New concepts that could add depth and help fix the economy
I first want to start with an analysis of the economy to show why I believe that most server markets suffer from massive deflation. I'm sure some are aware of the cause but I'd like to reiterate it here as it is useful in fully understanding how my solution would help fix the problem.
Let's start by examining the inflow and outflow of money in the system.
Inflow comes from 3 sources:
1. Hunts. The money from these grows as players grow in size and increase their armies.
2. Forts. This is relatively small but it adds up.
3. Coins. When the markets crash it is cheaper to buy money than resources in terms of the value of the purchase.
Outflow:
1. The only permanent money sink is market trading. 10% of transactions is destroyed through the market trade fee.
2. Technology upgrades also act as a money sink; however, this sink only lasts until players have completely upgraded all techs. At this point, any additional money coming into the system is only lost through trading.
Now let's examine the inflow and outflow or resources as the economy is a balance between the value of money and the value or resources. Both must remain stable and valuable to prevent massive deflation/inflation.
Inflow:
1. Resource buildings - A constant source and after the initial investment has been paid, continually floods the game with more resources.
2. Oases - Much like resources buildings their income is a constant flood into the market.
3. Forts - The income from forts is capped by the number of forts in the map; however, this has been covered before but forts introduce huge amount of resources into the economy.
4. Coins - probably mostly insignificant seeing how if anything it is cheaper to buy money with coins and buy incredibly cheap resources from the market.
Outflow:
1. Building upgrades - Much like technology does for money, building upgrades serve as a one time resource sink that ceases to extract any additional once a player has maxed out his buildings.
2. Resources lost to players capturing resources and going over the warehouse cap.
3. The only permanent resource sink is building/rebuilding an army. Naturally all players want to minimize how often they want to rebuild making this sink discouraging to take part in removing resources from the economy.
The key problems outlined here show many inflow sources for both money and resources and only a few ways that they flow out of the economy. A balanced economy requires rarity among the goods to keep prices higher. The game needs to encourage players to remove resources from the game rather than flooding the market. After all, if you have no use for those resources you are selling than who does? What use is the pile of money you get from selling those resources if you have nothing to spend it on?
With the economy breakdown outlined I can now present my radical suggestions as a way to help solve these problems while adding a bit of depth to the game. I am also trying to tie in other suggestions as a way to build on the idea with future versions.
Introducing the Blacksmith!
The blacksmith would be a new building in town that could offer unit upgrades. The basic principle is that players can spend additional resources to upgrade their units weapons to increase their attack or to upgrade their armor to increase their defense.
The idea being that this building would enable players spend resources, thus taking some out of the economy, to increase their units effectiveness. Upgrading the building would enable the new weapons and armor to be produced more quickly and additional technology would increase the maximum potential of the increase.
Implementation could be challenging or it could be simple depending on the desired approach. The simplest method would be to make the benefit universal, that is to say that purchase x new weapons would increase all units attack by y%. The number of weapons required to increase the value by some amount could scale with the total number of units in the players army thus requiring larger armies to produce more weapons and armor to supply their army.
An example: I have an army of 2000 infantry, 200 cavalry, 50 archers, and 100 catapults. To reach the maximum boost of say 25% (obviously this could be adjusted as needed for balance and could scale with the tech level of the blacksmith) I would need (2000 x 1) + (200 x 4) + (50 x 2) + (100 x 10) = 3900 weapons where the scaling factor requires more weapons for the more advanced units (equal to their crop consumption).
The equivalent would apply to armor for boosting defense. Maybe even implementing trinkets to boost lucky struck chance. The blacksmith will add an additional resource sink that encourages players to remove resources from the market. This is opposed to the only other permanent resource sink which players are trying their best to avoid (losing troops and having to rebuild).
The stockpile of equipment wouldn't be permanent. Instead, weapons could be lost as soldiers are killed or as armies perform actions. If your army attacks a fort you may use up a fraction on your reserves thus requiring more to be produced if the maximum bonus is to be maintained. For convenience, it may be possible to stockpile more weapons and armor than is required for the bonus so that a few can be kept as spares. As in the example above perhaps a player could stockpile 5850 weapons (1.5 x the required amount) so that they can keep extras so they only need to replace them once every day or two.
So to summarize the benefits of introducing the blacksmith, we have added depth through being able to provide temporary buffs to your army by providing better equipment. This equipment buff would add a resource sink to the economy to give high level players something to spend their excess resources on rather than flooding the market and driving prices down.
With proper balancing, a player will have to make a choice between weapons or armor as increasingly large armies would be very expensive to provide both weapons and armor. This provides players the ability to specialize their army. Combat will become more interesting when you have the added variable of the opponents equipment added in. Whether they have equipment or not and where it is focused, offense or defense, could significantly change the outcome of a battle.
Now continuing on I have another suggestion to attack the other end of the economy balance, the value and proliferation of large piles of money.
Introducing the Training Grounds
If you were perceptive of my previous suggestion you would have noticed I made no mention of units' speed or range. Seeing as how significant speed and range are in battle I felt that the training grounds would serve as the proper place to modify these stats.
As with the blacksmith, the training grounds would serve as the building to temporarily buff your unit's speed or range (speed for infantry/cavalry and range for archers/catapults). The big difference here is that unlike the blacksmith who produces weapons and armor using resources, the training grounds enhances the units by paying the soldiers (and the trainers if you really like the role playing aspect of it) a bonus salary for their time spent in training.
Implementing this feature would be much like the blacksmith but players would instead invest money to increase their units effectiveness on the battlefield. Also, as with the blacksmith, players would have to invest more for larger armies so that sustaining the benefits would be more difficult.
One way to make this more interesting would be to act a counter-balancing feature: units who fight a lot maintain their combat training skills for longer (though their weapons and armor may need replaced more often) but units who spend their time hunting will have their combat skills decay more quickly although their weapons and armor last for longer.
What this does is to diminish hunting and fort farming. Maintaining weapon and armor buffs requires resources which you gain from forts but attacking the forts reduces the number of weapons and armor. Maintaining the combat skills buff requires hunting for money but doing so reduces the combat skills by leaving the soldiers a bit rusty. The idea being that these feature act to provide a soft cap on fort farming returns and hunting so to reduce the effect of the rich getting richer as their earnings will face diminishing returns if they try to maximize all of the buffs.
Maintaining all buffs completely will only be possible in the short term. A player who stacks all of them for a big attack may have great success but at the cost of being weakened for short while his economy recovers from the large investment. This leads to a balancing act between building a bigger army or investing in improving the one you have.
In the end these ideas will help balance out the economy by giving the higher level players (who are the ones who flood the market with resources and drive down currency values by massive hunt income) something to spend all of their money and resources. These will remove it from the game preventing the massive deflation in money's value and the massive quantities of resources flooding most servers' economies.
I would love to hear your thoughts on these ideas and I will respond and modify the suggestion based on feedback. I've been thinking of this for a week or two now but this is the first time I sat down to formulate them into something usable so there may be some rough edges that need fixed. Perhaps I will add a few more examples to clarify the idea if they are needed to get the point across. Thanks for reading!