Jump to content

Economy


Recommended Posts

Feature Showcase: Economy

Information

 

This feature showcase will detail our economy, its value and how it works into our world.

 

Closed circle economy

 

We have achieved after 2 years all the changes we wanted to put in place on the gamemode to work in a closed circle economy, what does this mean? Every $1 you're receiving or giving ingame is going to another player:

Your taxes are going up to the government, your purchases are going into businesses' banks which are then paying their employees, expenses, etc.

The remaining scripted job (fishing, garbage) are paid by the government or by the businesses, as fishes increase the stock of food for the truckers deliveries.

Your initial 40 hours increased paycheck that prevents you from doing any grind to start roleplaying is from a welfare program financed by the government bank, so other players' taxes.

 

All of this is automated in our gamemode and there is currently $0 injected into the economy, which prevents massive price increase of houses or items, and we do not need money sinks to keep the economy in good shape. As some players obviously stop playing after a while, their money could be considered out of the economy, if there was a lack of money in the economy we would allow us to inject more money through the state into the factions and government but this case didn't happen yet.

 

40QJqmq.png

 

Factions budget

 

The government discusses the faction budgets on a monthly (soon to be quarterly) basis. Everything from paygrades of a Police Officer III to an unit cost of a baton, the fuel and maintenance costs of the vehicles – all of the factors that we can reasonably account for are considered into the budget requests, reviewed and addressed in a commensurate manner by the City Government. It’s a solution we feel helps with the immersion for all parties involved – being wasteful /matters/ now.

 

Finally, there are the actual IC initiatives of the City Government. To give you an example – the government funded a construction of 12 new apartments in Hawick. All of which available to the players to rent, and eventually, buy out. Your tax money is used to support businesses through subsidizing the salaries of roleplay employees that don’t bring much value otherwise, to allow people to purchase the vehicles essential for their business operation (keyword, essential. The government doesn’t tend to approve a fleet of 7 Volatuses for a skydiving school) or to simply give them a little bit of cash to cover the first few months of their office lease.

 

We would like to take a moment here and remind everyone that you can tap into a plethora of funds through the government Business Stimulus Package – just head to http://gov.gta.world/ and register. 

 

 

Example of vehicle budgets for the LSFD

Screenshot_3.png

 

GTAW$ vs US$

 

Many players seem to misunderstand the concept of having a healthy economy vs real life economy. GTAW's economy self defined a price to each items based on their value, not on their real life price. It took the choice to keep the houses / vehicles market at a 1:1 price compared to US$, but everything else is adjusted to fit our players' income.

 

We did not want players to have to play years and take mortgage that they would never refund to purchase homes and vehicles, from this choice we had to increase the price of all "small items" (guns, drinks etc.) to match with an increased income of approximately x10 up to x20.

 

For all items that are not vehicles or houses, you can basicly use the formula  $1 = 10-20 $GTAW. A real life glock would cost $600 whereas it cost $10,000 on the server. A drink will be around $200 instead of $10 in a bar or night club.

These prices are realistic for our money value, healthy and following our initial choice of not implementating 20 years long mortgages into the game.

 

  • Upvote 18
  • Thanks 2
  • Applaud 5
Link to comment
Guest
This topic is now closed to further replies.
×
×
  • Create New...