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DF Suggestions / Re: The danger of world trading based on local supply/demand differences
« on: May 27, 2011, 04:09:48 pm »
Wow, You are at about the level of Nw_Kohaku, when it comes to writing walls of text. Still interesting reading, but I don't agree with some of it. For example I don't share Your general enthusiasm about economy that we have today, growth, and technological development. You also seem very found of emergent systems, and free market, and hate anything planned. I think a little planning doesn't hurt and can smoothen economic cycles.
About that game. I was thinking about borrowing it for a week-long LARP with many games. Sounds fun and different. There are still some areas, I don't understand, tough. Namely, the goods creation. Everyone can create goods (like different kinds of sweets (which the king provides)) (self employed, or company) per turn, but not actual money. Then they trade that among themselves using monopoly money. Is this correct? Why won't this create oversupply of goods over say 10 turns? If I understand correctly, any leftover money can be exchanged for chocolate at the end (or even during play), but it seems, that spending it on goods in game gives you more stuff to eat. Is this also correct? If I were ever to try and play with it, I need to understand such things. I also intend on using cheap stuff, no more than 3$ worth of food pere person during the entire game. If I don't do it, I still want to understand, how the mechanisc for that game works exactly.
About "Money as debt". That movie did rise some good points about injustice of our monetary system. Also about impossibility of perpetual growth economy, which is simply not sustainable. And why usury is the cancer of humanity.
About jamming trade routes / ports. This can totally happen. A way to model this would be to make a cap on how much stuff can be transfered. Overflowing causes increased latency, and cost. Over time capacity of a road or port can be increased by governments using money from fees from traders using them.
Toady One said something about the supply and demand model, he was using either in one of front page posts, or DF talk. I dont remember whre exactly. Oh well, we'll wait and see.
About that game. I was thinking about borrowing it for a week-long LARP with many games. Sounds fun and different. There are still some areas, I don't understand, tough. Namely, the goods creation. Everyone can create goods (like different kinds of sweets (which the king provides)) (self employed, or company) per turn, but not actual money. Then they trade that among themselves using monopoly money. Is this correct? Why won't this create oversupply of goods over say 10 turns? If I understand correctly, any leftover money can be exchanged for chocolate at the end (or even during play), but it seems, that spending it on goods in game gives you more stuff to eat. Is this also correct? If I were ever to try and play with it, I need to understand such things. I also intend on using cheap stuff, no more than 3$ worth of food pere person during the entire game. If I don't do it, I still want to understand, how the mechanisc for that game works exactly.
About "Money as debt". That movie did rise some good points about injustice of our monetary system. Also about impossibility of perpetual growth economy, which is simply not sustainable. And why usury is the cancer of humanity.
About jamming trade routes / ports. This can totally happen. A way to model this would be to make a cap on how much stuff can be transfered. Overflowing causes increased latency, and cost. Over time capacity of a road or port can be increased by governments using money from fees from traders using them.
Toady One said something about the supply and demand model, he was using either in one of front page posts, or DF talk. I dont remember whre exactly. Oh well, we'll wait and see.