I've been trying to come up with some plans for minecraft money... I finalized the whole banknote concept including the denominations, method of initial distribution, basics... Now I have to figure out the initial price thing based off the rarity of certain items and the cost of finding/extracting these items. Also I need some help making the buy/sell kiosks using redstone so...if anyone wants to help out pm me...
Oh yeah... I came up with some new rule I thought about:
Those who use the server should take lag into consideration and should not overpopulate the initial spawn point.
---------- Post added 08-22-14 at 09:58 PM ---------- Previous post was 08-21-14 at 10:40 PM ----------
I'm ranting again. Oh no... I'm filling up pages with nonsense.
Made a breakthrough with the figuring out of the price thing. Apparently I realized that I have to create a new metrics for calculation. So I came up with the rarity quotient which attempts to place a value on non renewable items by determining the odds of stumbling on a block during mining. I also figured out an equation for determining the price ratio of two items based on differing extraction rate. Which would be useful when we get to the iron farm level.
The basic info about the currency:
Name: Dollar
Basic price unit: 256$
Banknotes in supply: 1, 16, 256, 4096
Notes:
The 256$ banknote is the equivalent of the real world $20 bill.
I rejected the ideal of using sub notes like 1/16 or 1/256. There is probably a good percentage of us who aren't accustomed to using binary multiples and may find it difficult to make automated payments using hex fractions. Assuming the economy enters a deflationary period in which there is a need for fractional notes you could just make multiples(ie instead of 0.5$ for 1pork it could be 1$ for 2pork).
Deflation will be expected when the first mega projects are completed. Pretty much the longer the new world is running the easier it will be for new players to acquire resources for building.
New players can acquire currency at a non profit exchange center which will give currency to players who give it wood, cobblestone, meats, sand, etc... Visa-versa. It only exchanges basic materials and it's prices will be set at a no-profit price. It also acts as a economy stabilizer: theoretically preventing players from destabilizing the economy with abnormally high or low prices. The fact that the center only exchanges basics means that the rest of the economy will be left in other peoples hands.
Exchange kiosks will have to be updated and refilled every so often to keep the whole thing running. Or the currency based economy would detach from the real economy.
Infrastructure could be priced or taxed... Arterial railroads could be tolled. So could secure nether junctions. Mega furnaces and iron farms could be taxed to...
I'm going to make a more rambling PDF document about all this garbage when I get the far more advanced stuff.