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Economy
Nov 26, 2015 23:43:32 GMT -5
Post by Jamzor on Nov 26, 2015 23:43:32 GMT -5
This is a thread to brainstorm about the economy system. Feel free to post about anything regarding the economy. You can reply to others' ideas or post your own about any facet of the economy.
Below are my brainstormed ideas about farming.
BRAINSTORM 1:
Each farming plot has a monetary value attached to it (based on size and crop?).
The owner of the plot (in most cases, the lord) gets paid a fraction of that value each week. If the owner rents out a plot, the tenant will receive a certain fraction of the value while the lord receives the full value. This adds an incentive to rent out plots. The tenant will be required to do some manner of work (perhaps also based on their activity on the server? inactive farmers get booted/do not receive their payments?).
Private landowners will be required to work their land in order to receive full payment if they do not rent it out.
Hiring extra hands will be have to be incentivized as well. For each extra hand that is hired, the tenant/owner receives a certain amount of extra money?
BRAINSTORM 2:
There is a quota system. There will be some kind of vendor at each farm and a daily quota. There will be a baseline quota, a quantity of produce that is easily achieved by one person without requiring that person to grind all day. Then there is a bonus quota, which is extremely difficult for one person to achieve in one day without hiring extra hands. Upon reaching the bonus quota, the farmer is given bonus money that can then be used to pay the hands while still leaving the farmer with a fair profit.
Alternatively, there is no baseline quota. The farmer is paid for whatever he manages to farm and turn in to the vendor. However, if the farmer reaches a certain quota for the day that is, again, very hard for a single individual to achieve without hiring hands, then bonus money is paid.
BRAINSTORM 3:
We have a simple WRP-style open farm that anyone can use to harvest and sell from. Perhaps they can sell to a vendor instead of having to hunt down people who want to buy bread.
In the end, I think I'm leaning towards Number 2.
Obviously there will have to be scripts created to make these things possible and to avoid cheating, but for now we will imagine that these scripts can be created.
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Economy
Nov 27, 2015 13:47:22 GMT -5
Post by lavulpe on Nov 27, 2015 13:47:22 GMT -5
I enjoy the system of the second. As there are many farms, there can be multiple farmers going after the same crop, on their own land. This prevents everyone from being a farmer, as some people do not own the land to do it, and it also makes being a farmer a somewhat nice job as you have a home and land that you can be protective of.
Instead of the vendors being in the farm, I would have them be in a nearby town, that way farmers need to make trips into town to deliver their goods. They could be NPC, or they could be merchant players who can offer payment as they wish. The merchants could be paid when they "Export" the goods, which would be prices paid by admins depending on weekly events decided by a RNG. Maybe the "Normal" price of wheat is two ... I have no idea what British coin was called in the day. Anyway Say the normal price is two, but the RGN gave a low number so that week other farms out of the region were having a bad time, so it was worth more to export, and cost more to import, maybe it was worth 3 or 4 that week. If the other farms are doing very well, it's worth may be 1.
While this settles things for farms, this could also be applied to the mines and fisheries, as well as other static locations. Hunters however, as well as craftsmen, need to be settled still as to how the economy will include them.
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Economy
Nov 27, 2015 15:26:34 GMT -5
Post by Jamzor on Nov 27, 2015 15:26:34 GMT -5
Having fluctuating prices is an interesting idea. How do others feel about that?
So, as an example, each bushel of wheat is worth, say, 5 peningas (I believe that would be the correct name of currency) for a standard week. However, a random number generator will generate a number between 1 and 100. If it is from, say, 80 - 100, then prices are especially high due to low production in neighboring areas. If it is from 1 - 20, then prices are especially low due to overproduction.
For high prices, the price per bushel jumps to 7 peningas. For low prices, it drops to 2 peningas.
As for the bonus payment, there would be a script to detect when a single player has managed to sell a certain amount of crop. For the sake of an example, we'll say 100 bushels is the magic number. Once a single farmer has sold 100 bushels, he is paid an additional 2 peningas per bushel. So that's 200 extra peningas, in addition to the 500 peningas he already made (assuming standard prices). 700 peningas in total made in one day, plus a 20% share paid to the owner of the farm (usually the lord).
In all, that's 140 peningas to the lord, 360 peningas to the farmer after paying the hands, and 200 peningas paid to two hired hands (100 per hand, obviously).
Obviously numbers can/will be changed when finalized, but this just shows you how it might work. Another question to consider: should we put a cap on the number of bushels that can be sold in one day in order to prevent grinding? Once you reach the bonus quota, that's all for the day?
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Post by Jamzor on Nov 27, 2015 18:27:56 GMT -5
As for craftsmen, I imagine that it would be fairly hard for many of them to find work unless we accommodate them specifically in a few ways.
For a blacksmith, for example, he would be trained in creating weapons, tools, and maybe armor. We could make it so that farmers have to go to a blacksmith to buy their tools (or would it be a carpenter? I believe wooden tools might have been more in use during this time period). Lords must contract a blacksmith to create weapons for their men.
We might also consider having a limited number of items available for purchase at vendors, and specialty items must be made by craftsmen. This is how it was on WRP, I believe.
As for hunters, we could see about having NPC animals in the forest (that are easily scared off, so hunters must be careful). They kill animals, harvest the meat, (then must cook/dry/smoke it?), and then sell it to a vendor. I imagine animals will be rare, so that will increase the price of meat while also avoiding hunter-grinding like there was on CRP. Lords will have an interest in intensely regulating hunting, as well.
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dirtfan
New Member
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Joined - December 2015
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Economy
Dec 16, 2015 11:18:32 GMT -5
Post by dirtfan on Dec 16, 2015 11:18:32 GMT -5
I like the idea of having a structural aspect to the farming economy, however, please ensure that when a new player joins the server, it is easy for them to pick up a tool and begin. I believe you meant that to be the "extra hands" for a landowner to hire, but making new characters and new people in general reliant on some land owner being online and willing to actually hire hands(if he has not already hired enough) can be dangerous. I believe it would lower server growth if someone joins the server and has to wait many hours. if not a day or two, before they are hired by an active land owner.
And with the hunting, by animals that are "easily scared off, so hunters must be careful", please please please make it in no way possible for someone hunting with a -sword- to be able to catch and kill one of these. Not only is it silly, but it helps the meats keep their rarity.
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Harry
New Member
Posts - 26
Likes - 12
Joined - November 2015
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Economy
Dec 16, 2015 12:22:33 GMT -5
via mobile
Post by Harry on Dec 16, 2015 12:22:33 GMT -5
Yea I agree with the deer thing in the comment above, just breaks immersion seeing some pleb running around stabbing a deer non stop...
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Economy
Dec 19, 2015 18:05:20 GMT -5
Post by Jamzor on Dec 19, 2015 18:05:20 GMT -5
Hunting with anything other than a bow/crossbow should be nigh on impossible. A javelin maybe, but definitely no melee weapons.
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theblackfyre
New Member
Posts - 10
Likes - 4
Joined - December 2015
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Economy
Dec 20, 2015 0:52:33 GMT -5
Post by theblackfyre on Dec 20, 2015 0:52:33 GMT -5
Javelin should be possible but require some damn good accuracy or you to be very sneaky/lucky. As for bows well a pro IRL can take down a deer with one arrow at what.. 40-50 feet with a fairly weak bow (at least compared to ones for war) and specialized arrows for hunting. So if there is a way that can be implemented it be perfect ![:)](//storage.proboards.com/forum/images/smiley/smiley.png)
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Post by Eminence on Dec 20, 2015 11:00:52 GMT -5
The thing with bows now and then is that they are good now. In the Dark Ages most hunters would fashion a bow from a sturdy piece of wood and some arrows they either made themselves or bought at market (there are many different kinds of bows in game). Hunting will be a hard and dangerous trade. You could be ambushed by bandits at any time without any warning. Hunters would have to be very specialized. Your ideas will be discussed, but maybe we could have the deer or animals have very low HP so that they'll die relatively easily compared to PW and just have more of them out there.
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Post by Jamzor on Mar 25, 2016 11:20:20 GMT -5
In order to allow new players to begin earning money immediately (without having to wait to be hired by a farmer), we could make it so that one can rent tools from the lord (or a merchant), which must be returned and paid for at the end of each day. This lone-player will also only have the ability to sell his produce to a merchant/vendor at a reduced price, while also paying a tax to the lord.
I also propose that we do away with the quota/bonus system and go for a much simpler system for tenant-farmers.
The tenant-farmer hires some hands (although he can, technically, work by himself, he will be encouraged to hire hands) to help him work his farm. The farmer puts all of the produce that they farm in a chest/cart. At the end of the day, or whenever the merchant is available, they take their bulk of produce to the merchant and sell it. The merchant pays them based on that week's price (the fluctuating prices mentioned earlier in the thread) and then gets paid when he "exports" the produce.
The lord gets 1/5 (20%) of the money. The farmer pays the hands and himself with what's left over.
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