[IDEA] Living Economy

Post » Tue May 22, 2012 1:08 pm

P.S. hypothetically speaking, if economics calculations get complex enough, they could be done using shaders (for example: with individual pixels representing values available at each resource node).

I've never done any modding or scripting that would involve shaders, though, so I have no idea how to use such a thing.

Other than that such a thing would let you use some under-utilized GPU power, I'm not really even sure what the costs and benefits of such a thing would even be.
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rae.x
 
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Post » Tue May 22, 2012 4:14 pm

In this idea, it would be more complex, but generally speaking, the merchants you deal with would actually be working off of debt. You could probably also sell things to merchants, and just get a debit account with them instead of actual money when they were out of money. In exchange, you could charge them interest for that money you were owed. Conversely, however, merchants that die or default will wipe out that debit. Further, you might owe loans through many of these guilds you take over, yourself.

Preventing abuse might be a problem, however - how do you make the player pay his/her debts, rather than just murdering your creditors? Instituting bounties for late payments might be problematic as well, as if the player is responsible for debts incurred by his/her guild, and we just make the debts incurred as a bounty on the head of the player, then if the player can't pay, and goes to prison, the debts will likely just compound, and the player would be forced into debt slavery... which would be realistic, but I doubt anyone would want to play at that point.

Your idea about taking on the debt of the guild intrigues me a lot. I don't know about the DB or Companions(I haven't completed those yet), but it would partly explain why the wizards in Winterhold would be willing to allow this relatively inexperienced mage be in charge of their college. You may get a fancy title and some nifty equipment, but guess what, you now owe X amount to these people over there. It would also be a reasonable gold sink, and allow you to keep working on something for your guild.

You could handle the abuses by making the payments to an institution instead of to a specific person. Say with the Companions, maybe they have 25000 in back taxes to the city of Whiterun. Then in 30 days if you don't pay the taxes to the Jarl, or more likely his aide, the doors get locked and you can only get the key by paying for it. This approach would could some additional work, in that you would have to make sure to take the various reactions of the Companions into effect.

Another method would be that once you pay the debt that your guild owes, additional benefits would open. In the case of the Thieve's Guild, have the additional vendors in the Ragged Flagon require a payment by you for the debt, in addition to completing the necessary quests. You do similar events for the other guilds, in that you can add benefits to the guild, and thus yourself, by doing your guild leader duties.
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Sophie Payne
 
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Post » Tue May 22, 2012 12:50 pm

Thrusting a debt onto the player may be difficult to balance, is the only problem. A player may, unfortunately, become arch-mage at level 1, or level 50. What sort of debts are insurmountable at level 1 would still be a pittance to the budget of a level 50 character.

A fundamental problem of economics in this game is also that "monster-based economies" involve the player finding essentially limitless raw materials and finished goods out in the wild, so that the economy has a massive, unstoppable fountain with basically no real sinks, other than items disappearing just because the player can't be bothered to carry them all.

I might just have to put a disclaimer on this mod saying to start the whole game over from level one to make this mod make sense, as players who start out with the mod with massive quantities of money will likely not see much point in the changes I am making.

Anyway, a point that could help would be rebalancing the sort of equipment worn by random bandits, and their prices. Bandits should probably just have upgraded (as in "fine" or "legendary") versions of basic-level equipment, rather than running around with ebony. Why is it only you seem to know how to use a workbench? If I then make animal pelts and food and other products of industry worth more in comparison to the flood of cheap crappy iron and hide armors, then the economy can make more sense.
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Jessica Lloyd
 
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Post » Tue May 22, 2012 10:35 am


A fundamental problem of economics in this game is also that "monster-based economies" involve the player finding essentially limitless raw materials and finished goods out in the wild, so that the economy has a massive, unstoppable fountain with basically no real sinks, other than items disappearing just because the player can't be bothered to carry them all.

I might just have to put a disclaimer on this mod saying to start the whole game over from level one to make this mod make sense, as players who start out with the mod with massive quantities of money will likely not see much point in the changes I am making.

Anyway, a point that could help would be rebalancing the sort of equipment worn by random bandits, and their prices. Bandits should probably just have upgraded (as in "fine" or "legendary") versions of basic-level equipment, rather than running around with ebony. Why is it only you seem to know how to use a workbench? If I then make animal pelts and food and other products of industry worth more in comparison to the flood of cheap crappy iron and hide armors, then the economy can make more sense.

You are completely right. It breaks the immersion badly for me when I see bandits running around with full Ebony.
Also It would be nice to no longer see the Ebony and Glass armors and weapons found in every other random chest. And when you do find them they should be pretty busted up or corroded in need of a little TLC at the forge.

Further, the "Jubilee" (in Biblical terms) was a common event in history - the clearing of all debts by royal decree. This was because the economy would frequently tend to collapse without modern anti-trust laws and regulations, and would become taken over by a small handful of extremely wealthy bankers who eventually manage to gain a monopoly over the entire economy, while the whole working class, and even the nobility, would go into debt. The solution was simply erasing all debt, burning all the ledgers, and essentially declaring whatever you have on hand is what becomes your property, screwing over the lenders in order to save the debtors. This was often done right after a new king took the throne, as it was a great way to get some instant popularity.

Interesting. Do you have refs? I would like to read up on this. If not what time period do you refer to?

I don't quite understand what you are arguing about for the rest of that comment however. We don't want our Skyrim economy to be based on bartering! Currency is important. The debts you were referring to were still denominated in some form of currency. Debt is just an temporal expansion of the supply of money. It just greases the wheels of commerce. I don't think is was Adam Smith and his ilk that decreed coins to be of value. Your previous statement indicated the importance of currency in those early days, but more importantly the shortage of specie and thus the necessity for credit.

Anyways, how will you calculate interest rates on these debts? If your character is new in town I doubt he will have the best credit rating with the local S&L.
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Maria Leon
 
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Post » Tue May 22, 2012 6:43 pm

Interesting. Do you have refs? I would like to read up on this. If not what time period do you refer to?

I don't quite understand what you are arguing about for the rest of that comment however. We don't want our Skyrim economy to be based on bartering! Currency is important. The debts you were referring to were still denominated in some form of currency. Debt is just an temporal expansion of the supply of money. It just greases the wheels of commerce. I don't think is was Adam Smith and his ilk that decreed coins to be of value. Your previous statement indicated the importance of currency in those early days, but more importantly the shortage of specie and thus the necessity for credit.

Anyways, how will you calculate interest rates on these debts? If your character is new in town I doubt he will have the best credit rating with the local S&L.

The book I'm reading now is http://www.google.com/products/catalog?client=opera&rls=en&q=debt+first+5000+years&oe=utf-8&channel=suggest&um=1&ie=UTF-8&tbm=shop&cid=2832048402831789701&sa=X&ei=iBTQTv_CLInHsQKDzrHkDg&ved=0CE8Q8wIwAg. In it, one of the major points of the book is debunking the myth that before there was coinage everyone relied upon barter. Rather, coinage is unnecessary in an economy, as all money is functionally just credit and based upon faith, whether it is in the form of digits in an electronic bank account, paper money, stocks or bonds, or actual metal coins.

In fact, in the earliest form of economies, there was no need for money at all.

If you are stranded on a desert island, with no civilization to fall back on but what you build yourself, and you must rely upon your fellow stranded survivors, what is the first thing you would do? Would you need to set up some new arbitrary money system so that the survivors could trade what food they could find amongst themselves? Or would you work as a team and share what food you could scavenge with one another in the knowledge that someone who was unlucky and caught no fish today may be the guy who catches plenty of fish tomorrow when you catch nothing?

Societies like some of the Native American tribes in the Great Lakes region would actually just put all resources not being personally used into warehouse longhouses, where the distribution of material goods was allocated by votes from the Women's Council. There was no need for purchase, your "credit" in the "store" was that the more goods your family contributed to the greater wellbeing of the group, the more standing your family would have in the community, and the more say your family would have in the councils that determined the distribution of material goods as well as public policy.

The same thing is basically true of ancient Scottish Clans or small nomadic tribes in the ancient Middle East, the notion of money is unnecessary (and the group can essentially function as a "communist" society in the sense of property being communal, not in the "Communist China" sense) provided you meet one very demanding criteria: Everyone in the group knows and trusts everyone else in the group. This was easy in early societies, which were basically all big extended families of no more than 100 people that you would spend your entire life with. It's when you start doing things like building cities or having long-distance trading that you need to start dealing with actual trade with someone who you don't really have a chance to know. The reason that type of community worked without money is because of the same mutual interdependence that exists in that desert island example I mentioned - that form of "communism" works because nobody screws over their community for their own personal gain because A) they're family, and B) they're the only support they will have in the world (as other communities will see them as suspicious foreigners), and as such, screwing the community is screwing yourself.

WITHOUT being a member of the community, you would have no vested self-interest in ensuring the community survived, which is why you start to need things like barter or money - if you couldn't trust the other party, the whole contract had to be fulfilled right then and there on the spot. You had to come to some sort of agreement of equivalent exchange.

This, however, is only how people behaved with other communities, or in the rare large city. In medieval times, in the typical small village of people who were generally part of a few intermarried extended families, most people wouldn't really need money, as they traded only inside of their community, and only had to resort to trade or barter in the presence of outsiders like merchants or taxmen or travelers. The typical farmer, then, could simply go up to his cousin, the blacksmith, say he needed a new horseshoe, have it made, and pay his cousin back by giving him a share of his crops when they came in from the harvest of the fields. No need for a formal contract or payment in gold coin, they know each other and trust each other, and they are mutually interdependent upon each other.

The way in which medieval trade in general worked was also along those lines - tax and trade were often based upon credit, not cash, and credit was based upon trust and honor and standing in the community. That's why family and honor and keeping one's word are of such vital importance - unlike modern times, your perceived honor was actually part of your purchasing power, as well as standing in the community.

For a player, who is not just a stranger, but also potentially some strange outlander of some foreign race, to walk into this, it does make sense that nobody trust them unless they have some good collateral or the player pays in cash. This would mean that the player could go into debt, but this debt would have to be backed by something that really had some meaning to the player (like using one of their houses or their title as Thane or ownership of the College or something) as collateral. The game would have to determine the interest rate to charge the player upon a perceived risk, effectively giving the player a credit rating.

As for how interest is charged the player, I would have to say that it would probably make the most sense to make interest a weekly phenomenon, and non-compounding, (as that would only punish those who become late in payment to the point where they would probably just uninstall the mod,) because, although daily interest would make the most direct sense, it might be difficult to actually differentiate a .9% daily interest from a 1% daily interest rate. Plus, even if you have the option to pay for several days in advance, it would be odd that a single dungeon crawl could involve multiple days. (Although I think a slower timescale might be called for in this mod.)

The use of interest and debt would probably be best applied against either guild-leading players, or else players investing in businesses other than their own personal adventuring. This might be achievable through simply making the numbers the player pushes around simply too huge to completely pay off on their own, without using the assets of the guild or the business.

If you take a class on finance, you'll see that basically no corporation in the world runs without an awful lot of debt, in fact, nearly leveraged 1:1. It just makes financial sense, ultimately, as bondholders are simply cheaper to satisfy than shareholders. It might, in fact, be a major achievement or goal of a player to be a free-and-clear single proprietor of some major trading company. However, such a feat would have to require gold in the tens or hundreds of millions to purchase a major trading company.
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Jade Barnes-Mackey
 
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Post » Tue May 22, 2012 8:23 am

Cool. I will check that out. I agree its fine for small groups to operate in such a way. It breaks down quite horribly however on the scale of a large impersonal society.

Back to the mod...
I was also thinking (pretty interested in this project) that the farms, lumber-mills, and small towns dotting the countryside could indeed operate as single economic units just as you are describing. Less accounting due to fewer economic players means less stress on the CPU. I would however like to see the cities have many more economic players. Each shop, guild, group of people such as guards or miners should have their own account.

I hope you get this working. I have a lot of interest in this mod. I am planing a mod of my own which would benifit greatly from an improved economy.

Basically, the new Nord King or Emperor (haven't played far enough to see how it all turns out. No spoilers plz!!!) requests that you, the hero of Skyrim, become a Jarl. You are tasked with clearing out a ruined fort and rebuilding it. The fort built upon a recently discovered gold mine (part of the motivation for reclaiming this territory), will serve as a quick cash infusion. This income will partly pay for the workers hired to rebuild the fort. The gold will run out however, so you need to invest to increase the prosperity of the town surrounding your Keep.

Additionally, I wish to have a quest-line involving the dark history of the fort (For inspiration I will draw heavily from the 1963 movie "The Haunted Palace"). !!!Spoilers for the mod i haven't even made yet!!!

Early on your character discovers his ancestor was a great necromancer of the fort in ages past. Paintings of your characters great great great grandfather who looks suspiciously similar (albeit grey eyes) adorn mantel of the fire place. Before your ancestors untimely demise (villagers killed him after finding out what he was), he insured his immortality by placing part of his soul within a phylactery within the fort. Now that your character, a perfect vessel for the stowed spirit, has returned to the castle your ancestor attempts to possess you at night. Since he was an evil necromancer your quests while possessed will involve bad things for the people of your town. So, on one hand you will play as the good Jarl working to protect your town and bring it prosperity, but on the other hand, at night you will be an evil necromancer causing mayhem for your villagers.
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celebrity
 
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Post » Tue May 22, 2012 5:12 pm

I'm certainly looking forward to ploughing throught the main quest and seeing how that changes things.

I don't have the theory background of some of the other people postiing here so I'm going to stick to game machanics :wink_smile: ]

With regards to economic entities I think a Hold seems to be a pretty reasonable unit.
They are of a managable number, what affects one vendor in a Hold should affect them all, and they could potentially be in competition with each other.
So there is room to work.

On a larger scale there is the civil war to consider and there are some interesting options there.
If we made the assumption that refined goods like ebony and glass were largely imported, then the stormcloaks in accendancy could make these tougher and more expensive to get.
On the flip side, local goods like iron, steel (and dragon??) could be harder to process under the imperial yoke.
This idea is a bit random but it might be worth playing with.

Speaking of playing....less forums....more skyrim....I've only got to level 15.
Damm real life.... :celebrate:
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Soph
 
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Post » Tue May 22, 2012 4:34 am

Yeah, I have yet to complete the game yet, either, or even see many of the guild quests. In case you haven't caught on yet, I tend to find thinking about or learning things more enjoyable than actually being in the middle of it. I'm making progress, though. I want to complete at least the major quests of the game (Main and Guild) before modding it all to Oblivion and back, since I never managed to complete everything in Oblivion. I just kept creating or adding more mods that kept giving me more things to do.

Anyway, as for the whole communal farming village bit, this is this, and that is that. I was talking about economic theory because it came up, and I like talking about it, but that doesn't necessarily mean I'm going to actually start taking on the challenge of restructuring the underlying "social fabric" of how this game runs its simulations of daily life just to satisfy my own theories. This mod is ambitious enough as it is.

Of course, there are practical side-effects of having merchant companies and nobles that have far more wealth in the form of debts owed than actual coins - it's much harder for a thief to steal the cow that theoretically will be paid to settle a debt owed in a handshake deal to the man whose house you are rummaging through than it is to steal a large stack of coins. The Jarl might only have 200 septims in his dresser, but his holdings and the debts owed him may have values in the hundreds of thousands of septims.

As for the effects of the civil war, I would make that a less scripted event - make different merchant companies have different reputations with the two major factions, and have their businesses bloom or suffer as the war goes north or south for them. How much a company gets its fortunes tied to one side of the war or another may even be related to the actions of the player.
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Dan Scott
 
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Post » Tue May 22, 2012 4:20 pm

By the way, can anyone tell me what the names are of existing trading companies? (I don't mean individual shops, but merchant companies that trade between towns.)

I know that when I visited the docks of Windhelm, there was a quest involving the East Empire Company being in a bind because of dirty business practices by the Shatter-Shield company.

I'd like to know if there are names for other companies like the khajit caravan traders or the like, as well...
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Jah Allen
 
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Post » Tue May 22, 2012 7:20 am

Can't find a more relevant thread, so i'm bumping this up.

I'm working on this idea as we speak: http://skyrim.nexusmods.com/downloads/file.php?id=8666
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Kelvin Diaz
 
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Post » Tue May 22, 2012 7:32 am

No, I'm talking about older economic / social philosophic theories, and how the perception of what "wealth" is actually was radically different before the 18th century. In ancient and medieval times we had a fundamentally different view of what money was, and people forget how our view of whether or not there even was such a thing as "economics" has changed.

Besides, Austerianism has no minutia, it's simply spectacularly failed in every case where it has ever been applied - even ignoring the disastrous social consequences, because fact is that such ham-handed "deficit cutting" measures inevitably leads to even greater deficits as their methods strangle all economic activity. Imposed Austerianism is the cause of much of Africa's staggering poverty, and the reason the Greek economy only became worse after the EU's first intervention, and willful ignorance to the results or even reality at all are the fundamental tenants of the theory.

In modern times, you are either Keynesian, coming up with your new theory that improves upon Keynes, haven't studied economics, or lying to yourself.

Sigh. If someone was to take up this project, I sure hope they have a relevant understanding of economics. Not someone who reads a Paul Krugman New York Time's article every so often.

By the way it's Austrian school economics, not "Austerianism". There is austerity measures, such as what is being implemented in Greece, but that is not the same. Keynesiam (John Maynard Keynes, Neo-Keynesians), Austrian School economics (Friedrich Hayek, Ludwig Von Mises) and Chicago School economics (Milton Friedman).

Regardless, there is no Federal Reserve in Skyrim, they use precious metals as a currency, there is bartering and there is feudalism. Inflation and unemployment is not going to be a major problem in agrarian based societies anyways.
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+++CAZZY
 
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Post » Tue May 22, 2012 1:58 pm

I did not read the whole thread, but half of the ideas in the OP will be in my VOX POPULI (aka The Evolving Society) mod for Oblivion.
(it will run in its own worldspace, thou. You start in an empty island and end with a big city and several smaller vvillages)

Check the thread http://www.gamesas.com/topic/915021-wipz-the-evolving-society/, http://www.thenexusforums.com/index.php?/topic/83048-the-evolving-society-mod/ and http://thewormhole.nfshost.com/forum/index.php/board,311.0.html

If you guys are going ahead with this project, feel free to use any of the ideas in those topics (there are ideas there enough for several mods)


Wow you do realize most modders have a life and are modding just as a hobby? Modding something like this to make it actually work without thousands of bugs and not conflict with existing files would propably take months or years, mod as huge as this suggestion is never going to happen but a smaller version of it is propably going to be made.
Absolutely true!
If you check the date on those topics you will see that I started working on this project three years ago.
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Dewayne Quattlebaum
 
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Post » Tue May 22, 2012 5:30 pm

Note: the thing I'm implementing won't deal with the actual job creation part/making a castle/etc. SImply not good at architecture/making NPCs. I'm simply trying to build an interface to crunch numbers, store resource loops, that sort of stuff. That said, there are a lot of numbers to be crunched...
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~Amy~
 
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