MarbitChow wrote:I think you're falling into the trap of attempting to apply Real World mechanics and theories to Erfworld. I'm not aware of any turn-based game that has a market. Prices are generally immutable - one infantry costs X gold, no matter how many gold you have. Since everything just pops, there's no possible concept of supply and demand - there is infinite potential supply, so the only limit is the amount of shmuckers you have access to.
Well, assuming that sides can trade with each other, then there would be some kind of market. Would the cost of one of Charlie's thinkagrams remain constant over time (ofc he would vary prices for other reasons
In MMORPGs, there is a limitless amount of gold available by killing mobs. However, that doesn't mean that everyone has an unlimited amount of gold.
Gold farmers break this effect. The value of 1g becomes equal to the cost (in time) for a Chinese worker to farm 1g, unless you aren't willing to pay for it.
It's actually the opposite of how the Real World works, in fact. In our world, money can easily be created.
Well, that only works for fiat currencies, and even then, new loans that create money or only supposed to be given if secured against a real asset.
In Erfworld, on the other hand, shmuckers are the only things that don't pop. Money is far more "real" there than it is here.
Well, it must pop too, or nobody could have any. Things like farms and mines probably have a Schmuckers per turn stat.
However, it is a flow commodity. It enters the market by a source (like farms/mines) and exits the market when used to buy from an "npc". Real money circulates.
There's no central government that is tasked with creating the currency. There couldn't be - everyone is at war. There would have to be a side that is aligned with every other side simultaneously. I'll grant you that the Magic Kingdom makes a plausible candidate for that role, but if Moneymancers created shmuckers magically, and shmuckers are used to pop everything else, moneymancers would be all-powerful. That's an obvious game-balancing issue, so I'd tend to reject it on those grounds.
You can have a gold standard without any central world bank. However, in Erf, it is clearly an electronic-like currency that is game world enforced.
We're dealing with a Game World reality here. Market Value would not be the determining factor for pricing. It would be the much more nebulous "Game Balance" that sets prices. If a marbit infantry is identical in stats to an elven infantry, they would cost the same. If the elf is marginally more effective, it would cost more. It makes no difference whether you have thousands of shmuckers or trillions - the cost per unit would remain the same, and you have whatever size army you can afford to pay the upkeep for.
However, Schmuckers would still have a value. Charlie rents out his units on an X Schmuckers per turn basis.
As people spend them, they leave the game world, and thus become more valuable and similarly when they are sourced, they become less valuable.
It would be interesting if there is some balancing mechanism so that there is always Schmuckers available. If mines can be mined out and spent money is gone forever, then eventually, there would be no more Schmuckers. In Eve, they have a mechanism so that if when ore is mined it re-pops somewhere at random. Thus the amount of ore is constant, but you can mine out a system.
I dislike the idea that the only check on a system would be "oh, we can't do that, because no one would ever trust us again". Erfworld nature appears to be similar to Real World nature in many regards (love, heroism, greed for power), and we've seen hundreds of examples of failures like that in our world (Enron, Bernie Maddof, etc.).
Well, it would depend on how easy it was to counterfeit and the number of moneymancers required to make an additional unit.
Binty wrote:Shmuckers can pop units and buildings, they pay for upkeep via natural moneymancy. They are hardwired into the system. If inflation/supply/demand affect them, then this aspect of Erfworld departs greatly from the turn-based-wargame model.
There would be no inflation on the fixed price stuff. This would somewhat ground the pricing system. However, inter faction trades would be affected by the supply and demand of Schmuckers.