No... I think when you try to develop POLICIES for a game, such as:
How much gil should leves reward
How much gil should mobs drop
How much gil should things like airships, npc items, blessings, etc cost
How do you deal with hyperinflation (a serious issue which will kill of half this games population at some point)
Do you make the best gear rare/ex? or materia melds
How do new players afford equipment (ex. new players make avg or 30k a day, no old players have an incentive to sell anything affordable to new players)
How do we make it so new players can "catch up" (ex. i could make 10mil a day, and saved up gil. New players may not be able to make more than 100k a day)
... you need to consider the state of your economy.
If you have 2 different economies, the decisions required to make the game enjoyable have to be different for each one.
If you create new servers with drastically different economic conditions than currently exists, and then try to apply the -same- policies to the old and new economies you face disaster.
THIS IS NOT COMPLICATED
Look at real life or take a 1st year economics course. You cannot apply the same cookie cutter economic policy to every country in the world. You can't even apply it to the same basic economy over the years. Policies that worked in the 70s could create devastation if used -exactly- the same way today in the US. Economics is tricky, and needs to be customized to an economy. If you have 5 servers with -similar- economies because they all had -similar- opportunities to develop in the same environment thats one thing. But when you create a totally new economy based on different opportunities and a different environment you have some serious issues coming.....



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