Cantr II Economics:

General out-of-character discussion among players of Cantr II.

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Mykey
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Re: Cantr II Economics:

Postby Mykey » Wed Mar 09, 2011 9:44 am

Cwalen wrote:World size should be linked to player population, as it expands we have mechanisms to expand it, and god help anyone brave enough to suggest a mechanism for shrinking it.


Gold help me.....

Earthquakes, continental shelf collapse, volcanoes, tidal waves, LARGE asteroid impact. :twisted:

How about an island out in the middle of nowhere with only 25 to 30 locations, 20 years sailing from any inhabitable land in the fastest ships?
Allow all players to create 2-3 characters there. I know I`ve suggested it before, but it`d be perfect for dense population and economic experimentation....hell experimentation of all types.
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Re: Cantr II Economics:

Postby Pure_Dunga » Wed Mar 09, 2011 11:49 am

I love the idea of a new island with possibilities like suggest above. I can see the drawbacks, but the scramble for power, resources, structure. It'd be...wowzer.

Just give us a launch date for it and see the population boom, the sighs at gaining physically weak characters and poor fighters, the raise in sleeping character's else where due to dedication to the new characters. It would be great though.
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lulkoek
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Re: Cantr II Economics:

Postby lulkoek » Wed Mar 09, 2011 12:44 pm

If you want to go for denser populations, I would first handle the issues with the interface and than specifically the event log.
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Re: Cantr II Economics:

Postby Mykey » Wed Mar 09, 2011 1:06 pm

lulkoek wrote:If you want to go for denser populations, I would first handle the issues with the interface and than specifically the event log.


Breaking up the event log into two seperate parts, things done or said to/by your character, and everything else your character notices would be a nice and welcome addition. That way if it didn`t directly affect you, you could easily ignore it, and not have to sift through pages of crap that doesn`t concern you.

Overhearing whispers I`d still put in the things that concern you category, just because it implies you had some involvement, even if passively.

Speaking in public should go in the first category for the character speaking and the second for everyone hearing it. Just my opinion.... I got to quit making suggestions that only very remotely relate to the topic. Sorries. :D
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Re: Cantr II Economics:

Postby Piscator » Wed Mar 09, 2011 1:33 pm

Doug R. wrote:If you can rely on one thing, it's human greed, right? Wrong. Apparently, greed doesn't translate well into an online society simulator. The anonymizing power of the internet, which is supposed to strip us of our inhibitions and turn us into base creatures, has instead done the opposite by bringing out our better, altruistic qualities when it comes to Cantr II.


I don't think that people behave fundamentally different in Cantr. The great difference is that different things are considered valuable. In RL nobody would be greedy about air, since the supply greatly exceeds the demand and it's reasonably certain that this won't change in the future. It's the same with resources in game.

Something that's valuable in game as well as in real life though is enjoyment. While in RL fun can usually be bought with material wealth (and acquiring and stockpiling it thus makes sense), this is no option in Cantr or at least only in a very limited fashion. In game the major source of enjoyment are other players, which is why so many characters show quasi-altruistic behaviour.

If we want characters to exhibit greed in a fashion more resembling real life, we have to give them a way to exchange wealth for fun (customizing characters and places, item lottery, mini games etc.) and make sure that not everybody can afford it.
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Re: Cantr II Economics:

Postby Doug R. » Wed Mar 09, 2011 1:40 pm

Very insightful Pisc, thank you. Unfortunately, it would seem that doing something like that would really heavily automate Cantr and take a lot of what's meaningful out of the hands of the players and put it into the hands of the engine.
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Re: Cantr II Economics:

Postby Piscator » Wed Mar 09, 2011 3:08 pm

I don't know what you have in mind, but an item "lottery" should fit reasonably well into the game world. Gambling for character skills is quite common, so why not use this kind of behaviour to increase consumption? Let's say item parameters weren't fixed, but would randomly vary by a couple of percent. What would people do? They would start forging (and remelting) swords until they've got the most favorable combination of parameters. By expending time and resources, a character could aquire superior equipment and would also get the thrill of maybe creating an uber-item with the next try.

Customizing characters and places is already possible by using clothes and furniture, but since those last forever, you don't really have to expend much to aquire them. They also tend to be rather unimpressive since they don't readily meet the eye.
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Re: Cantr II Economics:

Postby Bowser » Wed Mar 09, 2011 5:27 pm

I always thought an awkward tailor would make ugly clothes and a expert weapon maker would make the most dangerous weapons. Being good ro bad only effects the time it takes to make something. It should effect the outcome... appearance for clothes and furnature, performance for vehicles/engines, and effectiveness/durability for tools, shields, and weapons.
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Re: Cantr II Economics:

Postby SumBum » Wed Mar 09, 2011 5:58 pm

This swings back to the trouble with specialization and actual careers (more specifically, the lack of) in Cantr. There's no viable career path because all chars can perform/build everything as long as they have the resources and machinery. If things could not be built unless you have a certain skill level, then it would give actual value to skills. Someone could specialize in weapons and have the ability to make the best (ie: crossbows and battleaxes) and even better if quality were added to items so that a highly skilled craftsman would be sought out. That can be applied to anything - food, carpentry, farming, etc. Possibly something for Cantr III ( :P ) because I realize it would require a major overhaul of every item to introduce quality of the material or item.
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Re: Cantr II Economics:

Postby Joshuamonkey » Wed Mar 09, 2011 7:41 pm

Piscator wrote:they would start forging (and remelting) swords until they've got the most favorable combination of parameters. By expending time and resources, a character could aquire superior equipment and would also get the thrill of maybe creating an uber-item with the next try.
SumBum wrote:Someone could specialize in weapons and have the ability to make the best (ie: crossbows and battleaxes) and even better if quality were added to items so that a highly skilled craftsman would be sought out.

Yes! Please add this! :) Though it's not a new concept.
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Re: Cantr II Economics:

Postby mojomuppet » Wed Mar 09, 2011 10:55 pm

Things Ive been thinking about.

Clothes and jewelry should disappear with the dead if they are wearing them. The only time this would really suck is if you happened to have left your clothes on the floor/ground unattended and someone stole them, put them on and ended up murdered for it. Give tailors a real need. I found so many clothes from a crew of pirates it was insane. Winning town wont need a tailor other then for pure pleasure for YEARS!

More containers for excess food. I know we have those now but if I pull my rice into a harbor its shouldn't stop if from rotting like it does on the ground outside. If you needed large containers inside buildings to store food and lock it away towns will limit how much they just leave lying around (to rot on the floor inside) or will use up supplies to protect the hoards they have( I have storages for my food dont you?). This makes sense to me. Rooms full of silos anyone? Outside containers with locks would be nice to since now it wont be as freely given in some towns. This makes the cook/farmer more important. All this energy is being given to make things more difficult but what I dont see is the expert, farmers, tailors, cooks, ect really needing to be played out, and it should be that way. IMO

I think this might be a bit easier than the other ideas. :?:

Oh! And if my award weapon's maker took the extra time to make the weapon because no one else could....the price has been paid already for it taking so long, why make it a piece of crap too? Bad idea there, sorry.
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Re: Cantr II Economics:

Postby mojomuppet » Wed Mar 09, 2011 11:01 pm

mojomuppet wrote:Things Ive been thinking about.

Clothes and jewelry should disappear with the dead if they are wearing them. The only time this would really suck is if you happened to have left your clothes on the floor/ground unattended and someone stole them, put them on and ended up murdered for it. Give tailors a real need. I found so many clothes from a crew of pirates it was insane. Winning town wont need a tailor other then for pure pleasure for YEARS!

More containers for excess food. I know we have those now but if I pull my rice into a harbor its shouldn't stop if from rotting like it does on the ground outside. If you needed large containers inside buildings to store food and lock it away towns will limit how much they just leave lying around (to rot on the floor inside) or will use up supplies to protect the hoards they have( I have storages for my food dont you?). This makes sense to me. Rooms full of silos anyone? Outside containers with locks would be nice to since now it wont be as freely given in some towns. This makes the cook/farmer more important. All this energy is being given to make things more difficult but what I dont see is the expert, farmers, tailors, cooks, ect really needing to be played out, and it should be that way. IMO

I think this might be a bit easier than the other ideas. :?:

Oh! And if my awkward weapon's maker took the extra time to make the weapon because no one else could....the price has been paid already for it taking so long, why make it a piece of crap too? Bad idea there, sorry.
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Re: Cantr II Economics:

Postby Surly » Wed Mar 09, 2011 11:48 pm

Ugh, how many times do I need to suggest item quality?

I think some of the key problems are (in no particular order):
- Characters are too spread out. Due to the painfully un-user friendly events page, alot of players avoid towns with activity (e.g. noise) and go to start their own smaller communities elsewhere. Without the concentration of characters, societies really do not grow.
- The New Lands Department did a really poor job. The creation of Cantr was based on mirroring real life, but the distribution of resources and the types of resources available did a terrible job of providing the setting for this.
- There is no differentiation in product. The only issue is time, which is not a huge issue in such a slow paced game. Believe me, if I could make my own car to the same standard as a bought one albeit in a longer time (which is four times longer, maximum), I'd definitely make my own. This also always players to put an absolute value on any item or resource, which is why trade is nearly impossible. Item quality would help with this.
- It is not currently possible to play 'any role you could imagine'. Since the introduction of skills, characters were no longer inter-changeable and therefore a higher value is placed on the life of said character. People don't want to lose skilled chars, especially not strong expert fighters due to the huge benefits that go with that. Risks therefore go down and you see duller societies.
- There are no farming societies. In real life, the greatest social change in the history of man was the result of the development of farming. This changed hunter-gatherer, subsistence societies into larger communities capable of producing more food which in turn allowed people to acquire other skills (as they could be fed though the excess). These specialisms and non-labourer roles led to the eventual growth of money systems and more complicated economies. Cantr does not have any of these elements and consequently is stuck in the hunter-gather barter level economy. The difficulty/annoyance of playing a character in a larger community means I don't see this changing any time soon.

Anyways, some thoughts. Nothing has really changed in Cantr in 8 years beyond our screwed up skills system and nothing is likely to really change until we kidnap a programmer to change some of the basic issues highlighted in this thread.
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viktor
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Re: Cantr II Economics:

Postby viktor » Thu Mar 10, 2011 12:58 am

a number of times i do try to cause a country to form, sometimes i succeed sometimes not.
land ownership does happen in game, but depends on who is eccentric enough to make such a direct claim and enforce it is yet another obstacle, resource scarcity is done well in some areas requiring expeditions to bring back things of value.
the most likely to succeed type is an oligarchy, a select group holds the power and the rest of society in their country is under them, only problem is, these oligarchy's often swell to include the entire population in a clan, or greed overtakes a member or a few and the society destroys itself from inside.
i did have a char actually that was on the path to developing a type of oligarchy but... scratch that, sorry :S maybe again in the future.
sometimes one country has to keep it's wages high just to keep it's citizens from performing an exodus to get jobs at a higher paying neighbor.
very few places pay a guard for being a guard, or give a regular incentive to guarding besides status and authority., sometimes it's enough, but in many places, your a grunt who gets sent to the front line and still has to gather their own food.
world size is not the issue at all. the issue is society itself, some people just become antisocial, or a group just cannot fit in with the surrounding group(s) and venture off in search of a new land to colonize and have their society. having a private club, just a club within a greater society is virtually unheard of in game, we get clans and sometimes families, but that's as close as we get and it's still a ways from this. a long long time ago i had a char named Don, in kwor and he was trying to make a yacht club, unfortunately he ended up dying and.. well he could not died but sometimes ya just let go of someone... it would have been exactly a private club within the kwor society but never got done, sorry lol
i do agree that it is contrary to economic development when people trade at machine rates "oh okay here's 4400 limestone for the 250 salt you gathered down the road" something is not right there, and it's the fault of the chars in game bottom line. whenever i make an economy in game (and i take a lot of time planning it out) my char will take into account the factors of distances, islands and political borders and because of the way society plays out in game, they usually partially take into account the machines, but not the full way so it still leaves some kind of economic advantage.
but whenever i have a leader char, i make a point of running their shebang differently than other leaders i have so at least i know there's different cultures and societies economies and just way of things in different areas first hand.
when i had prage, chromium was highly regulated and gathering was very restricted in his country, with the intent of possible coinage as well as a technological monopoly on vehicle/ship radios, or by forcing the price up for strait chromium. one of the very very rare occasions i made a bold enough move to restrict a resource like that.
teregotha island? i never settled there, but in past i had considered it, and... i don't think i need to say what 4 resources i would've restricted. potentially also i had a char on noniwrok, never got far, but was considering a way of uniting under one banner and restricting certain things... imagine a wood monopoly on certain finite islands, forcing people to pay for a boating service if they wanted to go somewhere else.
sometimes in other areas, you just need certain pressures, like a persistant and impending threat that exists but just doesn't strike and causes the formation of something... the old republic in the brunoi region under the tutonic knights for example was highly catalized by the thread of genocidal maniacs who wiped out the sayajin and later threats from an empire across the island... when the threats subsided it subsequently degenerated into a rabble of city states and is finally reforming again.
i can go on but i think this is plenty to choke on as is.
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Re: Cantr II Economics:

Postby mojomuppet » Thu Mar 10, 2011 1:27 am

The problem also is if you put 50 chars in one place you cant keep up. If I visit a town like this Im forever lost, if I spawn there I run like hell. Smaller Cantr... maybe, but there is no way in heck I would play if I had to filter through 30 to 50 char rping everyday with every char :shock: . You CAN make your town worth going to, and it will grow if you make it worth the other player's time to be there. I have one char that lives in a town famous for going "home" when all else is lost. This leaves players that wait out deaths, unfortunate events, and gods know what else a place to go. This town is stronger than most on its worst day. How did this happen...I made it happen. I sang, danced, winked, passed out flowers, chased off maniacs, and make people want to come back because its a fair nice place to be. I hear more that anything else - I had nowhere else to go so I came to you-.

Some of your points are good (no particular person) But really with some luck and some good ole fashion Im too stubborn to quit, you will go far. It also helps if you play many different roles. If you join the bad guys you dont have to be the murderer, but you can watch and see how the other side plays. I have the rich, the poor, the ones that put no value on anything other than being able to eat, nasty monster, and so on. Some work for years and might never even get what they work for. Every char playing hard core success will never work because there has to be followers. I get crap landed in -my- lap more by those that dont want to do the math or planning more than any other problem I have in Cantr. Very few of them are really waiting it out to do something great. YOU and I mean the player still need to keep the people that do the not so amazing jobs happy. It takes less time to do the moving and supplying in every town I live in than it takes me to brush my teeth. The rest of it is rp.

And It takes me longer to write this than it does for me to do something amazing in Cantr. On a good day I can do it four times and make you go :shock: :D :evil: :?: On a slow day you have to listen to me here. :P I just ask that you dont change the stuff you all discuss too fast, because as much time as I play if you move it too fast....pfft I cant make good sound decisions.
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