You could also increase welcome packages over time or tie winning conditions and such to the amount of time playing or have inflation-controlled currencies independent for each player based off of usage and receipt of the currencies. I think that the first or second would be easiest by the final one would be the most interesting.
On 11/21/2017 12:40 PM, Kerim Aydin wrote: > > On Tue, 21 Nov 2017, VJ Rada wrote: >> Inflation: the game could actually just be a fun game in itself. Like >> "race to 1 billion" type thing. > In real-life economies, controlled inflation can be fine. > > In standard boardgames, everyone racing in an inflationary economy is fine. > It ends up being "exponential" game progression that can make early > choices very important in determining the winner. > > In games that have long play times and have people joining and leaving, > and no fixed endpoint, it's more of an issue, because you don't want > late-joiners to be permanently behind the curve. Trying to mix "long- > running economy" with "fair gameplay" is the biggest challenge. You > need periodic big resets IMO. This can either be "taxes", or an > incentive for the big holders to spend large chunks of shinies (auctions > are perfect for this if your auction items are valuable). > > >> In the context of Trigon’s _extremely_ comprehensive whole-game reform, >> it’s possible that the whole purpose of a reserve currency changes, too. >> In particular, Trigon’s done a fabulous job of attacking the _first_ of >> those three causes, by creating reliable reasons to spend Shinies, which >> are tuned to return the largest number of Shinies any one player or >> contract is willing to part with to Agora to be distributed. > I agree, but Trigon's current draft includes getting rid of all shinies > through repeal not spending, which is why I started this discussion! > > -- ---- Publius Scribonius Scholasticus
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