so this is for RPGs however it wouldnt really fit into any categories on Mult i player. I have created a currency system, howver im still in need of something. A thing not found on superflat worlds and NOT A BLOCK. any ideas? Here is my currency system 11____?( what I need YOU to suggest) --> 1 lapiz 9 lapiz pieces--> 1 lapiz block (100) 10 lapiz lazuli blocks ---> 1 gold nugget ($1000) 9 gold nuggets ($10000)----> 1 gold bar($10000) 9 gold bar ---> 1 gold block ($ 100000) Ok so I dont want the missing item you suggest to be a common block or any block ( I may consider coloured wool actually) . Hopefully not food either. Back to my system. The amount of cash it takes to buy something is up to you guys but the official my curreny is based off of the necessity of an item usually ( except for iron) . So a stone sword costs more then 16 blocks of spruce wood. A good thing for how much a dollar in real life is is how much bread it can buy. 1 lapiz is worth 20 bread, so 1 gold block is a lucrative amount. Sorry I never made a new paragraph off of each topic. My kindles keyboard has no enter button
I don't have an econ set up yet, but me and a buddy figured out a way to do it currency simply. And it allows people to come across money naturally. 9 gold nuggets=1 gold bar, 9 gold bars= 1 gold block, 9 gold blocks = 1 diamond, 9 diamonds = 1 diamond block. Very simple and it is how the game "builds" those items so it's an easy system. And instead of trying to change the "dollar" amount of the items just have it as 1 nugget is $1. 1 gold bar is $9, 1 gold block is $81 dollars, 1 diamond is $729, and 1 diamond block is $6,561.
Now if you have figured out a price list for the various items in the game I would be very much interested in seeing what you came up with
I don't have an econ set up yet, but me and a buddy figured out a way to do it currency simply. And it allows people to come across money naturally. 9 gold nuggets=1 gold bar, 9 gold bars= 1 gold block, 9 gold blocks = 1 diamond, 9 diamonds = 1 diamond block. Very simple and it is how the game "builds" those items so it's an easy system. And instead of trying to change the "dollar" amount of the items just have it as 1 nugget is $1. 1 gold bar is $9, 1 gold block is $81 dollars, 1 diamond is $729, and 1 diamond block is $6,561.
Now if you have figured out a price list for the various items in the game I would be very much interested in seeing what you came up with
My friend Jason and I came up with a currency of Butter nuggets, Butter Ingots, and Iron Ingots.
Iron Ingots, or II represented the least amount of money, and 5 II would be equel to one Butter nugget, or BN.
10 BN were equel to one Butter ingot, or BI.
1 II = Loaf of bread, wooden or stone tools.
1 BN = Cooked food, Leather armor, Enchanted stone tools or regular iron pickaxe.
1 BI = Butter Apples (Golden apples), Enchanted Iron tools, Iron Armor, ect.
I don't have an econ set up yet, but me and a buddy figured out a way to do it currency simply. And it allows people to come across money naturally.
The point of an economy is to make trading efficient and create a standard. It's kind of hard to regulate a currency when you don't even have the slightest clue how many items of monetary value there are in the world.
If you want an effective economy that actually functions as it should it takes a lot of planning and administration. It's more about pretending to be a treasurer rather than actually playing Minecraft. This is why I always disapprove of Capitalism in MCXBLA. The PC version has plug-ins to make all of this simple, it's just not practical for Xbox 360 Edition. I would Communism or trading of your own accord.
If you really want currency, I recommend bedrock or sponge. Something unobtainable, which isn't a lot since we have shears and silk touch. I believe ice is immune to the effects of silk touch though, so you may try it.
I think Ill bump the prices down on $ by one 0 and make 1 paper 1dollar, 1 lapiz 10 dollars, 1 lapiz block 100, 1 nugget 1000, 1 bar 10000 thanks for the ideas though . the reason not to use iron and diamonds is it is good tools . Gold rail will be free
My friend Jason and I came up with a currency of Butter nuggets, Butter Ingots, and Iron Ingots.
Iron Ingots, or II represented the least amount of money, and 5 II would be equel to one Butter nugget, or BN.
10 BN were equel to one Butter ingot, or BI.
1 II = Loaf of bread, wooden or stone tools.
1 BN = Cooked food, Leather armor, Enchanted stone tools or regular iron pickaxe.
1 BI = Butter Apples (Golden apples), Enchanted Iron tools, Iron Armor, ect.
So, yeah.
I could forge money by turning all my nuggets into ingots and it would raise their value... o_O
I have a good idea:
1 = $1
1 iron block = $9
1 gold nugget = $10
1 = $90
1 gold block = $810
1 : diamond: = $50
1 diamond block = $450
It is a pretty basic system, but would probably be better on a superflat world if iron is used
Rollback Post to RevisionRollBack
Acting like a creeper in your signature is too mainstream.
Personally, I prefer barter-trade, it's simple and effective. The players self-regulate, individual bargaining takes care of price-setting, and it's basic supply and demand that anyone can understand.
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. Infrastructure (Rails) is invested into by the government.
Now, not everyone on your "server" will agree with this new set of currencies, and you must not be stubborn. Although you may gain a stable economy from the Bullion-Credit system, many people will be dissatisfied and use other methods surreptitiously. To prevent this chaos, there are a multitude of options available.
These are just some of the options:
Players may either use the system or barter.
Players may either use the system or barter, but there is a daily/weekly/monthly tax for businesses that trade.
Players may barter freely, but all government-funded businesses must use the system.
Players must trade, but there are specially assigned structures for bartering.
Players must trade, but bartering is legal at certain times of the day.
Players must trade, but bartering is legal on certain days of the month.
A barting system seems most natrual to me. If someone floods the market with bread or cobble (by farming) than the value goes down. First trip to the neather is big $$$, eventually, though the value goes down as well.
I would honestly go with something where currency cannot be added or taken away by the people (unless people want to throw away their money) to control the amount of it there is. The best way to do this is to use an item that cannot be used in a crafting recipe, cannot be crafted, and cannot be mined from the outside. This would result in bedrock as the main option. The problem with most items is that they can be obtained by most players and/or turned into something else, unless access to certain resources are restricted. For example, if access to gold and/or redstone is prohibited, clocks would make a good currency as they aren't in any other crafting recipes and they have few other uses (I doubt most of the people would want to keep track of the time). Also, if wolves won't be in this world, then I'd suggest rotten flesh, since most people would rather use something else as a food source.
As for currency rates, I'd say keep it simple: one stack of something equals one of something else; i.e. 64 rotten flesh= 1 bedrock. If you don't want to go with 64, then try 100.
Anyway, I guess it all comes down to what you'll be restricting and how much you trust the people you're playing with to not add or take away currency from the world to cause inflation or deflation.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Now if you have figured out a price list for the various items in the game I would be very much interested in seeing what you came up with
My friend Jason and I came up with a currency of Butter nuggets, Butter Ingots, and Iron Ingots.
Iron Ingots, or II represented the least amount of money, and 5 II would be equel to one Butter nugget, or BN.
10 BN were equel to one Butter ingot, or BI.
1 II = Loaf of bread, wooden or stone tools.
1 BN = Cooked food, Leather armor, Enchanted stone tools or regular iron pickaxe.
1 BI = Butter Apples (Golden apples), Enchanted Iron tools, Iron Armor, ect.
So, yeah.
-
View User Profile
-
View Posts
-
Send Message
Retired StaffThe point of an economy is to make trading efficient and create a standard. It's kind of hard to regulate a currency when you don't even have the slightest clue how many items of monetary value there are in the world.
If you want an effective economy that actually functions as it should it takes a lot of planning and administration. It's more about pretending to be a treasurer rather than actually playing Minecraft. This is why I always disapprove of Capitalism in MCXBLA. The PC version has plug-ins to make all of this simple, it's just not practical for Xbox 360 Edition. I would Communism or trading of your own accord.
If you really want currency, I recommend bedrock or sponge. Something unobtainable, which isn't a lot since we have shears and silk touch. I believe ice is immune to the effects of silk touch though, so you may try it.
I could forge money by turning all my nuggets into ingots and it would raise their value... o_O
1
1 iron block = $9
1 gold nugget = $10
1
1 gold block = $810
1 : diamond: = $50
1 diamond block = $450
It is a pretty basic system, but would probably be better on a superflat world if iron is used
This is the Bullion-Credit system.
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. Infrastructure (Rails) is invested into by the government.
Now, not everyone on your "server" will agree with this new set of currencies, and you must not be stubborn. Although you may gain a stable economy from the Bullion-Credit system, many people will be dissatisfied and use other methods surreptitiously. To prevent this chaos, there are a multitude of options available.
These are just some of the options:
As for currency rates, I'd say keep it simple: one stack of something equals one of something else; i.e. 64 rotten flesh= 1 bedrock. If you don't want to go with 64, then try 100.
Anyway, I guess it all comes down to what you'll be restricting and how much you trust the people you're playing with to not add or take away currency from the world to cause inflation or deflation.