Q&A: Economy

Here are the answers the Economy questions from the Q&A thread:

Q. Is is currency player driven (collect items → sell for money → buy other items) or trade driven (item ↔ item) ?

The economy is open and player driven. Players can buy and sell any items they choose for any price they choose. There is a single currency (called Coin), and all shop based interactions (i.e. buying and selling) must be done via Coin. Shops are made up of props called plinths. Players craft plinths and set-up their shops with items they want to buy or sell, and other players can come and interact with those plinths to do the transaction as and when they choose to. Each plinth can only offer one type of transaction at a time (e.g. selling Copper, or buying Oort Stone), so shops will have to be very specialised or very big. There is an option to trade items for items directly between players (which I believe is already in the game), but that relies on players being in the same location at the same time.

Q. Will there be an action house ?

There won’t be an auction house because we want the economy to be physical and location based, i.e. resources have to be physically moved to the location of sale, and traders have to physically go to shops to buy and sell. This encourages many different levels of interactions between players, from explorers and miners, to crafters, traders, shopkeepers, and portal creators.

Q. Where do we get money / items / recipes if there are no NPCs or quest giver ?

Here is a diagram showing the flow of money and resources in the game:

The money flows in mainly through a “salary” which is awarded for doing basic in-game actions (mining, building, crafting etc). If you want to get rich beyond that, then you have to trade. All the items in game are created by players from resources mined and gathered. The ability to craft things is gained through the progression system.

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Salary huh? Interesting. Is the salary higher on higher-tiered planets?

Edit: Can you also explain more about tax?

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There are no Tiered-Worlds anymore

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A bit more elaboration on the Salary and Tax part of this chart would definitely be awesome.

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What? I missed that announcement, could you please provide a source so I can catch up?

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Salary is paid periodically based on the amount of mining, crafting, building etc. a player has done over that time period. It is closely linked to experience which is given for the same activities. Tax is taken from every shop transaction as a percentage. These are the controls we have to balance the economy with the rates being tweaked to ensure that there is the right amount of currency flowing around.

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Much clearer now, thanks.
So coin will basically drop from mining/hunting similar to experience in Minecraft.
If I may bug you with an additional question:
Will there also be some sort of “death tax”?

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I’ll do a post another day on death penalty (which is also a question on the list), but it’s not cash or resource based, so once you’ve got those you can’t lose them.

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It depends what you mean by this - but the worlds will definitely not be “flat” from a difficulty and / or drama perspective. Some worlds will be tougher than others. Likewise you can’t simply portal to any world you want without considerable effort.

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That’s what I thought was happening, thanks for the clarification, @james . So my question was basically if we mine harder to find resources on higher difficulty worlds, does this reward more salary? But Ollie said salary is closely linked to experience, so my guess is yes.

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Your reward for mining scarce resources will be delivered when you sell them at a higher price at a shop.

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Will beaconing off good looking locations or building houses and selling the beacon off to another player be possible?

The idea is that this allows people who like to build houses to make money off of it, or for terraformers to make money, or just having an ‘estate’ that you could sell.

An extension of this could be renting land, or sections of it.

TLDR: Placing beacons and being able to trade resources for the beaconed area.

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Implying that experience is flat across the same activity on different tier worlds or at a different tier of progression? For example crafting basic item X nets the same amount of salary and experience as super advanced item Y?

Or is there no real correlation between salary and experience and the only thing linking them is that you earn both for performing certain actions?

While the system looks good and it certainly makes it easier to control the cash flow, it feels a bit “cheap” to just have money appear from thin air because you mined a block or crafted an item. (yea I know it’s a game, doesn’t have to be realistic etc.)

That said I don’t really have a better solution so good job anyway^^

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Interesting, very excited to hear all of these questions being answered, though that flowchart is kinda hard to follow :confused:.

Added it to the devlog folder anyway, though :grinning:

I get goose bumps all over my body when i read “tax”… please, NO

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I would like selling beaconed areas to be a feature.

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I find the idea that money goes out as payment for using the trade pedestal reasonable (But then again that was one of my ideas for gold sink anyway)

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There’s nothing to stop you selling off a beaconed area already … albeit without the actual beacon.

What I mean is, if you beacon an area and build a house on it, for example, you can already say to someone … “If you trade me these items, I’ll give this house” … trade item, remove the beacon, other player beacons house, job done! Requires a certain amount of trust, I’ll admit, but it’s possible.

You also need to remember that you only have a finite amount of beacons, they’re probably one of the most important items in the game IMO.

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What I mean is a trading system that supports trading the ownership rights to a certain beacon.

If you are unable to trade beacon ownership without relying on the other person being a scam in an ONLINE game, that can’t work :stuck_out_tongue: