Hello everyone, I have a hypothetical economy I am hoping someone out there could offer some insight into.
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This economy uses a simple currency lets call it a credit.
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In this economy there are 4 commodities and these 4 commodities are needed to produce certain goods that every member of this society ‘needs’ to produce.
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Of the 4 commodities 1 is in to little of a supply to produce goods optimally
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Of the 4 commodities 1 is in to great of a supply and merely piles up
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Of the 4 commodities 2 are in a level of supply that neither limits production nor piles up massively.
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Every member of this society accrues a certain amount of each commodity everyday.
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All trade in this society takes place within a market where everyone can view all the prices of every other members goods.
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There are traders in this market who can also view the prices of all goods for sale and based on their predispositions they will buy and sell commodities in order to increase their number of credits.
- However the traders are not compelled to amass fortunes.
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Members of this society can also after certain conditions are met via the production of goods created by using the 4 commodities gain other ‘households’
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However the separate ‘households’ both accrue commodities independently and no commodities
can be transfered between. -
The separate households also accrue resources at a different rates than the other ones.
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Now when this setup is implemented as a game with human players as the members of the society and a the traders being NPC’s. With the goal of the game being oriented upon the use of the goods that are produced. It causes the market to be flushed with competition driving the prices of almost all goods to a bare minimum price except for the most needed material which is also driven down.
So if anyone could offer some suggestions I would be greatly pleased.
On a side note I would encourage any of you to perhaps check out how persistent browser based games can be used for social experiments.