-
Sobatsoku
- Posts: 68
- Joined: Sat May 08, 2010 11:44 pm
- Location: Nowa Kodekzia> PA. USA
Re: How To Make Currency Work
Here is the problem, villages would need to specialize in something to make currency large scale. Like , village a makes high ql milk, village b buys the milk from stalls and sells high ql curd, village c buys the curd and sells all types of cheese. Stalls is the only way of trade at the moment, so currency is kind of hard to establish in a wide scale. If your town wants to use currency well, sell 1 raw resource, something someone can raise or lower the ql, and make sure the stall is constantly stocked! Now you atleast have coins to go shopping :-p. Its always best if you get in contact with other villages to see what they want from you, and what you want from them. pick 1 or 2 things to focus on and push endless supply to the stall thats mainly just for them. And if your the one buying this endless supply, find a way to sell it back ! make the stuff your buying higher ql, or finished product. The one reason i dont see large scale currency working, for example, not all villages can pump 200+ ql fibres out. Therefor that makes any village with ql 150 fibres useless, everyone wants the 200!. (and you cant just jack the price up, noone will want to buy it) Theirs only limited amount of items in the game that can be bought and sold in bulk on a daily basis. This also puts a stop on large scale currency. So as a recap, if its confusing, im basically saying small trades among 1-5 other villages is ideal for now.
-
burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: How To Make Currency Work
More localaization of ressources would be supporting trades and with that possibly currencies. Take the suggestions for localized wine or cheese for example.
There is quite a dilemma with this though since for localized goods to be not accesible for larger communities no matter where they are you would have to remove fast travel. To encourage trade on the other hand you need to keep it in the game (as well as for my own sanity).
There is quite a dilemma with this though since for localized goods to be not accesible for larger communities no matter where they are you would have to remove fast travel. To encourage trade on the other hand you need to keep it in the game (as well as for my own sanity).
-
Gulluoglu
- Posts: 122
- Joined: Sun May 16, 2010 5:08 am
Re: How To Make Currency Work
I like the idea of being able to create and "stamp" currency with a unique name, but then the OP made me realize we don't deserve it because of the names used in the example.
-
mvgulik
- Posts: 4098
- Joined: Fri May 21, 2010 2:29 am
Re: How To Make Currency Work
Currently available features might allow for some tuning in this. (although I think you need a bit bigger active player base for experiments with this.)burgingham wrote:There is quite a dilemma with this though since for localized goods to be not accesible for larger communities no matter where they are you would have to remove fast travel. To encourage trade on the other hand you need to keep it in the game.
- Travel weariness for fast traveling could be adjusted. (maybe even affected by the number of items you carry in you inventory)
- The effect of alcohol for lowering travel weariness could also be adjusted.
- Anything else I don't know yet.
I main (example), If you end up with 100% travel weariness for one trip and you need a shit load of wine or beer to get rid of it again. The cost versus benefit takes a seriously big dip. (that of course also lift the relative price of alcohol items to ... and good quality bed's I imagine ... )
Obviously in this example fast traveling in general would be more or less crippled to just about a useless level ...
That remind me of something.
Can you fast travel with card's/wagon's/etc ? (Did not get that far in the game yet, and have not seen any info on this either.)
Ignored(29): "Would you like to know more"
-
burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: How To Make Currency Work
nomvgulik wrote:That remind me of something.
Can you fast travel with card's/wagon's/etc ? (Did not get that far in the game yet, and have not seen any info on this either.)
-
Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: How To Make Currency Work
Like I always say, restrict fast travel to roads and make travellers interceptible. The threat of highwaymen will necessitate caravans for protection, lone travellers going to trade would end up robbed and possibly dead sooner or later. 'Course, this all fails with the current combat system that puts the focus on the individual.
-
caketan
- Posts: 24
- Joined: Mon Jun 14, 2010 11:33 pm
Re: How To Make Currency Work
As said in the OP, this would be a task for a might village like Constantinople or World's EdgetheTrav wrote:Coins as Currency will not work until a major faction decides they want to push it.
They are unlikely to do so unless there is something in it for them
I believe you read my post wrong.Sobatsoku wrote:And another thing, does this not crack anyone else up? How can you be a lawspeaker of a village you kill off haha?. Another thing, the choice of currency, DONG? lets play an age guessing game, i guess he is 7.
I'm not talking 1 stable currency, I'm talking a lot of different currencies with there own value all from different competing empires, like how it was before we had central banks for huge nations. An empire would have to make the decision of how much currency they put out, and be ready to deal with any effects of inflation or devaluing that may result of that.burgingham wrote:People really don't seem to understand how stable currencies work. You cannot just throw money out in the world and hope it works...
First of all you need a trusted, regulatory institution which can enforce their rules for everyone in its catchment area. And who would that be?
What do you have against the Vietnamese?Gulluoglu wrote:I like the idea of being able to create and "stamp" currency with a unique name, but then the OP made me realize we don't deserve it because of the names used in the example.
-
Brickbreaker
- Posts: 331
- Joined: Sat Jan 23, 2010 6:54 pm
Re: How To Make Currency Work
Currency doesn't need a huge superpower to support it, that's just to avoid inflation... which imo is a fun thing if not too serious.
Coins only need to do something useful to players.
Maybe we could have coins being necessary to sacrifice to ancestors for buffs etc. This way people would trade for coins and give them a use.
Coins only need to do something useful to players.
Maybe we could have coins being necessary to sacrifice to ancestors for buffs etc. This way people would trade for coins and give them a use.
-
ThirdEmperor
- Posts: 592
- Joined: Tue Feb 16, 2010 9:44 pm
Re: How To Make Currency Work
Well, I dunno, he could call his currency Skellingtins and base it off the corpses of n00bs.Sobatsoku wrote: And another thing, does this not crack anyone else up? How can you be a lawspeaker of a village you kill off haha?.
-
Sobatsoku
- Posts: 68
- Joined: Sat May 08, 2010 11:44 pm
- Location: Nowa Kodekzia> PA. USA
Re: How To Make Currency Work
That goes back to the coins not being usefull, i would want noble coins, not just some noob that just spawned and is unable to deal a fair fight. Maybe he can come play with the big boys and we can make coins out of him tho, and like robin hood pass out the coins to his poor villagers.