Havada
Recruit
Lately I had this thought: is amount of the gold constant? So I played as a merchant to check it by trading a lot and observing the market prices all around the Calrandia while adding a lot of (I guess) surplus gold from bandits' loot. Of course I wasn't the only one to hunt bandits - almost every lord was hunting them, adding the (I guess) surplus gold to the market. I've noticed that the prices are rising all around the world after few years. It's simple:
> starting total gold in the whole continent is equal to, let's say, 30 000 000 = 30M
> bandits just spawn, right? They don't cost gold from this 30M pool to be created. And when you kill a group of bandits, you get not only loot that you can sell (which doesn't ADD gold to the total gold pool, only materials, which is fine) but also you get some gold directly (around 300 per group) which is causing inflation
> there are also mechanisms that are removing gold from the market (for example donating gold to your settlement to increase speed of the projects, paying your party wages or upgrading your troops - the gold just disappears) which might theoretically cause deflation (and practically it just slows down the inflation)
I'm not sure if the mechanisms to remove the surplus gold are working effectively enough to stop the inflation. Also inflation isn't a bad thing if it affects everything in the game equally, just like (kind of) in the real world. My questions are:
1. are the mechanisms that remove gold from the market effective enough to stop the inflation? Is it balanced in a way "the higher inflation, the stronger these removing mechanisms are"?
2. let's say that inflation is okay. Will it affect everything? Troops' prices and wages, town projects' speed up cost, workshops' cost, caravans' cost etc.? At the moment it does not so after playing for a long time we could get to a point where the gold is worth 3x less but we're still paying the same to our troops so, effectively, troops' wages are 3x lower than they were on the beginning of the game
3. what is love?
> starting total gold in the whole continent is equal to, let's say, 30 000 000 = 30M
> bandits just spawn, right? They don't cost gold from this 30M pool to be created. And when you kill a group of bandits, you get not only loot that you can sell (which doesn't ADD gold to the total gold pool, only materials, which is fine) but also you get some gold directly (around 300 per group) which is causing inflation
> there are also mechanisms that are removing gold from the market (for example donating gold to your settlement to increase speed of the projects, paying your party wages or upgrading your troops - the gold just disappears) which might theoretically cause deflation (and practically it just slows down the inflation)
I'm not sure if the mechanisms to remove the surplus gold are working effectively enough to stop the inflation. Also inflation isn't a bad thing if it affects everything in the game equally, just like (kind of) in the real world. My questions are:
1. are the mechanisms that remove gold from the market effective enough to stop the inflation? Is it balanced in a way "the higher inflation, the stronger these removing mechanisms are"?
2. let's say that inflation is okay. Will it affect everything? Troops' prices and wages, town projects' speed up cost, workshops' cost, caravans' cost etc.? At the moment it does not so after playing for a long time we could get to a point where the gold is worth 3x less but we're still paying the same to our troops so, effectively, troops' wages are 3x lower than they were on the beginning of the game
3. what is love?