job with his kooky Leftist theories again.)
If the players can find or make their own money, they will. Imagine using paper, thinking you found ALL the sugarcane before the game started. then one lucky player finds spot with a sprig of sugarcane on it. Now he has infinite money.
Even in the real world, basing currency on gold means when prospectors find gold, the economy gets jacked up, because they just "printed" money.
Your economy will be more stable with a static total amount of money that is spread out across a static set of players. Imagine giving each player $100. With a full game of 8 players, that means there is exactly $800 available in the economy.
What you'll then find is that what people are willing to pay for in the beginning when they have nothing but money will be different from what they'll pay for when they are settled and have all the resources they need.
MC is such a resource rich game, that I don't see the point in spending money when I can just go spend 5 minutes and get it myself.
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Retired StaffYour first post is in the wrong section.
Hah... I was in Seattle for a few weeks (now up near Mt. Vernon), and that was the first thing I thought of when I saw Emerald City Med Center.
On Topic: Diamonds for XBLMC. Minimal in resources, and it can be reused for the entirety of the game, IMHO. Just have an agreement to not make things out of diamond, stone works just as well.
I do agree with this as I am on the same page but also am finding it tough to implement a barter system for people that are offline. Does anyone have a barter system set up for reference that has actually worked? I am using more of a property rights system using gold and iron as payment and gold is starting to become the defacto currenty since it is rare and is needed to expand your property on my server. This may become a problem as all the wealth is in the hands of the city (me).
If the government has too much of a surplus, just use the money to build more roads and buildings so you can expand your settlement/settlement quality.
I use gold bars and ban private gold mining operations. the gov't does that.
or a hacker