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  1. #19
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    The problem I see with the "Gil in Circulation" model.. How do you separate (total gil) from (gil available for spending)? For example, I have 500,000 gil. But aside from repair purchases and teleporting, I don't spend a dime (due to saving for housing). So does your equation say my 500,000 gil is in circulation, or do I have 0 gil in circulation because I'm not actually spending it? Multiply that by 1 million (or however many players there are).

    Gil in circulation, also, does not tell you anything about specific purchases. Say 100 people buy 100 items for 10,000 gil each. Whoa 1 million gill in circulation, the economy must be booming! Would the economy still be "booming" if it turned out those 100 people over paid for their item, and it should of only cost 4,000 gil instead of 10,000? It still counts towards circulation, but doesn't mean it was wise purchase. So just looking at huge aggregate numbers (common problem with today's econometricians), hundreds or thousands of bad decisions can make a good economy?

    I'm not saying anyone is right or wrong here, but there is no one-equation-fits-all answer for this economy or any economy in real life.

    Just for shiggles here is another thought experiment, let's say you get the gil circulation numbers. By what standard are you comparing "good", "bad", "average", "amazing", etc, economic performance? How would you determine the optimal amount of gil that should be circulating in each economy? How are you going to enforce the optimal amount into circulation? These are completely arbitrary assessments, as defined by you or anyone else. You could compare this week/last week, month, year etc. But any definition of "good", "bad", etc is completely arbitrary and unrealistic.
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    Last edited by whiskeybravo; 01-14-2014 at 05:09 AM.