Coinperss and economics.

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Coinperss and economics.

Postby sabinati » Wed Sep 01, 2010 8:17 pm

give me 100 pot :)
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Re: Coinperss and economics.

Postby Zirikana » Wed Sep 01, 2010 10:05 pm

Maybe one work around would be to have some kind of loss when you melt coins down into metal (say, instead of 100 coins per bar, you'd need 105 or something), that way there's a definite disincentive to using the metal in minted coins for making goods, but you could still have that option if you want to do so. I think a natural tendency to stop minting coins when inflation starts to kick in would balance everything out.
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Re: Coinperss and economics.

Postby DatOneGuy » Wed Sep 01, 2010 10:33 pm

Zirikana wrote:Maybe one work around would be to have some kind of loss when you melt coins down into metal (say, instead of 100 coins per bar, you'd need 105 or something), that way there's a definite disincentive to using the metal in minted coins for making goods, but you could still have that option if you want to do so. I think a natural tendency to stop minting coins when inflation starts to kick in would balance everything out.

Correct me if I'm wrong but I believed it worked in some sort of way like that previously.


I like Pot's idea.
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Re: Coinperss and economics.

Postby Zirikana » Wed Sep 01, 2010 10:56 pm

Potjeh wrote:Really, the only solution for making a "hermetic" shop is customizable scrip.



I think you're right there. What if instead of metal coins minted as customized village scrip, we had a "printing press" of sorts? Add a few jars of inkweed ink, load up a bunch of parchment, use a gold or silver bar carved into a customized pattern as a master, and then print out "money". The village shop could still be essentially "hermetic" like you say, but people could be free to exchange your bills for those of another village should the need arise.

The face value of the money could be whatever you want (say a goonbuck, relative to 1 bar of low q cast), but the real effective value of the money (i.e. relative to a currency exchange market) would be determined by the faith and credit of the issuing city/village. Using effectively worthless paper scrip gets around the melting-down issue, as long as we all decide to be cool with what is essentially a commodity backed bill. I imagine the currency situation in the game to start out much like the currency in the early US, where each "note" was simply a guarantee from the bank to pay a certain amount of gold or silver or corn or whatever in exchange for the note. Each issuing village would have to pay at least a little attention to how much money was circulated and how much remains in reserves, in order to have a meaningful currency valuation.

I'd say a bill printing press would have to need an absolutely ridiculous amount of materials to make, so that only the largest villages are able to build them. Make it the size of a mansion, and take 1000 planks or more, and a very large amount of wrought iron or something. (oh, and make it MANDATORY to wear a top hat and monacle while operating it :D)
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Re: Coinperss and economics.

Postby Koya » Thu Sep 02, 2010 8:43 am

Thats what I was about... guarantee in valuable metal for each coin produced. But implement paper money could be a big work for devs, not sure if they will do it. But coins is other story... they are in game, they have no use, they can be made right now... only a few changes needed.
Also if look at this from historic point, when paper money appeared in free use ? Right ;)
So I choose coins.
Its wrong to give coins price of their material, because it became simply the same barter style...
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Re: Coinperss and economics.

Postby dra6o0n » Thu Sep 02, 2010 8:59 am

People might use coins more if items like potions are preferred more...
Because coins and currency is seen as a easy way to trade convenient items, rather than lugging around materials to trade.
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Re: Coinperss and economics.

Postby Dataslycer » Thu Sep 02, 2010 9:30 pm

Also the fact that the conpress itself needs cast, wrought, and steel.
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Re: Coinperss and economics.

Postby Brickbreaker » Thu Sep 02, 2010 10:45 pm

Potjeh wrote:
sabinati wrote:i don't see any need to have "backed" coins (they are backed by the metal they are made of) or to have any difference in coins between villages.

It lets me control the trade in my shop better. If my barter shop was selling my custom scrip and my coin stall was only accepting that scrip, I could be sure that I won't get metal I don't really need instead of the fish/chants/whatever, which I wanted to actually buy with the goods in my coin stall.

Naturally, you shouldn't just blindly accept any amount of scrip I offer you. But if you see that my shop is well stocked with goods you need, and you were selling me a modest amount of something I need, why not accept store credit as payment?


Nice idea. But one question.
The process would be like this. My resources >>> potjehscrip >>> Items from your store.
What would motivate me to adopt the scrip when I can just give you my items to directly trade for something in your store?
e.g. My resources >>> Items from your store?
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Re: Coinperss and economics.

Postby Potjeh » Thu Sep 02, 2010 11:37 pm

Because my barter stalls only sell scrip, and I only sell items in coin stalls. I wouldn't set up direct good to good stalls because there's just too many possible combinations of goods.
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Re: Coinperss and economics.

Postby Jeebus » Fri Sep 03, 2010 8:11 am

DeBosh wrote:
Koya wrote:So at first lets look at todays coins... they are useless... nobody uses them... they are garbage...
The main point is that they have no value... even if you could melt them to nuggets... still.. they will cost same as material, which is ineffective.
Idea can be if somebody could make unique coins. Also will be great to have something like Village-City difference.. like you need 2000000 authority to upgrade your village to city. And get coinpress as authority object. Now there are coins unique to city, with name of it stamped on coin...
So now when we will take 1 silver coin and make its value by 1 bar of silver, which is guaranteed by city, and stored in vault, we can produce money inside city with real price and useful in use... Barter stands is a big mistake... they limit players to a few of products... with money they could buy anything they want.
To make lesser prices we will take 1 silver coin and make it cost 100 copper... same unique so nobody could make the same... but the same guarantee - 1 bar of silver per 100 copper coins.
Now with different cities we have exchange rate for money, and economics is working now...

interesting idea but hard to keep track. How do you suggest to track if that coin is really valuable? After all you can make as much of them as you wish.



I figure a mechanic could be added to village idols where, upon receiving an item much like a crossroad sign, you can see the exchange rates of currency between the cities you've had contact with. Exchange rates would be set by a village's current authority (not total authority, although high overall authority would make your city wealthy in this system... A conundrum...) compared to your village's authority. To prevent over-saturation of the market by coins, coin making would require authority, and an equation could be set up that say, if you produce an amount of coins over A/N, where A = authority and N = static constant that is the sum of all coins with modifiers of 250 x # of gold coins, 100 x # of silver, 50 x # of steel, 20 x # of wrought or bronze, 5 x # of copper, 1 x # of tin, and/or .25 x # of cast iron coins (or something like that... I'm just pulling numbers out my ass), the coins themselves will start to generate authority loss (To represent overprinting money).

Or something like that...
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