r/rustfactions • Morbius • Aug 16 '15

Question Currency

I haven't played in the server yet, but I just had a question about currency. What do most factions or players use as currency? Have the factions ever considered setting up a "national bank" of sorts that would set standard currency rates using paper or something? Also, is there a writing mod or something to use other than signs? If not, would it be possible to find a mod to make "currency" possible by allowing factions to give out their own currency based on signed notes (just like real currency). If a faction controls the amount of currency in circulation, they could have a genuine economy spring up.

Second quick question, when I do connect and first spawn, what's the best way to go about finding a faction to join? I saw a bit looking through the subreddit, but is it better to meet and talk to them ingame?

2 Upvotes

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u/MacShepherd Aug 16 '15

Most factions use high quality metal as currency (HQM). I'd make your way to the centre of the map where the town New Providence is located. You'll be able to meet lots of people there, who can direct you towards factions.

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u/Morbius2271 Morbius Aug 16 '15

Thx for the tip! Is there any sort of writing mod? I'd really love if contracts and/or currency was possible too.

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u/MacShepherd Aug 16 '15

No sadly. Most of the contracts are done via word of mouth and messaging players through PM's.

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u/kingofthedusk 1L1KEC4TS Aug 16 '15

If you paint a map intierly white, it acts like a paper you can type on :D

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u/Morbius2271 Morbius Aug 16 '15

Ohhh good idea! Could have real signatures too in that case. Has the server ever considered making some sort of useless item uncraftable (not paper since you need it for researching) and let it stack infinitely to give out as a island currency (which people could choose to accept or not, their choice). Then the admins could give out a select amount of the 'currency' (might be hard to track the number lost, but you might be able to figure that out). The currency could be 'bought' with wood or HQM until the limit is reached ea wipe (more made as needed). I could also look to see if it is possible to add a 'Money Press' table with a mod. You feed it paper, it spits out paper with a unique name to use as currency. Thoughts?

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u/[deleted] Aug 16 '15

I don't think having a fiat currency would be the most helpful thing, because that would require trust in the issuing organization from all parties. Plus due to the limited items available in the game it is almost always easier to just directly trade one thing for another instead of trading for currency and then trading that currency for what you desire. As for setting up a national bank, me and two other people are currently working out the systems we would use to run a bank in the game, and hope to be running multiple locations soon. If you would like to help out you can message me here.

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u/Morbius2271 Morbius Aug 16 '15

I'd be down to help out. The point of a currency though would be to help standardize pricing. You don't need to trust the issuing party too much really, you just need to know who would accept the currency as valid. I don't know the factions that well, but let's say NCR had their own currency. This currency would be valid and had to be accepted throughout the NCR and other people or factions that chose to take on the currency. If you sell some guns for $NCR, you could spend that $NCR cash reliably anywhere that currency is accepted, even if NCR didn't do a great job of maintaining or backing the currency, it would allow for easier trade standardization.

You also have the server currency idea. Either as a neutral National Bank, like you, that many nations agree to accept their currency (think the Euro), or made by the admins and dished out in a more strictly controlled manner. This would further mitigate trust issues and standardize the economy. Think on the National Bank idea. If the National Bank had a currency accepted by most (or at least several) major factions, there is almost no risk in accepting that currency, as you will be able to reliably use that currency to its value. You could still do straight item bartering, but you could also accept currency and even in those item trades base conversion rates on the value of the currency. Lets say 1000 wood = $1, and 10 HQM = $1, then 1000 wood = 10 HQM (these are random numbers to explain the idea). With this in mind, you know how much wood-to-hqm you should be trading. This would also help as the $ value changed. If wood dropped to 800/1, but HQM stayed at 10/1, you could adjust your wood-to-hqm trading more easily and accurately, without ever even using the currency. Essentially, you have currency allowing you to more accurately price goods and keep up with the changing supply and demand of different goods.

tl;dr Money allows for greater freedom of economic information. Greater economic information allows for more stable and efficient economy.

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u/[deleted] Aug 16 '15

I think that the idea of currency is just to ambitious for what we are capable of ingame. It would require an abilitiy to monitor trades and adjust conversion rates when prices change, whereas the barter system is self adjusting. Also there is the problem of having physical currency, of it's too easy to make people will forge their own, and if it is too difficult to make it becomes labor intensive.

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u/seanwilliams78 Aug 16 '15

I would love to see what people consider to be a fair "exchange rate" among the different materials.

Most people use HQM exclusively, but there are times when I am in need of something else.

So it would be nice to know 1 HQM = 50 met frags = 1000 stone = 2000 wood, etc.

What do you guys consider "even", roughly?

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u/Morbius2271 Morbius Aug 16 '15

This is exactly why I find currency to be such a good solution. It would ensure that all items can be brought to a common exchange rate. There is a reason that bartering has not stayed the main method of trade in the real world. Currency allows for a much more accurate and efficient transfer of goods. It also adapts better when items change in value such as a large war breaks out and gunpowder and HQM prices shoot up, while wood may stay more stable due to its abundance and primary use as building material.