That's the entire point of what I said about when a new player comes into the game, THEN (and only then) add a fixed amount to the economy. Give it to the NPCs, which will cause prices to raise slightly, resulting in more people selling material to NPCs to gain credits.
I do not advocate creating money out of nothing, which is basically what every game that I'm aware of does. I suggest that a fixed economy is both more stable and more effective than an infinitely inflating economy.
I do not advocate creating money out of nothing, which is basically what every game that I'm aware of does. I suggest that a fixed economy is both more stable and more effective than an infinitely inflating economy.
So, given your dislike of money falling from the sky, and FWIW I agree with you, how about this.
Instead of bartering raw mats they have to be refined after being harvested. After they are refined they are of a uniform purity and can then be used as currency. Lodes closer to settlement could be less pure and lodes harvested further away could be more pure, if Mark wants to have that level of granularity in his economic control.
Edit: I forgot to add, in addition to the losses from refining, a flat 10% charge for the refining process would provide yet another money sink.
Last edited:
Likes:
Adrian