#🛠Guild Economic System in Bitcraft Online 🏛
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They had plans for it in alpha 1 in alpha 3 they removed all the 5 currencies ingame and whent back to 1. so not sure what the current status is for this.
It's a cool idea/system we may revisit in the future, however for now we found that it created a lot of additional difficulty with actually getting new/solo players to trade with one another. There definitely is some value with providing more ways of stimulating an inner economic environment.
While it is a bit of a work around, last test you could create a building and restrict who has access to enter said building, then place trade stations within said building to keep trade within a group, so at least there are ways of doing this until we have a good way to support something inter-guild.
Always open to hear people's ideas and suggestions. 👍
thank you for you responce. i want to try to suggest in addition of what you ve said. its important to keep new players in reach of basic currencies, so we can keep basic currencies for new players to use. it wont bother. but on top of that you can create private currencies used say only by empires. why is this important? it is not enough just to limit access to stations. its important to allow trading stations operate with curtain currencies so that empires can run economic wars or allies.
like in real life there will be inflation and deflation so that ruler has to manage coins production. there is also another important thing in trading wars. like you would have to force someone to use currencies of your own empire and by that increase value of your own money. you can forbid to use some currencies and force players of gaining your own currencies by trading goods in exchange for it and by that enforce your own economy. you can allie with other empire by creating common trading zones. there are plenty of things you can do if you have your own money. however a basic coin can still remain for new players to use. there should be not problem with new players cos if you have a buy off system then any new player can complete order for this particular currencies. another words, if you want money - you should work. you can invest you labour in curtain currencies. you can invest other your own currencie in other currencies. many many thing you can. thank you
also kingdom currencies can justify large map and renting system. how? for example im a grand master blacksmith. my king issued me a quest to go to some kingdom far far away and make their coins to increase political and economical influence. so i tarvel far and i want to work as a BS to produce top teir goods and sell them on local market in exchange of local money. so i need to rent a house and rent a working station cos i dont have my own one. thats it. im doing buisness. otherwise why would people want to rent a house? why? like in real life then move and rent just to make a money. but if there is no local money in this world why not to make money just where they originally live? why even bother to travel? why even bother to siege someone if not for economic wars? money power, money influence. thats a key. for that we need local money
How I see it is you make it harder for solo players to play solo since now they go trough 5 difrent kingdoms and they all have there own curency. It does add a lot of gameplay but it also has a very high onboarding cost. look for example at alpha 1 and 2 where we had coins for spesific NPCs. what made the game harder to understand since you needed to have 5 diffrent currnies in your head.
Aka I think custom kingdom currency makes sence but only once you trade stuff above a spesific tier.
thank you for your vision. im partly agree with you. however i disagree that its harder for solo players. first of all its hard game for solo players anyways. second. if you are master of your profession you could easily make any money in any kingdon. plus i agree that we have to keep one common coin for everyone. this way you can exchange your coins for coins of this kingdon. the only thing that kingdom coing brings is ability to print it and ability to allow/forbid in trading. you must have at least some money musnt you? if you do then simply exchange it. the key pont that this particular kingdom can forbid to use coins you have to exchange on theirs. but its a game its freedom and politics.
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Economic Autonomy and Sovereignty
Just as national currencies allow countries to control their economies, in-game imperial currencies would grant empires more independence from the global market. This would let emperors manage trade, resources, and economic policies. -
Control Over Inflation and Money Supply
In real-world economics, central banks regulate the money supply to prevent inflation or deflation. In the game, empires could control the issuance of their currency, ensuring a stable economy within their territory. -
Strengthening Internal Trade
Countries use their currencies to stimulate domestic markets. Similarly, in-game imperial currencies would boost local economies by increasing demand for goods, resources, and services within an empire’s sphere of influence. -
Economic Competition Instead of Warfare
Instead of traditional PvP wars, empires could compete through economic means—strengthening their currency, building powerful trade networks, and controlling strategic resources. This would create a unique meta-game based on economic rivalry. -
Financial Subjugation Through Currency Dependence
In the real world, economically strong nations establish their currency as dominant (e.g., the U.S. dollar or the euro). In the game, empires could force other guilds and players to trade in their currency, turning economic influence into a tool of power. -
Currency Exchanges and Financial Speculation
If the game implements currency exchange mechanisms, players could engage in speculation, profiting from fluctuating exchange rates and building financial corporations—introducing a whole new layer of gameplay.
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Global Crises and Economic Wars
Just like financial crises shift global power in real life, in-game economic instability could lead to the rise and fall of dominant empires, adding strategic depth and unpredictability. -
Expanded Diplomatic Opportunities
A strong currency would serve as a diplomatic tool—allowing players to negotiate economic alliances, set favorable exchange rates, establish trade agreements, and dominate others without direct conflict.
The power of an empire is determined not only by its economic policies but also by access to valuable resources. In BitCraft Online, wealth is not just numbers in a treasury—it is a living system shaped by luck, skill, and strategy.
- Gold Deposits: Encouraging Exploration and Resource Control
Imagine a vast, ever-changing world where gold deposits randomly appear in different locations. These discoveries become centers of economic and strategic interest:
Explorers are motivated to venture into unknown lands, searching for new sources of wealth.
Merchants seek to establish mining operations and build economies around these deposits.
Empires must protect their gold-rich territories, or risk losing them to competitors.
This system fosters natural economic wars, where conflicts arise not through direct combat, but through the struggle for resource dominance.
- The Art of Minting: Blacksmiths as Architects of the Economy
Unlike traditional MMORPGs where money is generated by the system, in BitCraft Online, the supply of imperial currency depends on the skill of blacksmiths. The more experienced the blacksmith, the more coins they can mint from a given amount of gold, leading to:
An economic elite among players. The best blacksmiths become strategically valuable figures.
Guilds and empires investing in master craftsmen, knowing they can enhance economic power.
The creation of premium coins, where minting quality influences their value and trust in the currency.
- A Dynamic Economy and Strategic Planning
By integrating these mechanics—gold discovery, territorial control, coin minting, and currency competition—the game creates a unique economic system where:
Empires expand their influence by controlling gold reserves.
Blacksmiths are just as crucial as rulers.
Explorers and diplomats drive economic expansion.
Will you build an economic empire through trade and strategy? Or will you compete for gold against rival nations?
In BitCraft Online, only empires can issue their own currency, and their power depends on financial upkeep for buildings and armies. Each vassal settlement relies on imperial coins for paying taxes, constructing buildings, and trading, making the economy the ultimate battlefield.
💰 Coins are the lifeblood of an empire – without them, buildings crumble, armies disband, and trade halts.
📜 Vassals depend on the empire – to acquire coins, they must work, trade, and pay taxes.
⚔️ Economic warfare – dominate territories, devalue rival currencies, control markets, and create financial crises without direct PvP.
In BitCraft Online, power doesn’t belong to those with the most soldiers, but to those who control the money.
n BitCraft Online, empires issue copper, silver, and gold coins, but their values aren’t fixed. Instead, the market determines the exchange rates in real-time based on supply and demand.
There’s no fixed conversion – 1 gold doesn’t equal 100 silver. Banks handle trading, and the value of coins shifts depending on the deals made.
The economy is driven by the market – if most trades happen in silver, its value increases, and gold could lose some value. Merchants get to choose which metal they want to accept, so that leads to regional differences in prices.
Coins also have weight, so carrying around large amounts of currency isn’t always practical. Because of this, big transactions are usually easier to handle in gold for cash or through bank operations, where coins are stored safely.
Banks are a privilege of the empires, making it easier for them to manage large sums of money without dealing with the physical weight of coins.
Empires and traders need to stay on top of market trends, adjust currency values, and control trade carefully to stay on top of the economy.
Coin smelter can be secondary prof like tamer and so
In BitCraft, the emperor doesn’t get newly minted coins for personal use. This prevents situations where they could endlessly print money, amass unlimited power, and become corrupt.
When a blacksmith mints coins for the empire, they go directly to a reserve account. The emperor can't just take money from there. Only the savings account allows free access to funds, but transferring coins from the reserve to the savings account isn’t that simple.
Coins from the reserve account can only be used to purchase goods from citizens on the local market. This means the ruler can exchange money for goods, and citizens receive these coins for their own use. However, if the ruler wants coins they can freely spend on empire-related expenses (like salaries or building maintenance), they must sell something back to the citizens. Only coins that have passed through the hands of citizens become "active" and can be freely spent. This ensures that the economy stays balanced and money remains tied to real goods instead of being endlessly printed.
A potential concern is that a ruler might collude with their allies to sell goods at ridiculously high prices, laundering coins in the process. To prevent this, the system has two key restrictions:
Cooldown on reselling government-purchased goods – after a good is bought with reserve coins, it can’t be resold immediately. The player must wait before putting it back on the market.
The emperor can only buy the cheapest item of a given type on the market. This ensures that new and struggling players, who sell at the lowest prices to make any money at all, benefit the most. If someone tries to inflate prices, others will simply undercut them.
Once coins have completed the full money → goods → money cycle, the ruler can start spending them on things like upkeep, salaries, and other empire needs. This way, both the government and the people have a vested interest in a functional economy, keeping trade fair and sustainable.
To balance the use of copper, silver, and gold coins, which are freely traded on the market, a fixed upkeep system should be introduced, following the standard MMO model:
1 gold = 100 silver,
1 silver = 100 copper.
This will prevent imbalances, such as gold becoming cheaper than copper due to market fluctuations. Upkeep costs will accumulate based on this fixed system, forcing gold to maintain a higher value. The emperor will need to mine gold specifically, rather than just paying 100,000 copper coins or a single silver coin for a year of upkeep.
On the market, there will still be minor fluctuations in exchange rates, but the overall system will remain stable due to the upkeep requirements.
If the ruler doesn’t have enough money to cover upkeep costs, they can go into debt, but the debt is backed by reserve funds. The system will automatically deduct debt payments once the government circulates more money through the economy.
An empire can technically stay in debt forever, as long as there are enough reserve coins to cover obligations. However, if the debt exceeds the amount in the reserve, all of the empire’s buildings collapse, and the empire ceases to exist as a structure—it simply disappears.