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:

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:

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.

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:

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:

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:

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.

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:

Government markets will always charge a premium for convenience over local conversion markets.

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

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: