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Author Topic: Ownership & Economics, or Fun With Money  (Read 2225 times)

Vercingetorix

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Re: Ownership & Economics, or Fun With Money
« Reply #30 on: August 08, 2010, 04:43:25 pm »

Also, another big thing here would be implementing a true tax system for the player as well as upkeep costs; right now, pretty much everything lasts indefinitely and can be used by an infinite number of dwarves without consequence.  If we include upkeep costs to reflect maintaining the fort as well as a tax/revenue system to pay for it (as well as finance the cost of new work orders), it would offset the problem of a massively wealthy fort being able to provide massively luxurious accommodations across the board because the cost of doing so would exceed the revenues produced by dwarves' labors.

Of course, this still has to involve a way to ensure there are labors for dwarves to do, but now without too much/too little autonomy.  This is complex, to say the least...

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Do you always look at it in ASCII?

You get used to it, I don't even see the ASCII.  All I see is blacksmith, miner, goblin.

Vercingetorix

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Re: Ownership & Economics, or Fun With Money
« Reply #31 on: August 08, 2010, 04:45:18 pm »

Inflation of precious metals would be quite low because they would be wanted by all civs so that inflation only really kicks in if either there are very little intelgent creatures left or if you mine enormous amouts.

That's the thing.  Some embarks have huge amounts of gold/silver/copper available, more than enough to induce inflation (especially with features for "retiring" forts to civilization management and the real-world trade network). 
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Do you always look at it in ASCII?

You get used to it, I don't even see the ASCII.  All I see is blacksmith, miner, goblin.

thijser

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Re: Ownership & Economics, or Fun With Money
« Reply #32 on: August 08, 2010, 04:55:18 pm »

However dwarfs are known to try and gather huge amouts of tressure that's one big amout of demand for gold/silver/platina. So that should keep the prices quite high.
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Comrade

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Re: Ownership & Economics, or Fun With Money
« Reply #33 on: August 08, 2010, 05:07:32 pm »

What if Urist McAssassination took many nobles off to a long vacation and claimed their goods?
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thijser

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Re: Ownership & Economics, or Fun With Money
« Reply #34 on: August 08, 2010, 06:03:56 pm »

 
What if Urist McAssassination took many nobles off to a long vacation and claimed their goods?

Urist Mcassasination would probably be rich.
Which brings up another point: it might be good to make noble posisions earn a lot of money and making them buyable.
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Lasander

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Re: Ownership & Economics, or Fun With Money
« Reply #35 on: August 08, 2010, 06:12:56 pm »

Meh, why have money at all?  All dwarves work for the common good--I dont need to pay them.  The carpenter makes sweet beds for everyone, the miners carve sizable rooms to put them in, engravers makes them nice an smooth, haulers put the beds in place, the farmers grow food for everyone, cooks make them taste good and brewers make booze for everyone.

Its a good system and it works.  I dont want to muck it up by having shortages because a few dwarves refuse to work because they arent getting enough shiny coins they never needed. 

In this game all dwarves act harmoniously in a commune type fort and then all of a sudden they switch to a greed based fort.


Currency is for hummies.
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AngleWyrm

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Re: Ownership & Economics, or Fun With Money
« Reply #36 on: August 08, 2010, 07:30:25 pm »

And on that note: Dwarven Minimum Wage
If dwarves consume 8-9 food/yr and 18 drink/yr, that's about 27 crops/yr per dwarf. And if a single crop goes for about 4 dwarfbucks each, then minimum wage is 108db/yr per dwarf; about $2/week.

Assuming a single level-5 farmer creates stacks of five crops in each tile, and a minimum of one batch/season, then each tile generates 20 crop/year with that farmer. So since a dwarf needs 27 crops/year, it takes a little over 1 tile/dwarf to feed/booze up the general populace. As the farmer's skill grows, it approaches 1 tile/dwarf, but as new less skilled farmers are added, it heads the other way.

Basically, 200 tiles is eight 5x5 fields. If handled by quality farmers, that's all the farming necessary to support a fort.
« Last Edit: August 11, 2010, 09:08:23 pm by AngleWyrm »
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tps12

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Re: Ownership & Economics, or Fun With Money
« Reply #37 on: August 09, 2010, 02:23:36 pm »

A randroid, twisted into the shape of a human, has come. Beware his tedious haranguing!
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Vercingetorix

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Re: Ownership & Economics, or Fun With Money
« Reply #38 on: August 09, 2010, 02:42:20 pm »

A randroid, twisted into the shape of a human, has come. Beware his tedious haranguing!

Is a dwarf not entitled to the sweat of his brow?

A place where the artist need not fear the censor for engraving skinless demons in the dining room, where the fell mood is not bound by petty tantrums, where the legendary would not be constrained by the dabbling.
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Do you always look at it in ASCII?

You get used to it, I don't even see the ASCII.  All I see is blacksmith, miner, goblin.

AngleWyrm

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Re: Ownership & Economics, or Fun With Money
« Reply #39 on: August 11, 2010, 09:29:42 pm »

...Banks would keep these pieces of gold in storage and you would get a piece of paper that allowed you to collect the gold. Eventually these pieces started to get traded. Until their relationship with gold was removed so that banks don't have to keep tonnes of gold laying around for no apperent reason.
Yeah, about that: Where did the gold go?

Short answer: Out of the posession of the general public, and into the posession of the government.
« Last Edit: August 11, 2010, 09:40:04 pm by AngleWyrm »
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