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Messages - Tamren

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1126
DF Suggestions / Re: Economics discussion panel
« on: September 10, 2007, 12:41:00 pm »
Yeah, inflation. What i meant was that there is no one in the DF universe who tracks inflation and spreads that information around, because currency in general is localized per town and per fortress. Thus no globam economy.

Say you dug up a lot of platinum and made a billion coins out of it, the humans you trade with will see you as filthy rich, they will not know or care that the coins you give them are worth less because there are so many in circulation.


1127
DF Suggestions / Re: Economics discussion panel
« on: September 10, 2007, 01:17:00 am »
quote:
Originally posted by Felix the Cat:
<STRONG>Money is a commodity and is affected by supply and demand, just like everything else. This is why economic simulation is so difficult: there is no fixed measure of value in the actual economy.</STRONG>

Of course, but obviously not all of that can apply here. There is no "global" economy to speak of. All trade done with coins is between neighbors. The supply and demand mechanics which should exist anyway are still waiting to be implemented. When they arrive they will still be localized.


1128
DF Suggestions / Re: Economics discussion panel
« on: September 07, 2007, 06:03:00 pm »
Its hard to say what would work best here. I guess we will have to wait for the new version to figure out the exact details.

Once the economy starts up, it would make sense to use the value of the material used to make the coins. Its a simple system, you make coins, hand them around, the bookkeeper keeps track of everything. Your coins would only circulate among your dwarves and your closest trading partners. If you buy stuff for the humans for example and pay them in dwarf coins, they would most likely pay you back using those same coins before using human currency.

Anyhow, later down the road the value=material system would not work as well. We would need to switch over to a more government controlled system as used by most countries IRL. Instead of a copper coin being worth 2 cents, and a gold coin worth 60 cents or whatever, a copper would be worth 25 cents and a gold coin would be worth 5 dollars. This would have many complications that you could only manage in a developed fortress, namely:
1. Coins would have to be vaulted and aggressively protected since they are worth a lot.
2. The government would have to inspect every coin to make sure it is of equal weight and that no one is shaving off the corners or something. This means the creation of a mint.
3. Instead of "coins from Freecudgels", any coins put out from my fortress would be Dwarven coins that COME from Freecudgels. These coins would start to circulate father abroad and be interchangeable with dwarven coins from other such developed cities.

Currently the game has not reached that scope yet, but something like this would definitly be needed.


1129
DF Suggestions / Re: Economics discussion panel
« on: September 06, 2007, 11:15:00 pm »
Pockets would be great, but i would think that once dwarves start amassing a large fortune pockets would no longer be big or secure enough. Dwarves would start to demand wallets or belt pouches. Of course thats not a problem at all, you could build a large supply and stick them in a general store.

What do you think of the mint idea? If you didnt catch it earlier it works like this:
1. Forge creates blank coins, using a mold or whatever. These blank coins are not worth anything yet because they are not stamped with the credentials of your fortress bank. This would prevent the problem of cluttered forges.
2. These blanks are taken to the mint. The mints responsibility is to guarantee that every coin the bank puts out is worth the same. The mint weighs and stamps every coin, then bundles them up for transport to the bank. (which is probably nextdoor)
3. Now the bank is where the coins are tallied and distributed. Taking coins out of the loop before they reach the bank is illegal pretty much everywhere.

This way, instead of changing owners all over your fortress and creating a mess, the bank would handle everything. Dwarves would leave the lions share of any money they own in the bank vault under thier name. Rent is deducted from this supply. If dwarves wish to have some money on hand for shopping or otherwise they will get a moneybag and fill it with some coins, then store this bag in a personal chest.

The only time that coins change hands is at the bank where they are not moved. Or in a store cash register (or whatever the dwarves use). No more mess!

--
One thing that can possibly turn into a fiasco is how the money owned by the dwarves and the money owned by the fortress "government" are seperated. Obviously there would have to be some form of taxation. Rent is already calculated as a form of property tax.

If say, a trade caravan comes up to your fortress and you order 10 barrels of beer, whos money is being spent here? Since food is communal this would no doubt come from the government. But lets say your government somehow ran out of money and traden for the same, would it start to borrow money from your population?

As someone mentioned, just minting more coins is only a solution up to a point as that causes rampant inflation. But that is only a problem when a society uses "tokens" for money, just like how we use paper currency.

The current system seems to use the value of the material itself, but that can lead to problems as well. Say you were paying for a solid platinum statue. In order for you to pay the artist for the material used you would have to give him the statues weight in platinum coins! And then add even more for his effort and time.


1130
DF Suggestions / Re: Economics discussion panel
« on: August 31, 2007, 03:20:00 pm »
Sure why not   :p

Personally i wouldnt but if Toady wanted to put that in that would be neat.

[ August 31, 2007: Message edited by: Tamren ]


1131
DF Suggestions / Re: Economics discussion panel
« on: August 30, 2007, 10:55:00 pm »
That is especially true when you think of the elves. They show up to your fortress with plants and cloth to trade, useful stuff of course.

But since they do not smith anything for export, its doubtful that they would use metal currency. They could write numbers onto leaves for all we know but they certainly do not trade with em.


1132
DF Suggestions / Re: Economics discussion panel
« on: August 30, 2007, 02:13:00 pm »
Well the problem with digging up a ton of gold and minting it is that it devalues the currency because there is so much of it. Of course thats more of a problem with paper money, as the paper is worth as much as the government says it is. I suppose making more coins would not be the same as printing up a crapload of paper money just to make yourself richer.

1133
DF Suggestions / Re: Economics discussion panel
« on: August 29, 2007, 01:40:00 am »
quote:
Originally posted by Felix the Cat:
<STRONG>*Actually, as the Roman economy declined, the emperors debased the coinage several times, reducing the actual amount of precious metal in a given coin. They did this because of inflation: </STRONG>

That brings up a good point, would we have to deal with inflation in any form? If you simply produced a mountain of coins or dug up a huge load of platinum and sold it, it would be worth less and less, a loaf of bread would cost 500$!

What real life methods of controlling inflation exist? I know very little on that subject. At the very least, the "money grubbing" nobles should control or advise you on that situation.


1134
DF Suggestions / Re: Economics discussion panel
« on: August 28, 2007, 01:10:00 am »
quote:
Originally posted by Grek:
<STRONG>Right now nobles get everything they want for free.</STRONG>

And we kill nobles with impunity using creative plumbing. Both will eventually be changed. If the penalty for killing nobles ever increases we would need to give them better abilities to make up for it. In fact we need to do that now anyway seeing as only a handful are worth thier keep.

quote:
Originally posted by Grek:
<STRONG>I don't realy like that plan. A dwarf should get payed based on the following things: the wage for the job times the quality modifier of the product made (if any) plus a bonus from the noble if it was a mandate.</STRONG>

Well the problem with that is you would need to ensure that class of worker has enough to do and divide it among all of the available workers. Otherwise some would grow impoverished because they have no work to do, even though they have the skills. Dwarves should be paid for the skill they have, this way skilled carpenters will earn more than noob carpenters.

Of course, this assumes that jobs can take more than one dwarf. I have high hopes for expandable workshops. In such a workshop, you would make one single room where ALL of your carpenters worked. If one dwarf can make a table in 10 minutes, 2 dwarves working on the same table should go much faster right?

Since the workshop is making the items, and all of the dwarves work in it, then paying dwarves by work completed would be an effective system.

quote:
Originally posted by Grek:
<STRONG>Would money from the roman empire be excepted in mideval china? They should have different money, and the value of another empire's money should go down at as you move farther and farther from that empire's citys.</STRONG>

In that case you should be able to convert currency at local banks. If you know where you are headed you can cash in all your money for a different kind.

quote:
Originally posted by Nick K:
<STRONG>IMO in DF the value of a coin should equal the value of the metal in it. I know that raw metal bars are valueless, but this isn't realistic - weren't gold ingots used as a way of keeping lots of value in one place?</STRONG>

Good point you guys, coins having worth from material makes sense. But there has to be a government backing it up, otherwise you could dig up some gold, make it into coins and be instantly rich.

I guess in the beginning currency would not mean very much in your outpost. Bartering would be the method of trade. Once you have the right nobles in your fortress (from your empires government of course) you can say "this is a dwarven gold coin from our city, our goverment guarantees that it contains this amount of gold and is worth this amount"

You guys are right of course that currency loses value the farther you take it from the parent kingdom. Your neighbor would accept your coins because he knows exactly who you are. A kingdom on the other side of the world who has never heard of your city would pay you for the metal content of the coins, but would not let you use them as legal tender.

That said, the race that minted the coin should be important as well. Humans trade EVERYWHERE, so human coins should be standardized and widely accepted anywhere humans are well known. Isolated communities would be wary of outside coins or even still rely on bartering.

Like you said, bars could be used as mass currency. There should be a stamp or engraving on it to make it valid. Otherwise it is simply a valuable chunk of metal. The stamp ensures that the bar has a set value and is guaranteed to contain the right amount of metal.

Right now we do not have to deal with thievery in our own fortresses, not counting kobolds and nobles of course. But thieves will eventually get smarter and storing coins and gold bars out in the open just wont cut it anymore. We will need to figure out the mechanics behind vaults and the like.


1135
DF Suggestions / Re: Economics discussion panel
« on: August 26, 2007, 06:39:00 pm »
quote:
Originally posted by Savok:
<STRONG>Coin vaults already exist: Just make a large amount of coins and put it in a sealed room. The economy will run on credit.</STRONG>

The reason that solves the coin problem is it cancels out every single hauling task. Under the new system with a central vault it would work the same way. Money changes hands but it does not actually go anywhere.

Also FYI it is possible to add more coins to the stockpile. It involves an airlock system of doors and levers and making the stockpile part of your smiths bedroom.

 

quote:
Originally posted by Grek:
<STRONG>I think money should be stored in a vault room, defined from a safe. The government money goes in the safe, the dwarfs on the tiles around it.</STRONG>

Personal coin chests and vaults should still exist however. I imagine the central vault would have to have very tight security. Presumably you would want to put it in a secure location to prevent thievery. The problem is that would make it very inconvenient for dwarves who just want to get a bit of money to shop. Plus the dwarves might not trust thier government   :D.

Its not a big deal anyway since nobles already demand storage containers. Giving one to every dwarf in your fortress is not much of a stretch, unless we have to build and maintain locking mechanisms for all of them, but that comes later. Dwarves would only carry around a "wallet" of coins. When they need to buy something at a shop they take the wallet with them, and put the remaining money back in thier personal vault. Rent and other expenses are taken out of thier account at the central bank. The only time dwarves would have to go to the bank is if they need to refill thier wallet.

On the other hand, you would have dwarves who insist on keeping all of thier money in personal vaults. Mostly this would be your fortresses nobles. Powerful ones would even demand personal vault rooms. Makes sense right?

 

quote:
Originally posted by Grek:
<STRONG>I think there should be a list of default wages/prices that nobles will change. The player should also be allowed to change the prices to the same degree a noble can as to offset any poor choices.</STRONG>

Defaults are good to have but irl the system is more fluid. I strongly support the idea that workers of each class are part of some overall "union" or guild. Makes sense seeing as most of them have representative nobles. Nobles should not be allowed to control the salaries of other dwarves, or else they would just give themselves easy money.

Rather, the wages of everyone in the fortress should be controlled by you, as god and the government combined. They would automatically fluctuate due to a few factors:
1. The total amount of workers in a class, compared to the demand for workers of that class.
2. How much work they get done. (compared to how much work they are asked to do)
3. What the job IS, there is no need for fisherdwarves on maps with no water.

This way dwarves get paid a minimum wage for HAVING such and such skills because they took time and effort to aquire. The exception being legendary dwarves of course. At the same time, all the dwarves of a specific class would earn more money depending on how much work they do collectively. This way, all 4 of your carpenters can earn a living, even if you only provide a single workstation.

Instead of directly controlling wages, nobles would mandate changes to them. Most nobles do not have the authority to do this, the representative for the farmers guild might ask for a wage increase if the farmers complain they are not earning enough for what they do. He might also demand more workers, or more jobs for existing workers (which he does already afaik).

The bookeeper, treasurer or auditor, whichever would be responsible for the overall situation. Instead of demanding changes he would advise YOU of what needs to be done. Stuff like "there are too many fishermen" "the farmers are being overpaid".

Make sense?

 

quote:
Originally posted by Grek:
<STRONG>It's like that currently, with each empire's coins being useable elsewhere in the empire, but an empire's towns don't seem to stay in the same area. That could change.</STRONG>

Still, currency should be universal within racial boundaries. It doesnt make sense that the currency is simply worthless in neighboring kindoms because the stamp is different. Would they simply never trade with each other at all?

 

quote:
Originally posted by Grek:
<STRONG>Also, let us decide to give money to a chosen dwarf.</STRONG>

This could be a good way to control tantruming.

[ August 26, 2007: Message edited by: Tamren ]


1136
DF Suggestions / Re: Economics discussion panel
« on: August 25, 2007, 07:39:00 pm »
Coins do not really need to lay around. The only time you should see them in a pile on the ground is either:
1. Right after they have been made, awaiting transport to the bank.
2. Dropped in transit, for whatever reason.
3. A container or bank is dismantled/destroyed.

In all other cases the most we would see of them is a series of numbers. It would go something like:

1. Raw coins are produced at the forge, or foundry, whatever. The blanks are then placed in a box or bucket and taken to the mint.
2. The mint is where coins gain thier value, an unstamped coin is worth very little. Once the coins are stamped they are transported in a more secure fashion to the bank and stored in the vault.
3. From here 2 things can happen. When dwarves first get thier money they will either leave it in the bank, or transport it in a wallet/coin sack to thier personal container.

This way, the only time coins are transported as a stack are from the mint to the bank. Once they reach the bank they are split up and the coins become a number inside another container. Instead of 23 silver coins in seperate stacks, you have a money pouch with 23 silver coins in it.

quote:
Originally posted by 517A5D:
<STRONG>I think your suggested standard of living calculations are too complex -- especially as the calculations are presumably hidden from the player, who would then have no idea what influences rent or why.</STRONG>

They need a bit more work  :(, but you do understand what im getting at right? The value of something should be affected by supply and demand. A masterwork bed is worth quite a bit, but not if every single one of the other 600 beds in the fortress is exactly the same.


1137
DF Suggestions / Economics discussion panel
« on: August 25, 2007, 01:09:00 am »
The main points to talk about:
1. Seperating the money owned in personal accounts from the communal "government" money that the player has access to.
1. How money can be better handled: Banks, personal vaults and the like. We need to eliminate the coin mess we currently get, but how?
2. Wages: Who gets what, for doing what. This goes double for nobles.
3. Trade with other races: Bartering works but coinage is more stable. Prices should fluctuate due to rarity, demand and especially distance of transport.
4. Standardized currency within racial boundaries: If get some human coins from one town, i should be able to spend them anywhere in the human empire. As long as the coins are all the same size the markings should be irrelevant. There are a few exceptions such as a state of war between towns.
5. Taxes: At the very least, we need a property tax on rich dwarves. On a larger scale, dwarf outposts may need to pay regular tribute to the king, or somesuch thing.
6. And whatever else pops up later.

One thing i would very much want to see in future versions is a controllable standard of living. What does that mean? Well let me explain. Right now each and every bedroom in your fortress has a value rating. The value is composed of everything in the room, the floorspace and the finish of the walls and floor. In the beginning this has no use, dwarves can be assigned any room and will occupy any free room.

Once the economy starts up however, we get totally screwed! For one thing, you can no longer assign rooms to "common dwarves", where they sleep is determined by what they can afford. We have very little control over this aspect of the economy because the value of rooms is also highly variable. A 1 tile bolthole is worth quite a bit when you add a masterwork bed. This difficulty is compounded because we have no control over the quality of the items produced by crafstsmen. A legendary carpenter will churn out masterworks left and right that poor dwarves can not afford.

This is where the "standard of living" comes in. Lets say i knocked out a huge apartment block of 3x3 rooms. Ordinarily all my peasants would never be able to afford them once they are fully furnished, even if i WANT them to live there. So what i should be able to do is designate the quality level of the room. For these blocks i would tag them as commoner housing. The computer then looks at the worth of every single commoner bedroom in the fort, then calculates the average value. It will knock off any rooms that are of a very low value compared to the old average, this is to avoid empty rooms still under development from messing up the count.

Once you have the average value, you can decide how large a % you want to exempt from the rent. This sets the standard of living, meaning you can ensure that dwarves of a specific class have access to homes of AT LEAST such and such value. This also lessens the problem of masterwork furniture engorging the value of small homes. Instead of a straight discount, the averaging system ensures that dwarves with better stuff will still have to pay for it.


1138
DF Suggestions / Re: [ART_DEFILE:OFF] in init.txt
« on: December 29, 2007, 12:48:00 am »
quote:
Originally posted by Grek:
<STRONG>Init options are for features that are not fully implemented and/or buggy.</STRONG>

Nothing wrong with a sandbox mode. Especially as we are all technically alpha testers.


1139
DF Suggestions / Re: One more metal....
« on: September 24, 2007, 04:28:00 pm »
quote:
Originally posted by Eagleon:
<STRONG>*reads thread* Fahhh. No fair. You guys get out of my head. Trees and plants concentrating metal is -my- idea from way back, and I use it in some of my story settings.   :D

1140
DF Suggestions / Re: One more metal....
« on: September 20, 2007, 09:26:00 pm »
quote:
Originally posted by Turgid Bolk:
<STRONG>Meladelamite sounds silly to me. If anything I don't think it should have an English ending mixed with elvish, tho I suppose "meladela" would work. I do like "çwinire" very much. Or we could go with the rest of the metals and take the name directly from English, say "elvish steel," "hardened sap," or "steel-sap", no translation needed.

No offence meant, just my 2 cents.</STRONG>


Ambersteel.

Sound good?  :D


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