New and interesting Economic Structure ideas.

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    I used to be a big time player on the old Mushroom Fleet Server. I was immensely fascinated by some of the interesting ways they managed their servers economy. they had adopted some rather revolutionary means of trade by entirely doing away with the games default currency.

    I will begin this by first discussing how this system actually worked. They did not use credits on their server at all. You simply didn't need them anyway as there was no N.P.C. shops what so ever to buy from. Instead of this, they used a crafted block based economy. This was in the form of a new custom made block for the server, They called it the Delta. It was crafted by gathering the two most basic blocks which every item in the game used to craft in one way or the other, the Alloyed Metal Mesh, and they Crystal Composite.

    now, that is the base of the concept right there, but there is more depth to this than that. The Delta also came in different denominations. these were made by crafting numerous amounts of the basic 1 denomination Copper Delta, (10 Copper made 1 silver) which then made the Silver Delta. so if you break this down what the Delta basically is, is time spent on their server. so the more Deltas you wanted to craft, the more time you had to spend gathering on their server.

    So once you had the Deltas, you could then use these to buy things you needed, Now you had some advantages for doing this. Since the Delta is a Psychical block and an actual item in the game, that means it can register in a storage container as an item. well that is important, because that means when used with logic it emits a signal that it is placed in a storage. you can now set filters in said storage and set a price by using that logic to require the set amount as payment for the goods you want to trade.

    This is how real money works, in the real world, you are using a currency to trade goods.

    But, I had a brilliant idea to make this concept even better. what about the real worlds economy, lets talk about global economy for a bit. in the real world we have different currencies, some countries use different currencies and that means trade between people is a bit more difficult than just giving items of equal value for trade. They have regional values they set on different goods. This makes the need for trade even more important cause they need to disperse goods to where they need them.

    so how do they solve these problems, well there are no real world solutions which currently do this. but, We have an advantage with the way the game of starmade works. the game has one universal economy, which is set on a single currency, because everything in the game is made up of these crafted items which you gather in the game world. so we only need these blocks to set up an economy. but if we adopted the above Delta Based model of economy. Then we can really go a bit farther by developing a regional Based Economy in the game as well.

    what if?

    What if for example, we used something similar to the Delta, but made some amount of changes to this currency. like for example, changing how we make this currency. For the ease of example we shall call this new currency MASS Coins, or MASS for short. the Acronym is for simply a play on words, as their currency is based upon Volume or in Psychics terms MASS. The more you get in MASS the more Value in Volume you have. This allows you to now still scale this currency into denominations, as the above system uses.

    What if, we used the different colored rocks found in asteroids as the medium for making these new currency. Now we have added in the Regional Value which I talked a bit about earlier. Now, you need to go to a specific region to go out and get this currency. why is this regional? well, as some may or may not know, another unique quirk in the game, Is how the resources spawn into the game. the asteroids spawn in Planetoid regions as asteroid fields, and these fields spawn the various types or colors in various patterns around the star based upon distance from that star. this means only certain systems will have the certain asteroids and and asteroid types. you'll need to make this currency with. That means you'll want to go out to these places and claim these things.

    this encourages growth by making players want resources by claiming them. and that may develop into only certain people will want to use only, certain types of this certain currency, to use in their territory. this encourages trade in ways the base games currency never could.

    one even more brilliant idea, you don't even need the custom block to use this system. the game already provides you with the items of value which you need to adopt the concept. if you wanted the extreme examples as above you could use the blocks both examples are made out of as the actual currency. but that is if you wish to start using it with little to no effort.

    I wanted to share this idea with the community so I posted this to discuss it further feel free to share your thoughts and concerns if you like and welcome the community.
     
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    This doesn't propose any real mechanism for changing the economy, at least not in a meaningful way.

    Before we have an economy, we need a reason to trade.
    To have a reason to trade, we must introduce the economic concept of SCARCITY: Unlimited desires COMPETING FOR limited resources.

    In other words, uniqueness and a more scarce distribution of materials. With inequality come advantages and disadvantages, and these advantages and disadvantages invite trade and more fierce forms of resources acquirement.