Currency Overhaul

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

Re: Currency Overhaul

Postby Cingal » Fri Jun 17, 2011 1:04 pm

DatOneGuy wrote:You'd remove most of the value of coins, people could only flood the market but never take anything out. What would they do with those bronze coins? They can't turn them into steeds or anything now.


They'd use the coins to buy things.

Think of coins in this sense as the in-game embodiment of "Points" that your trading thread uses.
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Re: Currency Overhaul

Postby DatOneGuy » Fri Jun 17, 2011 1:07 pm

Cingal wrote:
DatOneGuy wrote:You'd remove most of the value of coins, people could only flood the market but never take anything out. What would they do with those bronze coins? They can't turn them into steeds or anything now.


They'd use the coins to buy things.

Think of coins in this sense as the in-game embodiment of "Points" that your trading thread uses.

Okay, I read again and you're going with Koya's idea of 'Sodom Coin' or 'A.D. Coin'. It has too many flaws to start with IMO.
1)You either restrict it to one press, or you allow 'codes', codes mean you can forge coins, a good thing.
Still has the problem that it won't solve our issue because once you introduce people being able to bring money in, if you take away the ability for coins to be turned back into bronze bars. If the bronze never leaves the market, people will flood the market inevitably, and there is no way to remove excess.
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Re: Currency Overhaul

Postby jorb » Fri Jun 17, 2011 1:11 pm

Bloody nonsense with very little understanding of the origins and functions of currency.

LvMI wrote:Because of this, owners of relatively less saleable goods will exchange their products not only for those goods that they directly wish to consume, but also for goods that they do not directly value, so long as the goods received are more saleable than the goods given up. In short, astute traders will begin to engage in indirect exchange. For example, the owner of a telescope who desires fish does not need to wait until he finds a fisherman who wants to look at the stars. Instead, the owner of the telescope can sell it to any person who wants to stargaze, so long as the goods offered for it would be more likely to tempt fishermen than the telescope.

Over time, Menger argued, the most saleable goods were desired by more and more traders because of this advantage. But as more people accepted these goods in exchange, the more saleable they became. Eventually, certain goods outstripped all others in this respect, and became universally accepted in exchange by the sellers of all other goods. At this point, money had emerged on the market.


Historically the most saleable goods have of course been precious metals. Do not confuse the criminal fiat money pyramid scheme of today with an actual money commodity market. Money is needed because it solves the problem of the "double coincidence of wants" that exists within a non monetarized barter economy. Given time and complexity barter economies will spontaneously come to monetarize certain commodities without the need for a single monopolistic issuer of such a commodity. Some societies have used cattle, some others seashells, but the absolutely dominant monetarized commodities have of course been gold and silver. The state is a superflous and unnecessary assumption in the explanation of the origin of money.
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Re: Currency Overhaul

Postby MagicManICT » Fri Jun 17, 2011 1:20 pm

I completely agree with Jorb here. This is pre-feudal Scandinavia. It was common practice to melt down coinage back into ingots and remint it.

For those that didn't see it, there was a nice long discussion of economic systems in this thread: viewtopic.php?f=7&t=18223
Opinions expressed in this statement are the authors alone and in no way reflect on the game development values of the actual developers.
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Re: Currency Overhaul

Postby Cingal » Fri Jun 17, 2011 1:21 pm

DatOneGuy wrote:Okay, I read again and you're going with Koya's idea of 'Sodom Coin' or 'A.D. Coin'. It has too many flaws to start with IMO.
1)You either restrict it to one press, or you allow 'codes', codes mean you can forge coins, a good thing.
Still has the problem that it won't solve our issue because once you introduce people being able to bring money in, if you take away the ability for coins to be turned back into bronze bars. If the bronze never leaves the market, people will flood the market inevitably, and there is no way to remove excess.


Well, the only people who would be deciding how many coins are in circulation would Sodom themselves. The only way for the market to be flooded would be if Sodom flooded it themselves.

I think it'd be an interesting system at the very least.
jorb wrote:Bloody nonsense with very little understanding of the origins and functions of currency.

Historically the most saleable goods have of course been precious metals. Do not confuse the criminal fiat money pyramid scheme of today with an actual money commodity market. Money is needed because it solves the problem of the "double coincidence of wants" that exists within a non monetarized barter economy. Given time and complexity barter economies will spontaneously come to monetarize certain commodities without the need for a single monopolistic issuer of such a commodity. Some societies have used cattle, some others seashells, but the absolutely dominant monetarized commodities have of course been gold and silver. The state is a superflous and unnecessary assumption in the explanation of the origin of money.


Oh hey Jorb, thanks for the response, sorry that you find it nonsense.

I'm not going to argue basically anything of what you just said, you know a lot more on the issue than I do. So, I'm not going to touch that.

However, all I'm saying is that, if most of the larger trading cities are using "Points" or "Tokens" then we should emulate that in the game, rather than the current system.
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Re: Currency Overhaul

Postby jorb » Fri Jun 17, 2011 1:24 pm

Cingal wrote:Oh hey Jorb, thanks for the response, sorry that you find it nonsense.


Sorry if that came off harsh. It's just that the issue is dear to me. :)
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Re: Currency Overhaul

Postby spectacle » Fri Jun 17, 2011 1:32 pm

jorb wrote:
Cingal wrote:Oh hey Jorb, thanks for the response, sorry that you find it nonsense.


Sorry if that came off harsh. It's just that the issue is dear to me. :)

And that is why you should implement something like Koya/Cingal's currency in H&H. Let us all see what happens if you introduce the possibility of fiat currency into an unregulated free market. :)
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Re: Currency Overhaul

Postby Avu » Fri Jun 17, 2011 2:01 pm

Nobody would use it like nobody uses vending stands. Points works. I'm not fucking with what works. Besides pearls are currency now. Bricks lost their power when metal was made limited.
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Re: Currency Overhaul

Postby jorb » Fri Jun 17, 2011 2:20 pm

spectacle wrote:And that is why you should implement something like Koya/Cingal's currency in H&H. Let us all see what happens if you introduce the possibility of fiat currency into an unregulated free market. :)


Hmm. Upon rereading the OP, I realize that my reaction was actually a bit knee-jerk. I actually wouldn't mind the actual suggestion per se. Your idea here, if I understand it correctly, is to implement a scheme wherein the coin is effectively tied to a higher value standard -- in the form of "store credit" -- than the simple metal value of the coin (which is equally of course close to zero) represents. A general system of goods branding I wouldn't mind at all, as I have stated elsewhere.

What you would then have, however, wouldn't really be fiat money. :)
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Currency Overhaul

Postby spectacle » Fri Jun 17, 2011 2:42 pm

Store credit, a physical representation of "points", is the most obvious application for branded coins, and would make the market much more liquid. But I could also see them used as fiat money for intra-village trade in a New Brodgar type village.

There are loads of possibilities, which is as always the cool thing about H&H. :D
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