HardWrath
New Member
I was thinking the same.
My analysis you find generalized and abstract was meant to shed light on the fact that you cannot grow a sustainable population that leads to a healthy economy on a low population planet through shops alone. If you'd like to take a band-aid policy approach to economics, stimulate away.
You can step down from your soapbox. I understand the economic principles that you are talking about however, as it applies to Planet Cyrene in the virtual economy created by MindArk, it largely doesn't apply.
Over the last almost 10 years in this game, my economic involvement is extensive so let me explain this to you because this is very easy to understand.
When a player who is dependent on (L) or consumable items for game play, can not find what they need on Cyrene, they go to another planet, usually Calypso which has a more robust economy. When they leave, their loot system turnover along with their purchases and sales leaves with them, thereby decreasing the Cyrene economy.
Seeing as how auction listings are limited to 7 days, carry extensive fees, and many things go unsold, for a lot of people, utilizing the auction on Cyrene is not viable simply because they need a quick sale in order to free up PED to buy new (L) items.
Now we enter the part of the equation where Shops come into play. Because so many will take their looted (L) items back to Calypso to sell, when that hunter or miner on Cyrene does manage to free up PED, there has to be something for them to buy. With shops that are stocked by weapon and mining tool crafters, there always is stuff for them to buy which then allows them to stay on Cyrene and continue cycling PEDs locally, which in-turn does increase the Cyrene economy.
Moreover, with steady shop sales for that weapon/tool crafter, they end up going to Cyrene to craft on Cyrene, and in so doing, end up buying and consuming stackable resources found on Cyrene, thereby completing the cycle between hunters, miners, and crafters which further increases the Cyrene economy.
Without shops, Crafters are restricted to only listing on the Cyrene auction which many of them avoid.
In the early stages of a planet's developing economy, shops play an integral role when in the hands of the right kind of player. With a more developed and robust economy, such as Calypso's, shops play a more peripheral and incremental role catering to certain niches.
You like general economic principles so hopefully you will appreciate this one: Supply Creates Demand.
Having a continuous and reliable supply of good (L) weapons and tools in Cyrene shops will create more demand for those items. As more and more people understand where on Cyrene to get these things, more and more will utilize them, with each person playing their part in the larger picture of loot system turnover, consuming and looting stackables, facilitating crafters, etc. This all moves Cyrene in the direction of being a self-contained economic ecosystem in and of itself.