Open YumatanGames opened 4 months ago
A trade/economy system is planned already just FYI =) You can check some of what is planned on the public discord, in the pinned messages in the suggestions channel =)
This is really good to know. Still, I think my ideas could be useful to give ideas on how to implement them.
I actually have a lot of thoughts about other future increments on an Economy System and how to implement them. These ideas I laid out were basically just the base concept. This could be expanded to include a dynamic inflation/deflation system, exporting and importing of goods through a Logistics Hub, a taxation system... There's a lot. :D
Prerequisites
Context
Is your feature request related to a problem?
No. It is a complex idea I had to implement a completely new mechanic into the mod.
Feature description
Comprehensive Proposal for a Currency System in MineColonies
Overview
The progression of colonies in MineColonies from a rudimentary barter system to a complex economic model necessitates the adoption of a currency system. This evolution not only reflects the historical advancement of civilizations but also promises to enrich the gameplay significantly. By introducing a currency system, we can make economic interactions within the village more dynamic and imbue them with a sense of realism that mirrors real-world economic structures.
Proposed System and Infrastructure
To support this economic transition, the establishment of two critical structures is essential:
Bank: The Bank becomes the economic epicenter of the colony, safeguarding villagers' wealth. More than just a storage facility, the Bank facilitates a variety of financial transactions, from currency exchanges to the safeguarding of personal and communal wealth. It ensures that villagers have a secure location to deposit their hard-earned currency and access it for their daily needs and transactions.
Mint: Central to the currency system is the Mint, where the colony's currency is produced. By harnessing resources like gold, emeralds, and diamonds, the Mint crafts coins that become the colony's primary medium of exchange. Careful testing and balancing will be needed in order to set specific ratios for each material to accurately reflect their real-world value and scarcity, ensuring the economic system remains balanced and true to life.
To add a layer of personalization and identity to the currency, a unique feature is proposed: similar to crafting the Colony Banner in the Town Hall, players could design their coinage, known as the "Crown". This would involve a simple engraving system allowing players to imprint a personalized emblem or design onto each coin minted. This feature not only enhances the sense of ownership and pride within the colony but also introduces a unique aspect to the economy, as each colony's currency would bear its distinctive mark, further deepening the immersion and engagement in the game's economic system.
Economic Evolution and Implementation
The activation of the currency system signifies a pivotal developmental milestone, transitioning the colony from a communal system to an intricate economy characterized by sophisticated trade and commerce. This shift is marked by the construction of the Bank and Mint, foundational structures that facilitate this new economic paradigm, where villagers engage in the purchase of raw materials and the sale of refined goods.
To advance the colony's development beyond level 3, the currency system must first be researched. This level 3 research necessitates a stack of gold, half a stack of diamonds, and 16 emeralds to initiate. Upon completion, it unlocks the blueprints for both the Bank and Mint, essential for progressing any building to level 4. The implementation of these buildings is a prerequisite for advancing the colony's infrastructure and unlocking the full spectrum of economic activities.
With the Bank and Mint in place, villagers will transition from a bartering system to a currency-based economy, exchanging their products for coins. This change will be gradual, reflecting the time needed to adapt to this new system. The level of each building will dictate the primary currency used for transactions:
This structured approach ensures a scalable and realistic progression of the colony's economy, from simple bartering to a complex, multi-tiered currency system.
Currency Details
The materials selected for minting coins in our currency system were chosen based on their rarity and utility, ensuring a balanced and realistic economy within the game.
Gold: Abundant in both the Overworld and the Nether, gold's commonality, coupled with the ease of building gold farms, somewhat diminishes its value. However, this abundance makes it an ideal candidate for crafting lower-tier, inexpensive coins. A gold ingot is minted into 10 gold coins.
Diamonds: Significantly rarer than gold and impossible to farm, diamonds must be actively sought out through mining or exploration. Their scarcity, yet relative accessibility in the game world, positions them perfectly as the medium tier currency. One diamond can be minted into 5 diamond coins.
Emeralds: Excluding villager trades, emeralds are the rarest, typically found in ore form only through mining and exploring, with deepslate emerald ore being the rarest naturally spawning block in Minecraft. This rarity makes emeralds ideal for high-tier currency, with one emerald minting into 1 emerald coin.
The exchange rates are thoughtfully set to mirror the materials' rarity and value: 100 gold coins equate to 1 diamond coin, and 10 diamond coins to 1 emerald coin, ensuring a balanced economic system.
Alternative Materials Consideration
Iron: Though a potential candidate for coinage due to its value in crafting essential items like redstone components and hoppers, gold was chosen for its traditional association with wealth. In Minecraft, however, iron possesses a higher practical value.
Netherite: Despite being less rare than emeralds, netherite's difficulty to acquire and its use in crafting superior weapons and armor make it a strong candidate for high-tier currency, offering a balance between rarity and utility.
Lapis Lazuli: Its rarity, combined with a high yield from mining (specially with fortune III enchantments) and diverse utility, could position lapis as an alternative to gold for coinage. However, its conversion rate would need careful adjustment due to its greater rarity compared to gold and non-farmability.
Integration with Existing Gameplay Mechanics and Overhauls
To seamlessly integrate the currency system within MineColonies and preserve game balance, comprehensive modifications to vanilla mechanics are essential:
Reworking Vanilla Trading and Villager Mechanics
The cornerstone of this overhaul is the adjustment of emerald valuation as a top-tier currency, necessitating significant changes to vanilla trading. To uphold the rarity of emeralds and align with the new economic model, it's proposed that vanilla villagers be removed entirely, transferring their trading capabilities to MineColonies villagers. This shift ensures that emeralds maintain their scarcity and value, encouraging players to develop their colonies further to access desired trades.
Transformation of Vanilla Villages
Integration of MineColonies Villagers
To prevent the generation of deserted vanilla villages, these could instead spawn with MineColonies villagers, utilizing workstations compatible with MineColonies. This change not only brings life to these villages but also solves the narrative disconnect of villagers in taverns claiming origins from non-existent settlements.
Alternative Village Generation
A more radical yet immersive approach would involve replacing vanilla village generation with MineColonies' semi-villages, featuring a mix of structures from available building packs. While enhancing gameplay, this method requires careful consideration of compatibility with data packs that modify vanilla villages.
Addressing the Iron Farm Dilemma
The removal of vanilla villagers directly impacts the feasibility of iron farms, a staple for advanced redstone projects due to iron's high demand. To address this without losing functionality:
Enhanced Crusher Mechanics
Proposing an expansion of the Crusher’s capabilities to include all stone types, with a significant chance of yielding iron ore, and a smaller chance for copper ore. This system would extend to deepslate variants, offering an increased likelihood of ore generation. The inclusion of materials from updates up to Minecraft 1.20 and potentially those from other mods would further enrich this mechanic.
Renewable Resource Production
By adjusting the Crusher to generate raw ores from common and easily farmable blocks, such as cobblestone, this method serves as a realistic and immersive alternative to traditional iron farms. Each upgrade of the Crusher hut would not only speed up processing but also enhance ore output, effectively making iron (and copper) renewable resources that require smelting, aligning with the game's survival and crafting principles.
These proposed changes aim to deepen the gameplay experience by integrating a realistic economic system, enhancing the world's dynamics, and maintaining compatibility and balance with Minecraft’s core mechanics. Through careful planning and implementation, these overhauls promise to enrich the social and economic fabric of MineColonies, offering a more rewarding and immersive experience.
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