Well trading in general is what drives player interaction, its either trading or taking things by force, or growing quality and keep in within the walls just to be able to keep your base intact from hostile players. But generally trading is what most people do, even on a small scale. Now having an economy driven by blueberries and bluebells would be really good, if there was a demand for it, but with so many curios being craftable at crazy qualities, makes them practically all useless, and most of foraged food ingredients are only good for the early game stuff. In the previous worlds when that was the main economy drive, people would just run bots to get pearls and edelweiss, feldspar and whatever else people were buying, including high quality craftables that people would get due to a bot industry. Not much have changed, and bots do give an unfair advantage for those who are into trading, but with some tweaks to the game, like farming for example, you can now compete with bots, and it is more difficult to bot mining now with added danger to the mines. But stuff like cheese making is still pretty heavily botted and is something a regular player can't compete with, just like in every world before. Still, overall I think the economy is improving, but like Sevnless said
Sevenless wrote:The problems with trade aren't tokens, but the lack of anything else meaningfully tradeable.
which is the main concern. Right now the only thing people can trade to make a decent coin without being a big village is Cast Iron. And at current prices you can trade 50-60 cast iron bars for enough coins to buy yourself a sub token. That seems pretty cheap... compared to previous world, but with Iron being so rare this world, compared to the previous, at least on higher levels of the mine, it makes it more difficult to get cast iron, thus makes it more difficult to make coin, so compared to previous world the only trade sink item that was so popular is less available this world, and because of that more valuable. But all in all, you can still get those 60 bars if you work hard enough (something that you do a lot in this game anyways), while before you had to dig out and smelt about 5-10x as much (depending the world age) to make yourself a token, once you have some industry established it would only take a few days of work in the game to get your sub token. If there were more items in game that anyone could get with enough effort, items that would still be useful in the late game, even for larger factions, that would really fix the economy issues we have today with not much things being valuable for the big guys. While resource nodes such as Icicles and Pit clay are useful, they are mainly owned by the big guys already, Rock crystals are somewhat useful, but not to the extent of a previous world, and it is only as good as the tool you harvest them with, so again, big factions. The only resource that is available to people, depending on how lucky they are is Guano, but only for those who contribute to the kingdom buffs, and only for so long, until its not needed. Everything else, including salt and even brim is kind of useless most of the time. But if there were things that you could get not depending on a time window, but on your effort (like cast iron), that would be so much better. So I guess more spiral mechanics or consumable items?
Just an example of the top of my head, would be to add a new type of foragable and or hunting byproducts sink mechanic like an Alchemy, add poison extraction from snakes for potential medicine use or weapon poisoning for hunting/pvp; herbs and mushrooms that you can't pot, animal parts such as wolvering scent gland, magpie eggs or any other wild bird byproduct (there are so many birds), etc. The reason I bring up alchemy is because logically you can sink more of the same ingredient to increase the density of a substance, so if 1 scent gland gives you 0.05l of a certain liquid, and when you have say 1l of it, you can boil it down to 0.1 of higher density/quality essence, in other words... sink and crit mechanic of foragables and hunting byproducts. And here you might ask again, will bots ruin this mechanic and the economy of it once again, and they certainly will affect it, but just as much as they affect making cast iron bars, if not less, as it requires more manual tasks that are impossible/difficult to bot, or to bot safely. Sorry for a bit of an off-topic with this example, but i think health of the economy is overall a very important subject, and what kills it is not subtokens but a lack of sink items in the game that are obtainable and attractive to everyone, throughout the whole world, no matter the quality. And after all, player economy is not ran by subtokens but by market specific currency, aka coins, that you can gain from one person and spend by buying from another.