Greetings.
Edit: Please check my next post in this thread. This post is somewhat outdated.
tl;dr
I have a number of suggestions in the end of this post. How I came up with is explained and reasoned in the text below. I may have overseen something, I may have suggested what is already implemented and etc etc. But I is serious!
I must admit that when I read that there was no plans for gold besides "what ever you yourself as a player put into it" I started to panic.
An economy with a constant influx of money from "grinding" on pub-servers to be transfered into strategus would result in such extreme inflation that gold would have no use. In short, mercenaries would either be paid i commodities or expect the salary to be worth half of what they were paid the day after.
A lot of gold sinks come to mind i strategus: upkeep for soldiers (ticket) and upkeep for production costs.
But other ways are possible and could add interesting gameplay.
First a warning and a disclaimer. I play EVE and for all it is worth I like the game, but I have no intention of turning strategus into EVE.
However, strat can learn from EVE in the ways of making an interesting player based market.
Many things are the same in how I have heard the developers of cRPG are envisioning strategus. Players get base resources in villages (same as mining in eve) they use them to produce weapons and tools in cities (same as player producition in eve) and use those resources to wage war to gain more land (0.0 in eve or pew pew).
This could all work well without a currency, BUT it works so much better with a currency. In EVE we have isk in cRPG we have Gold.
Gold comes from an external source aka the "grind" on pub-servers. In eve this external source is bounties and mission rewards.
Eve has not experienced a huge inflation of the value of ISK because it is used for something and has a lot of money "sinks".
Those are insurances, brokers fees etc. etc. It is important that strategus has the same thing.
But when I then came to think of EVE production I started to think of t2 items. What does cRPG have, that could make manufactoring have a small edge. And I started to think of heirlooms.
My suggestions:
- A player who owns a certain heirloom can produce said heirloom in strategus for an increased cost of x% materials with an additional cost of x gold, where x is a good balance for this not to be overpowered.
- Add certain "rare" resource components that needs to be used in production of heirloomed items. Maybe it is only gained for every 50 units of its regular little brother.
- In order to extract and manufactor ressources and items you need to build the corresponding building for a cost of x resources and x gold.
- In order to extract resources you need players extracting from said city /village. Extracting resources cost x gold.
- Low tier items should be easy to access in all parts of the continents where as high tier equipment should be hard
- Make sure that each soldier (ticket) requires x gold in upkeep.
- Make sure that there is enough different resources and possibly in different tiers.