Q: How realistic will the economy be?
As realistic as we can make it without making it tedious or repetitive. We realize that balancing the economy is difficult, but we are going to * try * to make it work. This means an economy from raw materials through to buying and selling finished goods. We will have item decay and use-based decay. Virtually every item you see in-game can be made either by an NPC or by a PC with the correct skills.
Q: How will you handle inflation?
Mostly through several mechanisms. The first is item decay. Weapons and armor can break down, be repaired, break down again and eventually be rendered useless. Food can spoil, more rapidly if not cured/seasoned/dried/etc. How fast raw materials become available can be controlled by us. We plan on implementing throttles on raw materials... for example a lumberjack will only be able to cut down a tree, limb it, cut it into lengths and transport it only so fast in real-time.
Q: Will monsters drop gold?
It depends on the monster. A fully mature dragon (which, when killed, won't respawn) will have a hoard that will have gold. Younger dragons might not have much. But by and large you won't see much gold in the game dropping from monsters.
Q: What is the currency system?
The currency is
- platinum royal = 10 golden eagles
- golden eagle
- 10 silver talons = 1 golden eagle
- 100 copper penny = 1 golden eagle
- 1000 iron shekel = 1 golden eagle
Q: Have you considered a resource environment similar to what is typical in an RTS game?
Not to the same degree as a the SIM series, but like I said, we plan on managing raw resources as one mechanism to control the economy and stave off inflation.




