![]() ![]() If I don’t complete it in time to spec, I don’t get the payment, and instead pay a penalty (also held in escrow).Įssentially, I have a quest, given by a real person with a real need for my work. Upon completion, I get the payment (which the server holds in escrow) from the client. When I login, I see that I am obligated to build a house at an agreed-upon location, or an agreed-upon size, by an agreed-upon date. Say for example that I sell a contract for house construction through my store. That is our quest system in Eco: based on actual needs in an actual economy from real players. One of the ‘goods’ you can sell in a store is a contract to do work, and when a player buys this you are each obligated to your end of the bargain in the contract, and the server will enforce it. Labor and contracts: selling servicesĪnother pillar of an economy is labor, and we’re specially supporting the ability to sell labor in Eco. ![]() There will be value then in facilitating trades of materials as a central trading post, even if the player owning the store doesn’t use the goods they’re trading in themselves, they can take a cut on their purchase and sale. With a store players are setting up a market where they post ‘sell’ orders for items they don’t even have yet, and then when they receive it while they’re offline (due to a separate ‘buy’ order) it will automatically be available for trade. What we intend with this feature is to allow many possible economies. Additionally, the player-run government can designate an official currency which taxes are paid in. However, it is likely that a de facto currency will emerge, most likely a limited mined resource like gold, but perhaps not. Because the trades can be for any two sets of goods, there is no default currency in the game. This is a very flexible system that leads to a few interesting effects. When another player uses this store (which can happen anytime, while the owner is offline), it will allow any trades to occur in which there is store inventory to provide. Each entry simply consists of ‘what goods I want’ and ‘what goods I’ll give for them’. ![]() In Eco you’ll be able to trade directly with players if you’re both online together, but we also support offline trade through stores.īy creating a specific building type in the game (buildings have special effects in Eco), players will get access to a store interface where they can set up a list of desired trades. Trade is the foundational aspect of any economy, and Eco focuses heavily on it. ![]() We’ve created a number of tools to promote players to do this smoothly. The economy is totally player-driven in the game, and this blog discusses how players setup and take part in creating and participating in an efficient economy that makes the best use of resources. The purpose of Eco’s economy is to ensure the most efficient use of resources and labor in the game. Balance is the key, and leaning too far in one direction or the other will lead to ruin, whether its from lacking the resources to protect the planet, or extracting them so quickly the planet becomes polluted and destroyed in the process. Together they are essential to human survival, and the game lies at the difficult intersection of the two. The name Eco is short for the two primary mechanics of the game: ecology, and economy. ![]()
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