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Author Topic: Abundance of Resources, Metalworking, Improved Economy, and Caravans  (Read 22975 times)

Lord Shonus

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #90 on: November 16, 2010, 11:29:30 am »

Exactly true. A dwarf will NEVER hand in his coins to "get his metal." He already has it. If you have 50 pounds of pre-1980 US pennies, you have 50 pounds of copper. If you have 50 pounds of 1930's dimes, that's 50 pounds of silver. If you want to make a silver mug, you can melt them down and it will work fine. (Do not do this. It's a Federal crime, because coin values no longer have any relation to what they're made of) Any practical dwarven economy would most likely use the same system.
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jseah

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #91 on: November 16, 2010, 01:56:44 pm »

Which runs into a slight problem when your fort has a lot of goods, but very little metal.  (part of this suggestion)

Say you're a farming/clothing industry fort on very fertile land and with nothing but rock below you.  So you import ALL your metal. 

You're swamped with rock slabs, wood, food and clothing.  What metal there is goes to the military, so mostly iron imports with the surplus export value buying coins. 

Since every dwarf has very few coins but there's lots of stuff to go around, price of the metal skyrockets and the price of stuff drops. 
Deflation!  When the price of food goes below the worth of one copper coin... Armok help you. 
Except that deflation is only a problem when the economic actors actively hoard their money to spend later in expectation of lower prices.  Dwarves will probably not be smart enough to do that.  So it might be ok, but you never know until you try... right?

Sounds like FUN, let's do it.  =P
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Dante

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #92 on: November 16, 2010, 02:07:22 pm »

Which runs into a slight problem when your fort has a lot of goods, but very little metal.  (part of this suggestion)
Wooden nickels   ;D

jseah

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #93 on: November 16, 2010, 02:30:39 pm »

^But that's a fiat currency.  Wood can't be recycled while metal coins can. 

But whatever goes, there is the promise of much FUN, so I'm fine with either method of currency.  The ability to swap from each economy type as your fort grows would be all kinds of awesome. 

starting 7 - Barter, socialist / corporatist
population = 70 / barony - mountainhome issued coinage / gold standard, limited free market / government controls trade
population = 120 / mountainhome - fort-issued coinage / fiat currency, free market
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Andeerz

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #94 on: November 16, 2010, 04:59:36 pm »

It might be messed up, but it is how things work RL, and if we are going to have coins do what they did IRL in DF, we're going to have to understand this and model it. 

You raise excellent points, though.  The part I bolded highlights an especially important concept.  Ultimately, there has to be some way to define value in the game.  There needs to be some sort of static unit of measure of value somewhere.

What coins do in real life is messed up; a penny was supposed to be x amount of copper, but then it got turned into something else that was worth less than x amount of copper, with the result that the copper was stripped out of the pennies, along with the promise of x amount of copper. Coins don't promise to have any metal content, nor do they promise to be redeemable for any absolute measure of goods; they have no worth as an instrument of value.

So I don't think we need to model what coins did in real life, because it was a slippery and deceitful path, full of trechery and greed. As designer, Toady has the enviable position of completely ignoring such things.

We don't need to.  But I think it would be nice if we did... but I digress.

The kind of stuff I am suggesting would make all manner of things possible, from fiat currency, to commodity moneys, to straight-up-bartering, to everything in between.  A system of currency would ideally never have to be explicitly defined, and the game and player would be free to have whatever system pop up!  So, I guess, I wouldn't be suggesting so much to model what coins did in real life, but model "value" and "ownership" loosely off of real life (as far as we can speculate how it actually is, which is all theory anyway) so that coins (or any other kind of tool of measuring of value) could emerge through the woodwork.

Personally, I think that kind of thing would be beautiful, in the spirit of the "procedurally generated everything" sort of mantra of the game, as well as unique as far as video games are concerned.

Also:

Problem is that every single resource has infinite source and most items do not decay.

Indeed.  This is true for a lot of commodities like sand and prepared food... but not for metals and stuff (though they are practically infinite).  This stuff most certainly needs to change!!!

Also also:

Exactly true. A dwarf will NEVER hand in his coins to "get his metal." He already has it. If you have 50 pounds of pre-1980 US pennies, you have 50 pounds of copper. If you have 50 pounds of 1930's dimes, that's 50 pounds of silver. If you want to make a silver mug, you can melt them down and it will work fine. (Do not do this. It's a Federal crime, because coin values no longer have any relation to what they're made of) Any practical dwarven economy would most likely use the same system.


Are you sure? ;)  With the ideas I suggest, you'd be able to test that!  :D
« Last Edit: November 16, 2010, 05:50:11 pm by Andeerz »
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forsaken1111

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #95 on: November 16, 2010, 06:49:38 pm »

I'd like to pick up on what a couple of people have said, which is entirely wrong.

Money used to be worth what it was, but nowadays coins can be worth less than the value of the metals they are made from. Take the penny for example. 1p is worth 1p, but turn it into scrap and sell it, and you'll make yourself 1.3 pence.
I'm not sure what YOUR pennies are made of. US pennies are mostly Zinc. (~97%)

Spoiler: Penny Melt Value (click to show/hide)
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AngleWyrm

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #96 on: November 16, 2010, 08:25:55 pm »

And when zinc hits 0.01 / penny, they'll switch to something else. Like plastic.
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forsaken1111

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #97 on: November 16, 2010, 08:31:43 pm »

And when zinc hits 0.01 / penny, they'll switch to something else. Like plastic.
I really hope they simply get rid of the penny at that point. Pennies already cost more to produce than they are worth, and they're just a pain in the ass.
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Vattic

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #98 on: November 17, 2010, 03:43:24 am »

I agree with the OP and would love to see forts with purpose and limited resources. As for the implementation of economy I agree with Andeerz in that modelling value and ownership seems the right base on which many systems could be generated.

The only problem I see is whether the in game civs will be able to manage and not just crash and burn. It will be interesting to see what Toady ends up doing; I hope he reads this thread.
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Andeerz

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #99 on: November 17, 2010, 04:07:53 am »

Likewise, Vattic.  Also, I like yer Minecraft creations... >.>
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King_of_the_weasels

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #100 on: November 17, 2010, 05:05:37 am »

http://www.ritholtz.com/blog/wp-content/uploads/2010/07/GoldlineGlennBeck4.jpg

Stumbled upon a graphic that explains gold values in a way, might be worth a look.  Maybe.
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Kurouma

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #101 on: November 17, 2010, 08:07:30 am »

I posted a little in this thread about jobs and the economy. Perhaps relevant (though more about labour). This is the post (thread was about a job billboard feature or something):
Spoiler (click to show/hide)

Some earlier posts talked about dwarfs dabbling in their spare time in other trades and producing their own goods independently, which is partly related to that ^. And this:
Spoiler (click to show/hide)

Sorry for the massive spoilered (possibly incoherent?) text, but it's late where I am.
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ZebioLizard2

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #102 on: November 17, 2010, 08:24:27 am »

Exactly true. A dwarf will NEVER hand in his coins to "get his metal." He already has it. If you have 50 pounds of pre-1980 US pennies, you have 50 pounds of copper. If you have 50 pounds of 1930's dimes, that's 50 pounds of silver. If you want to make a silver mug, you can melt them down and it will work fine. (Do not do this. It's a Federal crime, because coin values no longer have any relation to what they're made of) Any practical dwarven economy would most likely use the same system.

Even if pennies were made of pure copper, the system to turn em back into reusable copper is hardly going to make 50 pounds of it!
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Lord Shonus

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #103 on: November 17, 2010, 12:25:34 pm »

Why wouldn't it? Metal is 100% fungible.
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AngleWyrm

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Re: Abundance of Resources, Metalworking, Improved Economy, and Caravans
« Reply #104 on: November 17, 2010, 09:17:05 pm »

If money is to be made out of metal, then dwarves need to consume metal for personal use, otherwise it has no appeal. Metal jewelry, figurines, statues, furniture...dwarves need to be able to possess these things, so that they have a reason to collect metal. Then the money has some value to them: Make a metal thingamabob or trade it for food.

Notice that dwarves will become richer as time goes by and more metal is uncovered. The food supply will always need to be bought in endless amounts, but the metal accumulates and does not disappear. This would make the food/drink/clothing producers very wealthy people in terms of gold and silver, able to afford the best homes and luxuries. Producers of luxury items would then also begin to become wealthy as the purse is poured out to gain those desirable items.
« Last Edit: November 17, 2010, 09:26:33 pm by AngleWyrm »
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