Just an idea based on the fact that an economy game must be intimately connected to the demo game.
- a Central Bank, sort of, selling to the players authorizations to do something (a licence) ;
- a licence allowing the holder to make trade in one city would cost $50 (out of the initial individual capital of $100) ; any player could buy a trade licence in a given city ; their profit would be : 30% of the commerce of the city divided by the number of trade-licence holder in this city ;
- a licence allowing the holder to produce food would create a profit based on the production of food of the city ; idem for the industry, the profit would be based on the number of shields produced in the city ;
- one player could acquire the same licence in several cities, and/or acquire different licences in the same city :
- a player can sell a licence which he owns to another player (not to the central bank) at a price privately agreed upon or by public auction, with announcement in the free press ;
- some licences would be limited in quantity : for instance building improvements in a city does not need 10 enterprises, 2 are enough just to keep a bit of competition, and their price would result from an auction ; or a licence of import-export : one is enough for the whole country ;
- the Central Bank could accept payments by instalments in the limit of 50% with a small interest .
- to make thing a bit more complex, we can have the licences charges every turn, by tha Central Bank a flat tax and a tax on the profit as a percentage.
All data come from the game with the exception of the market value of the licences which is made by the players.
__________________
Statistical anomaly.
The only thing necessary for the triumph of evil is for good men to do nothing.
|