Dirty markets
Dirty markets
Gold, gold, gold! đđ€đ
Right now our finance macaquiños can play their money game on two markets: dirty/shiny and liquid/shiny. In future, when weâll add mines and resources, many more will open… one for each resource! đŠ
A common currency
Currently all the markets are designed to be based on SG, that is, in every one of them you will trade SG with âsomething elseâ.
This is to make it simpler to exchange goods: with a single common currency, youâll have at most two steps to trade your [Thugsten] for some [Hardened meat]: sell your [Thugsten] for some SG, then use the SG to buy the [Hardened meat]. Simple! đ
An unstable currency
However, we might wonder: is the SG a stable currency? Well… no, it isnât. As of now, thereâs some noticeable inflation: look at the auction prices denominated in SG, getting higher over time, and look at the price of the DG, also constantly going up đ
The reasons for this are interesting and complex, worth to be discussed in another, dedicated, post. Weâll eventually be able to fix that, if we decide to, but thatâs beside the point we have now.
Problems caused by an unstable currency
Value history [A]
If the base currency we picked is unstable, we incur into an annoying problem: the price of the goods being traded appears to go up, so people might think the goods are becoming more valuable over time… but maybe it isnât đ€Šââïž
Maybe itâs just the currency that is losing purchasing power, so you need more of that in order to buy anything. This isnât a huge deal, but itâs unsettling, since it makes quite difficult to easily find out whether the goodsâ value is going up or down đ€
Fire and forget [B]
Another related problem is that of the stale offers: I post an offer to buy some [Ancient wombat feathers] when the value of SG is a certain amount, and Iâm happy to leave that offer there in the market, waiting to be eventually filled đ
However, if the value of the SG decreases, it suddenly becomes more convenient for other people to buy my feathers if I didnât bother to change their price!
This means that if the base currency isnât stable, everyone should remember to update all of their market offers every time there is a shift, and that is annoying and definitely neither fun nor interesting đȘ
Another currency
But… we do have a stable currency! Itâs the DG! đČ
You can always buy 1â800 DG for about ÂŁ3, and while there might occasionally be slight variations, that price isnât going to change significantly đ¶
Since the realâworld currencies are supposedly quite stable (at least, compared to the SG), the DG is basically as stable as well.
A stable currency
If we thus used a stable currency to base all markets on, we would have an easier time to determine if the value of a class of goods is actually going up or down, since all of the fluctuations would be expected to reflect its value, not the currency itâs traded on… đ
Difficult to digest
The main problem with using the DG as a base currency would be social. That is, finding a way to explain to the Users that it would be a change aimed solely at having an easier market, and not some sort of strange ploy to sell more DG đ
Thatâs because, for all intents and purposes, nothing would have changed: you can buy DG even if the markets are based on SG, and you can trade those DG for SG đ€·ââïž
And thatâs fine, because those DG are only traded with items that already exist in the world: you can never âcreateâ anything by paying money, you can only acquire things that were already there anyway. The price is decided by the seller, and the amount of goods available is limited. More on this here đ
Fear induced by bad manners [C]
But… despite anyone who reads here knows it, despite anyone who really understands how the economy of Ork Manager works knows it… most of the people might still be unaware, and âby defaultâ afraid of such a thing.
Thatâs because there are plenty of games who behave differently, and allow their users to just pay any amount of money to create exânihilo any amount of units and stuff đ
Alternative approaches
We might or might not decide to switch the markets to be based on DG, thatâs still to be decided, as there are pros and cons.
There are also alternatives worth analysing đĄ
SGâbased, DGâdisplayed
We could keep the markets as SGâbased, but optionally display their history on DG, using the exchange rate they had at the time the trade occurred.
This would solve the âvalue history [A]â problem, but would not solve the âfire and forget [B]â problem. It would not be affected by the âfear [C]â problem.
2 problems out of 3 of the would be solved by this alternative.
DGâbased, SGâdisplayed
We could do the other way around: switch the markets to be DGâbased, but by default display them in the equivalent SG value.
While this would solve all 3 of the aforementioned problems, it would introduce a new one: âconfusion [D]â. Because if markets are based on DG, you need to have DG to trade, even if an SG based market is shown. If you do not have DG, you have to acquire them before trading, and this may be quite counterâintuitive.
Since the market is already perceived as complicated, we donât want to alienate more Users by making it even more so đ ââïž
LGâbased
We could also base the markets on LG instead. As always, there are pros and cons.
LG are much more stable than SG, but not as much as DG because they arenât halfâpegged to a real world currency. Still, their influx in the game is usually constant, although there might be a sudden spike in case a large bug is discovered.
So, compared to the DG, they are slightly less stable, but they do not suffer from the âfear [C]â problem.
Social solution
We might just go on and switch the markets to DG, and… advertise them as if they were a premiumâlike feature.
They arenât: anyone can use them… but it might be much easier for the Users to accept that there is a premium feature which they might more or less use anyway even if they donât pay, rather than telling them that that feature is open to everyone, only to discover that thereâs a paid currency somewhat involved (despite they would still not be required to buy it… see? Itâs confusing!) đ±
Another thing to consider is that Free Trial Users wonât have any gold to trade with in any case, while Pro Users will all have some DG in their treasury: DG are sold in increments of 1â800, and signing up a single Team costs only 1â500 DG, so the remaining 300 DG are available for any kind of transaction; be them Auctions, the Market or, well, hoarding them for a greater good đ°
What and when?
Weâll decide what to do about this during step 3 of the alpha, when weâll also implement the mines and the resources.
Meanwhile, you deserve a small treat for reading this… [9078â3008â1888] đ
May your Clockwork Otters always be posh! đ
Get Ork Manager: Coal & Top hats
Ork Manager: Coal & Top hats
Teams⊠and feudal wars
Status | In development |
Authors | Goblinsama Ltd., Lohoris |
Genre | Strategy |
Tags | brawl, Economy, edwardian, feudal, long-turn, Management, online, teams, user-created-content, web |
Languages | English |
Accessibility | Color-blind friendly |
More posts
- Squatters & Revolts!Jul 23, 2021
- Ork Manager came back â with style!Apr 23, 2021
- Ork Manager on Kickstarter!Nov 18, 2019
- A Dynamic Dark RitualNov 06, 2019
- Issue #11: The promotion & relegation problemJul 19, 2019
- Issue#10: Team activity and rankingJun 22, 2019
- Issue#9: Screeming Saltire Feeder trialJun 08, 2019
- Issue#8: Canât pay to win! How?May 29, 2019
- Issue#7: The Three GoldsMay 20, 2019
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