Village Funding System in addition with the standard Banking System
V.F.S -
When a person spends money in stores, the money that would otherwise be deleted is sorted into the Village Funds, increasing the wealth of the village through direct means. Increase is paper money would make it beneficial to the economy, if you include a converter. It was mentioned that there would be specific minerals in a fixed region, this would allow for inter-village trading, yes, now what if you wanted to also convert currency to the value of a region's mineral value?
// This would make for paper-backed currency system, meaning the value of a mineral in a specific region can varying much like internation currency in our actual world. In times of great influence, the value of said mineral is more expensive. How would this work exactly, you might ask? Simple, "Ryo", it needs to change. Not exactly change, but the name and color--in a village/country. Each village will have named and colourized its currency something different. This would be a unique idea to allow for proper trading using the 'Converter'.
Converter -
Allow me to go over the 'Converter' a bit more in-depth. This would not be a direct paper-backed currency to currency. Think this scenerio: User walks to Suna, the value of Suna's currency to Kono's currency is 4:1, meaning you need four (Konoha currency) to equal one (Suna currency). ICly, this would be established and can change without admin having to filter this, what NEEDS to be filtered here is the paper-backed currency to region's mineral value.
(All values are real numbers, so no decimals in the conversion; easy.)
Two verbs would have to be made, and admins would know how much the value of the currency is of that region to another's:
Currency to Mineral: User inputs the currency they have and it outputs the mineral equivalent for that region.
Mineral to Currency: Converse of the above.
// Admins would have a verb to set the value of the currency of a specific region, this would allow for the converter to function, and in the event a village feels it had done something, improved even or are in times of a decline, the value of the currency can be asked to changed through Kage > Admin exchange--or Missions, you could even tie in missions to the outcome to make it more flexible. Completing missions could have a hand in it(?), this part just popped in my head as I typed.
--Question of how would this motivate people to spend?--
Missions, Increased Prices in Goods, more stuff to be added that would motivate people, for instance, HOUSES.
Let us say someone wants to upgrade their home to multiple stories? On the map, after a collected bunch of people have reached that point, erase and duplicate a multi-storied house in the vacant lot. Motivation there. Also means shops need to be open, the ninja tool shop: but in order to prevent randoms of getting these, may need to see about having rank restrictions(?).
//In addition, people are constantly spending, it is just another way to have a true economic boom.
Standardized Banking: This is use an NPC that stores money for the user, there is a fee to start an account (fee is transferred to Village Funds; within this bank, you have the option to store items, Storage Box (new ruling on Inventory, which means no spamming items within!) Boom, you have caused reason to get this box, as inventory is limited now. Storage Box would cost a pretty penny, but affordable (of course), the fee and price to hold it would be funneled to the Village Funds, as well as the upgrading of the box--you can have a capped limit--with each upgrade the next becomes more costly and so on and so forth--all the profits to the Village Funds, naturally.
Making it More Appealing: People are always in need of money, and cannot always get it with the lack of things that need to be done, and money does drive a lot of the IC transactions. . .SO, in an effort to giving back to the user, instead of giving people money at the start of each IC year, maybe it seasonal and based on ranks:
Seasonal: Four Times a Year.
As: 150 ryo per cycle.
Genin: 300 per cycle
Chunin: 500 per cycle
Jonin: 750 per cycle.
// This is to counteract a future envisioning of a user feeling 'wronged' by a broken system. Where the money comes from? You know the text that display village? "member of such and such?" Yes, money is pulled from the Village's Fundings--it makes sense. Making for the need of a village progression to be initiated--and mission to mine, trade/sell, etc.
// Benefactor: People that random go rogue for benefits, they will now have to suffer at the truth to being without a village. No source of income without 'stealing', they can then go on to form a Syndicate, or many of them infact--as time progressed, or just one in general--and pull income from there, but being without income seems like the harsh and more realistic way of going about it, and makes survival harder, as they have to satisfy hunger and such.
// Most will hate this, but Hunger would now be a thing of importance. If you starve, you die; and there would be a OOC rule for it, as hunger varies and for real-life instances, as they apply to a select few. AND with Hunger now a real struggle, and inventory's occupancy limited to so you cannot have a year's worth of food in your pocket-dimension, this is another factor of the economy--- FOOD SHOPS, proceeds also funded back into the Village Funds, are now important and offer a source of roleplay.
((With these things down, you have made an Economy System, one that can hold its own.))
True Pro Of It All: Roleplay. A village can either thrive, cause for other villages to want to interact to benefit, barely maintain which would mean they would be motivated to roleplay instead of AFK, or economical collapse: can lead to new management of the village through events like Revolts and such.
ID:1484439
Jan 29 2014, 6:15 pm
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