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Author Topic: Different and interesting currency  (Read 2577 times)

DerMeister

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Different and interesting currency
« on: September 08, 2019, 01:51:15 am »

In vanilla entities not yet have economic. So their currency is primitive threemetallic system from bad RPG. I want make their own currency sistem for all entities. Humans will have their three metals, but not 1:5:15, they will have 1:29:493. Dwarves will have currency from a lot of metals and alloys. Elves will have amber currency and probably wood and pearls. Kobolds will have gem currency.

Any ideas?
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Superdorf

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Re: Different and interesting currency
« Reply #1 on: September 09, 2019, 10:49:04 pm »

Oh you and your RPG hate. ::)
You have a point tho; it would be fun to see some currency changes! Some thoughts:

- Humans: Those are some pretty specific ratio reworks, and I'm not sure what they're for exactly. I take it you've thought those numbers through pretty carefully? I'm curious to hear your reasoning.

Dwarves: Seeing as you can make any kind of coin in fortress mode, it'd be cool to see something similar in the rest of the world. I don't think dwarves in world-gen sites carry money on them at present-- perhaps you could add pouches to their tool-list, in a manner similar to humanfolk?

Kobolds: Gems have to be mined out of the rock usually, and kobolds wouldn't be much good at that. I'd expect to see maybe a few rock bone trinkets, if anything... unless they're just stealing all their currency? But in that case I'd expect to see coins like unto those of other civilizations, not gemstones...

You've not mentioned goblins in your list there. D'you intend to do something with them? 'Cos some iron and copper currency would suit them nicely, it would-- goblins have no use for soft human metals!

- Elves: I hear pearl is a bit of a pain to create reactions for, 'cos of its weird standing in vanilla DF-- apparently it doesn't actually exist as a material, but still can show up in material preferences? Something like that. You could probably make it happen, but you'd have some work to do.

You mention pearls, but you don't mention their primitive financial counterpart-- shells! Shell currency would be easily obtained, easily worked, and has a nice base in reality. Lots of fun things to be had there!

You could make that "wooden currency" some sort of bead too, maybe. I'm not sure how that would work in practice.

« Last Edit: September 09, 2019, 10:54:52 pm by Superdorf »
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Atkana

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Re: Different and interesting currency
« Reply #2 on: September 10, 2019, 04:40:24 am »

Technically, the currency values in Dwarf Fortress aren't some arbitrary numbers. The values of 1 for copper, 5 for silver, and 15 for gold are based on half the value of the given material's material multiplier (copper is 2x, silver is 10x, gold is 30x). Though this currency value is just the one used for Adventure Mode, in Fortress Mode coins get treated as an item rather than a form of currency: a stack of coins (created in batches of 500) are worth 10 x Material value. So for example, a single gold coin in fortress mode would be worth 10 x 30 / 500 = 0.6 dwarfbucks.

Just something to consider based on what mode you're making these changes for, not that currency really has to reflect the material's actual value (though as in real life, currency that's worth more as a material than what it economically represents usually gets used as a material instead :P)

DerMeister

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Re: Different and interesting currency
« Reply #3 on: September 10, 2019, 11:15:15 am »

Technically, the currency values in Dwarf Fortress aren't some arbitrary numbers. The values of 1 for copper, 5 for silver, and 15 for gold are based on half the value of the given material's material multiplier (copper is 2x, silver is 10x, gold is 30x). Though this currency value is just the one used for Adventure Mode, in Fortress Mode coins get treated as an item rather than a form of currency: a stack of coins (created in batches of 500) are worth 10 x Material value. So for example, a single gold coin in fortress mode would be worth 10 x 30 / 500 = 0.6 dwarfbucks.

Just something to consider based on what mode you're making these changes for, not that currency really has to reflect the material's actual value (though as in real life, currency that's worth more as a material than what it economically represents usually gets used as a material instead :P)
If this is just half of material value, I will make new currency system based on material values.
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DerMeister

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Re: Different and interesting currency
« Reply #4 on: September 15, 2019, 06:21:59 pm »

So, I make this mod as part of my bigger mod. Dwarves have copper, billon, sterling silver, silver, electrum, gold, platinum and 'candy' coins.Humans have copper, silver, gold and platinum. Elves have amber and salt coins. Goblins have nickel, iron and steel currency. But how achieve exotic types of money in game?
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FantasticDorf

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Re: Different and interesting currency
« Reply #5 on: September 16, 2019, 09:02:27 am »

So, I make this mod as part of my bigger mod. Dwarves have copper, billon, sterling silver, silver, electrum, gold, platinum and 'candy' coins.Humans have copper, silver, gold and platinum. Elves have amber and salt coins. Goblins have nickel, iron and steel currency. But how achieve exotic types of money in game?

I am quite sure you can have a unlimited types of money by just assigning a value to it in the entity tokens to make it

Code: [Select]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]
        [CURRENCY:PLATINUM:30]

Etc easy as that. You might need custom reactions for candy-money though.

I HAVE been looking into re-enabling economy recently though, i think im making some progress but i need to establish a stable fortress first, here's what i found.

[TAX_COLLECTOR] - i believe this is a hardcoded named position, so this should not change, change the [name:] ingame instead, but these guys should ALWAYS arrive with a landowner named with a [POSITION:BARON] count or duke relevant to whatever civ you're playing and have 1 post-barony squad protecting them also enabled at the same time.

In days past, the Hammerer used to be the leader of the Royal Guard who used shake down dwarves, so really they're the tax collectors "hands"

This is the extracted raw from ver 31.

Code: [Select]
[POSITION:TAX_COLLECTOR]
[NAME:tax collector:tax collectors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:COLLECT_TAXES]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:140]
[DO_NOT_CULL]
[COLOR:6:0:1]
[ACCOUNT_EXEMPT]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:1]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]

[POSITION:HAMMERER]
[NAME:hammerer:hammerers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[RESPONSIBILITY:ESCORT_TAX_COLLECTOR] //this is the important bit, captain of the guard cannot do this because its Baron activated, and captains are enabled by mayors.
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[SQUAD:10:royal guard:royal guards] // Name isn't important, just that they exist as a squad appointed by these nobles
*** needs hammer item/skill here // We have this now in our present code so write over this
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[ACCOUNT_EXEMPT]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:250]

[POSITION:BARON/DUKE/COUNTetc.]
[blah blah blah, usual baron stuff, just the hardcoded title is important]

disclaimer - I have no idea if this works, im still optimising it for testing, but economy flipped itself on automatically in d_init when i gave it a test run without playing fortress mode.
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brolol.404

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Re: Different and interesting currency
« Reply #6 on: September 16, 2019, 09:55:16 am »

Does [COLLECT_TAXES] and [ESCORT_TAX_COLLECTOR] still work as position tokens? What does it do in game exactly?

FantasticDorf

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Re: Different and interesting currency
« Reply #7 on: September 16, 2019, 10:39:15 am »

Does [COLLECT_TAXES] and [ESCORT_TAX_COLLECTOR] still work as position tokens? What does it do in game exactly?

Im still in the process of finding out. What they're supposed to do is that when they're present on the baron's arrival (which is not a two minute job to arrange), each citizen will be given a account to rush and get some coins, and rooms will start costing money based on quality. Beyond that im not sure what the intended effects might be in 44.12 detracted from really really old code or definitely if it'll work.

But you're right i should really stop distracting myself with other stuff and hurry along for a proper answer.
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Roses

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Re: Different and interesting currency
« Reply #8 on: September 16, 2019, 10:57:19 am »

I don't believe they do anything anymore, I remember testing in the previous version (or maybe two versions ago) and while I could get a tax collector to come, it did not activate "economy mode".
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FantasticDorf

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Re: Different and interesting currency
« Reply #9 on: September 16, 2019, 11:02:37 am »

I don't believe they do anything anymore, I remember testing in the previous version (or maybe two versions ago) and while I could get a tax collector to come, it did not activate "economy mode".

That's a promising (or least hopeful) start because i had doubts they'd arrive at all, but was your d_init enabled?
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Roses

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Re: Different and interesting currency
« Reply #10 on: September 16, 2019, 11:07:14 am »

I don't believe they do anything anymore, I remember testing in the previous version (or maybe two versions ago) and while I could get a tax collector to come, it did not activate "economy mode".

That's a promising (or least hopeful) start because i had doubts they'd arrive at all, but was your d_init enabled?

Yeah, had everything set up to work just like it worked when Toady had economy enabled, but nothing happened. Of course I didn't really experiment much besides just getting to that point, so I suppose it is still possible that you could cobble something together that might work. But I think rooms and items costing money and such is just turned off completely (would have to go back to Toady's post when he turned them off to see exactly what he hard coded disabled)
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brolol.404

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Re: Different and interesting currency
« Reply #11 on: September 16, 2019, 11:54:42 am »

Would be really cool if you find out that they still work. I would love to add them to my goblin mod and have a goblin king show up to start beating goblins for gold lol

DerMeister

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Re: Different and interesting currency
« Reply #12 on: September 17, 2019, 09:32:13 am »

Probably, I will add currency even for kobolds. Coins, made from helmet snake scale and giant cave spider chitin. Will this work?
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