#Bonds

15 messages · Page 1 of 1 (latest)

kindred leaf
#

Some automated way to do timed bonds would be interesting. A way to give an item a face value and a time to maturity in either in-game time or IRL time. The selling price would then be determined between players, as is the case in real life. Whoever has the bond at the maturity date gets the cash (assuming the account has the cash), but players can trade it around as they wish until then.

Simply implementing this could solve a lot of the issues facing Nuismatics economies. How do you get money into the economy? Have the admin buy bonds from players. Need to take money out? Sell said bonds back or offer bonds TO players. Players need money for a venture? They can sell bonds to others to finance it.

The behaviour would be similar to a frognote, if frognotes are implemented, but I think it'd be easier if bond-notes were their own item. Especially if you want to implement the option of coupon payments at regular intervals.

#

(Guess who spent six years in uni to get an economics degree)

kindred leaf
#

but ye, this is an amazing tool to manage the money supply of fiat currency in real life, so I think it should be added as soon as possible to the mod that adds a fiat currency to minecraft

dusk lake
#

Frognotes for direct checks and "king frognotes" for bond payments

kindred leaf
#

thing is, it's not for 'payments' so much as it is to collect 'interest'

#

(It's not really interest, but you sell low, and get more money than it's worth, so that can be taken as interest)

kindred leaf
#

Also, you may want to add an HP 12C emulator into the mod as well if you implement this

kindred leaf
#

The UI would probably look like a contract that you can fill in Mad Libs-style.

This entitles the holder to a payment of: 
[Z Suns] [Y Crowns] [X Cogs] [W Sprockets] [V Bevels] [U Spurs] 
from $PLAYER after [D][H][M][S][In-Game/IRL] of this bond's creation.
Additionally, [T] payments of [S %] of this bond's value shall be paid to the holder of this bond at regular intervals from now until the date of this bond's completion. 

Signed
$PLAYER
#

Don't know how it'd link to the current bond holder, though - perhaps you could combine the bond with a card or frognote book in the 2x2 crafting inventory to re-associate it with the holder's account

#

(Of course, the bond payments must be able to bounce - this is a guarantee of future payment, after all, which means no room for escrow and the like)

#

Alright, got an idea for how this'd work.

Bond/Royal Frognote

  • A book of bonds is linked to an account similarly to a frognote, and is perhaps made from a Frognote book
  • Bonds can be created manually by opening up a UI. When finished, this creates 1 bond note in the player's inventory
  • Alternatively, a deployer can deploy a clipboard with all the needed information onto a Bond Book to print debt en masse
  • Holders of the bond complete the link by placing it in a crafting grid with a Frognote or a Bank Card; this can be done multiple times with the same bond note to allow for resale
  • The timer on the bond starts when the first holder links it to their account
  • Coupon payments are withdrawn from the issuer's account at regular intervals such that 1/Nth of the maturity time passes between them (If there are zero coupon payments, this does not happen)
  • Upon the maturity date, whoever last linked the bond gets the face value of the bond paid to them, as well as the final coupon
  • Both of these types of payments can bounce like a Frognote; Players must take payment into their own hands in this case
  • Operator-issued bonds will always pay; this way, money can be introduced into the market via bonds
  • Using a bond in your hand will bring up the terms of the contract, along with useful information like the time left to maturity, the exact value of coupon payments, and the number of coupon payments left
tight gyro
#

remind me what a frognote is?