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/u/0warrior
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This is not a meme post and I really hope for a serious discussion.
“Time is the true limited resource in Minecraft.”
This line here would be the starting point of this post. Everyone has limited time to play on a multiplayer Minecraft server. Some might have their jobs and some might have their studies. Because of this limitation, players alone could often not be able to achieve their goals. Some would not have time to grind for resources, some would not have time to do a huge build. This creates market demand for time. However, time cannot be traded directly obviously.
This is the part where efficiency comes in. Some people are better in their jobs, meaning, it takes less time for them to accomplish certain things compared to the others. For example, some people have automated farms, some people are smart in redstone, some people just like mining and won’t do anything else, some players are good at designing builds. Buying the products these people produce, or buying their services because of the skills they have instead of doing it themselves, is basically buying time.
You may say people can just do trades where , for example, you just pay a builder some diamonds if they need them. However, not everyone needs diamond, and not everyone is efficient in getting diamonds as well. If producing the thing you are paying to obtain something you want actually cost more time , it is not a good trade. This is where currency comes in: a currency should be a token where everyone agrees on that can quantify time or services. That would obviously, require an efficient system for people to buy and sell resources (and services) using these tokens. We usually call these places “supermarkets”.
Not sure if this would be put into functionality, here is an ideal system I would propose for a geopolitical server(using towny):
This system would make economy balancing unnecessary, because the market naturally balance itself. If activity tokens can be earned by nations based on the “activity” of a certain currency (which of course need more evaluation), this would also encourage them to develop an active economy and put out policies which make people use their currencies more. This also allows more financial stuff in game (just like in democracycraft).
Please let me know your opinion or please tell me if there’s any server currently running this or similar system.
submitted by /u/0warrior
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Continue reading...
“Time is the true limited resource in Minecraft.”
This line here would be the starting point of this post. Everyone has limited time to play on a multiplayer Minecraft server. Some might have their jobs and some might have their studies. Because of this limitation, players alone could often not be able to achieve their goals. Some would not have time to grind for resources, some would not have time to do a huge build. This creates market demand for time. However, time cannot be traded directly obviously.
This is the part where efficiency comes in. Some people are better in their jobs, meaning, it takes less time for them to accomplish certain things compared to the others. For example, some people have automated farms, some people are smart in redstone, some people just like mining and won’t do anything else, some players are good at designing builds. Buying the products these people produce, or buying their services because of the skills they have instead of doing it themselves, is basically buying time.
You may say people can just do trades where , for example, you just pay a builder some diamonds if they need them. However, not everyone needs diamond, and not everyone is efficient in getting diamonds as well. If producing the thing you are paying to obtain something you want actually cost more time , it is not a good trade. This is where currency comes in: a currency should be a token where everyone agrees on that can quantify time or services. That would obviously, require an efficient system for people to buy and sell resources (and services) using these tokens. We usually call these places “supermarkets”.
Not sure if this would be put into functionality, here is an ideal system I would propose for a geopolitical server(using towny):
Detach towny functions with any in game resources. Allow players to claim chunks through activity token which they earn from logging in or town members logging in(or in game events, maybe market activities as well). This prevents superbig empty nations.
Allow nations to print fiat currency that can be used in chestshops or perform wire transfers. Nations would need to work out how to gain people’s trust to make use of the currency. Obviously, building a buy and sell supermarket making use of these tokens is the easiest way, but it would also work if there is a servicing guild.
Total circulating amount of a certain currency can be viewed by command, as well as recent printing activities.
Allow people to place exchange orders between different currencies.
This system would make economy balancing unnecessary, because the market naturally balance itself. If activity tokens can be earned by nations based on the “activity” of a certain currency (which of course need more evaluation), this would also encourage them to develop an active economy and put out policies which make people use their currencies more. This also allows more financial stuff in game (just like in democracycraft).
Please let me know your opinion or please tell me if there’s any server currently running this or similar system.
submitted by /u/0warrior
[link] [comments]
Continue reading...