7_Economy
Overview
Economy in TCoM refers to the types of monetization the player will encounter during lifesim. TCoM uses 2 economies at the same time, each for a different purpose.
Monetary Economy
Monetary economy refers to the use of Etrilian Marks / Marks / ₥ as currency during any form of transaction. The monetary economy is only used for government related payments.
Marks are used for:
- Government fees
- Licenses
- Large Purchases
- Job paychecks
- Legal penalties (e.g., jaywalking, littering, walking into traffic)
- Residency permits
- Online purchases
Bartering Economy
The bartering economy utilizes the trade and bartering mechanics as well as foraged or crafted items for payments. All goods, shop interactions, NPC trades, and non government related purchases use bartering.
Bartering is used for:
- Day-to-day purchases
- Food, clothing, or general goods
- NPC-to-player trades
- Obtaining crafting materials
Trade Materials
Trade materials (see 4_Trade & Bartering) have a set market value to represent their relative value in Marks. This value can either be raised or lowered depending on who or where these materials are traded.
Not all trade materials have been established. As such, only examples values are shown, and the real values will be added post v50.
- Stones: 2₥
- Wood Sticks: 3₥
- Assorted Fibers: 4₥
- Bones: 6₥
- Shells: 8₥
- Wood Limbs: 9₥
- Clay: 10₥
- Polished Stones: 18₥
- Raw Assorted Gemstones: 25₥
- Polished Assorted Gemstones: 33₥
- Cut Topaz: 40₥
- Cut Amethyst: 50₥
- Cut Sapphire: 60₥
- Cut Emerald: 70₥
- Cut Ruby: 95₥
- Gold: 500₥
Conversion Market
Conversion markets are a way for NPCs and players to quickly swap between the two types of economies by converting trade material into Marks, or vice versa. Conversion shops will not accept crafted items of any type and will only buy or sell raw trading materials (These items still have a market value, but are used specifically in direct trading or other means).
Conversion markets are split into Local and Government markets.
Local Conversion Markets
Local markets are businesses that exchange currency for trade materials (and vice versa). They emulate a micro stock market with fluctuating prices, daily modifiers, and rotating stock.
Each local market has their own:
- Unique item stock
- Surplus / shortage conditions
- Daily price fluctuations
- Restock Periods
- Bulk Purchase stack sizes
- Daily transaction limits
Transactions
Local markets place limits on the number of transactions that patrons can make in order to prevent hoarding or otherwise abusing their inventory.
Each shop will limit the players to 5 transactions per day. A transaction is a buying or selling action of at least 1 item. Items can also be purchased or sold or bulk up to half the items stack size, however bulk purchases will only count as 1 transaction.
Surplus / Shortage Modifiers
Local markets apply daily item modifiers to represent supply/demand conditions. Each modifier affects availability, value, and transaction stack size. All new modifier values for items are truncated.
Items can be:
-
Neutral
-
Surplus
-
Shortage
-
Neutral
- Items that are neutral are worth their market value
- Can be purchased in bulk up to 50% of the items stack size
-
Surplus
- Item in surplus are worth 75% less than market value (minimum 1₥)
- Only items in stock can have a surplus modifier
- Can be purchased in bulk up to 75% of the items stack size
-
Shortage
- Items in shortage are worth 75% more than market value
- Items in and out of stock can have a shortage modifier
- Out of stock items still cannot be purchased
- Can be purchased in bulk up to 25% of the items stack size
Modifier Rolls
Modifiers are rolled when a conversion shop opens each day for each item.
Each day, an item is rolled for 1 of 3 modifier conditions:
- Surplus Modifier
- Has a base roll chance of 25%
- Roll chance decreased to 20% when any existing modifier is present
- Sets the items modifier as Surplus
- Has a base roll chance of 25%
- Shortage Modifier
- Has a base roll chance of 25%
- Roll chance decreased to 20% when any existing modifier is present
- Sets the items modifier as Shortage
- Has a base roll chance of 25%
- Neutral / No Modifier
- Has a base roll chance of 50%
- Roll chance increased to 60% when any existing modifier is present
- Removes all set modifiers
- Has a base roll chance of 50%
Plus Modifiers
Plus modifiers exponentially increase the rates at which the value of an item is increased or decreased. If an item rolls a modifier it already has during the standard roll sequence, it will apply a plus modifier instead. Rolling any different modifier instantly removes all existing plus modifiers.
Modifiers can have a maximum of 3 plus modifiers (Surplus+++ / Shortage+++) at a given time. Any more modifier rolls afterwards are ignored.
Each tier of plus modifier will double the value effects of the previous tier.
- Tier 0
- Worth 75% more/less than market value
- Shortage
- 10 * 1.75 = 17₥
- Surplus
- 10 / 1.75 = 5₥
- Tier 1 (+)
- Worth 150% more/less than market value
- Shortage+
- 10 * 2.5 = 25₥
- Surplus+
- 10 / 2.5 = 4₥
- Tier 2 (++)
- Worth 300% more/less than market value
- Shortage++
- 10 * 4 = 40₥
- Surplus++
- 10 / 4 = 2₥
- Tier 3 (+++)
- Worth 600% more/less than market value
- Shortage+++
- 10 * 7 = 70₥
- Surplus+++
- 10 / 7 = 1₥
Government Conversion Market
Government conversion markets are always available and predictable, they will always contain basic trade materials and won't limit how much a player can purchase or sell.
Government conversion markets will always have:
- Fixed item conversion rates
- Common trading materials
- No transaction cap
- Bulk transactions up to an items stack size
Government markets will always charge a premium for convenience over local conversion markets.
- All items will cost 25% more than their market value.
- Example purchased item: 10 * 1.25 = 12.
- All items will sell for 25% less than their market value.
- Example sold item: 10 / 1.25 = 8.
- Only basic trade or raw materials can be converted.
- Gemstones (any kind), gold, or crafted items will not be up for conversion.
Player Debt
Player debt is a system in which the player assumes a large deficit of money in exchange for making a large purchase. The player will also begin in debt following the main story arc.
Debt Rules
- Debt is stored in a separate account than the player's personal wallet.
- This amount can be found inside of the player journal.
- While in debt, the player cannot make any large purchases.
- While in debt, all sources of Marks will give 10% less than their face value.
- This loss of money does not contribute to the outstanding balance.
- This is to incentivize players clearing their debt, even if they do not plan on making large purchases.
- Debt can be paid off at Malsburrow's Conversion Bank at any time.
- This outstanding balance will not increase if not paid.
- A minimum of 100₥ is required when making a payment.
- The player pays directly from their wallet. As such, the maximum payment is whatever amount is in their wallet.
Large Purchases
Large purchases are purchases made on items or assets with a value greater than 5,000₥. These items will put the player into debt, and can only be purchased if the player is not already in debt.
So far, the only large purchases are the following:
- Living spaces
- Purchasing a living space changes the size and layout of the space
- Car
- Purchasing a car changes the model of the fast travel car
- Businesses
- Purchasing a business changes the player's profession, or changes the location and space if one is already owned