Happy hours making the fundamental decisions...
I figured out that I need a 4-member team:
- Lead designer and ingame King (design, human hosting)
- Lead developer (implementation, technical hosting)
- Marketing guy (to get to game spread virally)
- Project manager (handle the 3 creative guys).
New version every 6 weeks sounds good. In the beginning, the world is empty. The initial economy for the projected first 84 real-days (168 years of "ancient" 720:1 game time), which is the "old town" building period, is tentatively as follows:
- Characters don't eat, drink, sleep, get sick, die, require shelter or anything. Thus everything you make in the game is pure profit.
- King has financed the development and hosting from his own pocket. To recoup, he takes his 1,000,000 gold stash and sells every Sunday 50,000 gold for XMR (total 600,000 gold will be sold). Bidding happens such that it is known how much in total people have transfered to the bidding address. The lot will be divided proportionally after a certain point of time. No refunds.
- Passing certain thresholds in gold ownership automatically determines you player level, including nobility. Tentatively, buying gold worth 150 XMR gets you to nobility instantly, but this is determined by gold's value in the auction, of course.
- Gold is an income-producing asset. The more gold you have, the more you get the building materials (stone and wood) directly from the peasants, for free, for 84 real-days. This is regressive - if you have much gold, you get more materials, but proportionally less. In practice nobles get 40% of the materials that commoners do, and King only 20%.
- Later gold will start to derive income from Town Council surplus, but there is no town council yet in the 1400s. It will also be used for expensive luxury items, so the materials and titles you will get are really a bonus to the resource that should retain its value (buying gold in this stage of game is a bet for the success of the game).
- Buying gold for 10 XMR gives you enough resources (over the ancient era) to build a small house. From version 3 (after the initial 84 days), one house should cost about 10 XMR so in essence you get either a free house, or free 200 gold, whichever way you think about it.
- For comparison, the investment of 1,000 XMR into this promising game yields you 20,000 gold, the title of Earl, and enough materials approximately for a walled castle 6x4 plots in size.
- One Borough, the Old Town, is opened for play with 1350 building plots. The resources gained over the time are enough to build it to a nice township in the first stages. Only parts of the land are granted as favors, or sold to the highest bidder - in other chapelries you can claim land by building into it - making it expedient to build fast, perhaps even before your own resource stream is enough for building.
- Building costs work, not only stone. The work is paid in XMR, and money is distributed back to the economy such that characters in levels:
6-10, get efficiency rating of 350%
5, get efficiency rating of 250%
4, get efficiency rating of 150%
3, get efficiency rating of 100%
2, get efficiency rating of 50%.
This free money makes it interesting for even a curious observer to play.
In total, the mechanisms outlined provide that the "initial world" for version 3 (which is the real MMORPG game with character traits, sustenance, resource management, etc.) becomes built in an organic and not centrally planned way. This will certainly add to the gaming experience for all the future ages (ingame old buildings authority makes sure that the oldest buildings are not bulldozed).