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  1. Dedicated to the glorious Cint Dynasty Cint University is taking applications for Professors and students alike in preparation for the upcoming grand opening. All who wish to apply should consider the following. - Availability - Skill level - What you are looking to accomplish - Financial Status Yale university offers a plethora of different programs, including but not limited to.. - Social Sciences - Applied Sciences - Redstone Sciences - Architectural Design - Business Management - History - Economics - Law - Labor Techniques - Medicine - Combat Techniques - Blacksmithing - Farming - Enchanting If your desired degree was not listed, please contact our administration office via Bird or feel free to stop in. Cant afford the full cost of the programs? Don't fret! Help is here! We offer grants and other ways to fulfill your financial needs. (Cost of tuition is undetermined at this point, we have thought about making it a set schedule timed event, but we realize real life obligations can interfere with this process) Class times are determined by the Professors (Perhaps you realize you're not the sharpest tool in the shed, not to worry! Apply to be on our groundskeeping crew today!) For more information Contact Nole Musk - Cint University Administrative Team - Dean of Education , Dr. Nole Musk OOC : NotTodayJerry
  2. Part of another Guide I made, which I will not be posting on the forums. Pasted from a google document. I may extend upon this in the future, but this is how LotC's current economy works in general. The Beginning: Understanding LotC’s Economy Basics: Sources of Income At the source of it all, LotC’s economy is driven by trade and skills. There are several sources of income a player can utilize. For the rest of this guide I will be using the standard price of skill tomes, a valued item of 1000 mina generally, as a benchmark to compare values. The ‘Voter’ The first source I will talk over is voting. Currently LotC’s system of voting allows the player to gather small amounts of income over time. This benefits the returning player who plays everyday as they get their chance to gain income over time. This is a very stable, but fluctuating source of income that does not show large amounts of yield to the player. With 14 days of voting, roughly half a month, a player can expect an equivalent of 600-800 mina. This, in comparison to skill tome, is a somewhat large sum of currency, but in comparison to a land charter, it is very minimal. Despite the average voter’s income being minimal, there are a wide range of possibilities they could spend their money on, such as equipment crafted by other skills which are directly in their income range. The ‘Crafter’ The second source of income I will talk about is trading of equipment, gear for PvP and tools. There are several professions that can craft gear for a player. There are 4 standard ones that are used heavily, which are Blacksmith, Enchanter, Woodworker, and Leatherworker. There are other skills which can craft things that can be utilized as equipment or things for PvP, but they are not as important as these few. All of these skills which craft items require a gathering profession to gather them materials for their crafts. This is where a clear pyramid of economy can be seen. The players who are of these crafting professions sell their wares to other players for Medium to Low prices. Ranging from 600 to as little as 20 mina. This is where the ‘voter’ who votes daily directs their flow of income to. These ‘crafters’ then gather their income from both voting and their clients shopping for their wares. Despite a large amount of income, they have to spend their money on others who gather them wares. The ‘crafter’s also can use skill tomes provided by ‘gatherer’s which makes their reliance even stronger. The ‘Gatherer’ The third source of income is the ‘gatherer’ professions. These professions or skills tend to be the very base of the pyramid, structuring the economy as they determine the price and rate of inflation. These gathering profession yield meager amounts of income as they sell large amounts of materials for low prices to the ‘crafters.’ Despite their low prices of which they sell wares, a dedicated crafter can be of the top tier professions as they have little cost compared to income, unlike the ‘crafter’ who has a high cost to income ratio. Along with this, they are always in high demand. The ‘gatherer’ is also a source of skill tomes for the crafting professions. The ‘Tax Collector’ The last source of income is the ‘tax collector.’ This role in the economy does not stem from skills or professions. The ‘tax collector’ is a player who owns land and provides housing for said ‘voters’, ‘crafters’, and ‘gatherers’. This role, if done efficiently is that of the very top of the economy. Even with it’s pros, it has many cons. The Pros of the ‘tax collector’ are that of yielding lots of income at a scaling rate, and having little to no cost besides building involved. The cons are very harsh though as a ‘tax collector’, because their income is directly related to their efficiency and ability to attract residents and have them to pay taxes. This role requires a lot of maintenance in comparison to a profession or the ‘voter’. They must maintain a stable player base that is active, this is a big series of problems for many. Summary of Income In an overview, LotC’s economy can be either very saturated in one portion, or dry in another ranging from player to player. This is due to the fact that those who are committed to their role and capitalize on the market fair much better than others. The driving factor of inflation, the dread of all economies, stems from the gathering professions and the amount of currency in ratio to goods produced. Hierarchical Analysis This hierarchy is determined by maximum efficiency and flow of income, if everything is working according to the best that it can. Top Tier : ‘Tax collector’ Top-Middle Tier : ‘Gatherer’ Middle Tier : ‘Crafter’ Bottom Tier : ‘Voter’ The ‘Tax collector’ is at the top, because of the low cost and high yield of income if efficient. It is very profitable in the middle and later stages of the economy. The ‘Gatherer’ is just below the top, because of the constant high demand, volatile market a ‘gatherer’ works in with low cost and medium yield of income if efficient. It is susceptible to terrible inflation compared to work in the later stages of the economy, but profitable in the early stages. The ‘Crafter’ is middle tier, because of the equal cost and yield of the profession. It has much potential in the middle stage of the economy, proving to be very important throughout the economy’s life. The ‘Voter’ is at the bottom, because of the fact of the lack of promise in the increase of the stable yield of currency over a set time period. It is better paired with all of the other roles as to give a bonus. Despite it’s lack of potential, it drives the amount of currency in the economy, rivalling the amount of materials in the market. Ratio Analysis There are several distinct ratios that can be seen in the market and economy. I will be presenting these ratios as that of a mathematical equation, just like a normal ratio in mathematics, followed by a short explanation. Formated as so: A / B = C ------ Currency in the market/Materials in the market = Inflation or value of currency This is the ratio of the value of currency. It is directly determined by the amount of currency in the market and the amount of materials in the market. This can easily be seen over the lifetime of a market or economy as a map changes on LotC. This is, because the markets are entirely wiped of currency and produce. At the start of a market, there is little currency in comparison to raw materials produced by ‘gatherer’s as they attempt to do what they do, and earn money, capitalizing on the new frontier that is the fresh, clean market. Toward the end of a market’s lifetime, the value of currency becomes more valued than raw materials as the market is saturated by more raw materials than currency. This can be explained as a chart Y Axis = Amount of Produce in the Market (Abundance of goods) X Axis = Lifetime of the Market (Time into the map) (Numbers of the chart are just benchmarks, no significant values) ------ Amount of Crafters / Amount of Gatherers = Price Inflation This is the ratio of the value of the prices of crafted items. It is directly determined by the the ratio of crafters to gatherers. This is best for choosing a profession to utilize in order to gain large amounts of income. Timing is key. The Beginning: Lifespan of the Economy Time: Map Resets On LotC, the life of the economy of any given map is marked by resets and new maps. Currently skills are said to be reset at the change of a map. Currency is always wiped also. This creates a fresh start for all at the beginning of a map and new markets dawn the horizon with a brand new, blank slate of an economy. This is the best time of any to capitalize on the market with an equal opportunity at wealth. Map resets are for the most part good. This is, because of the fact that when a map run’s its lifespan, it is too saturated with inflation that professions do not benefit for the amount of work put in place. Players are then deterred from leveling their skills as there are already people at the top dominating the market. A new map means new opportunity for those left at the bottom. An unsaturated market with high values for materials. This is the best time for a player to take on a gathering profession or start crafting to get a head start on the profession leader-board. Although, during certain periods of the map's lifespan different roles become more profitable. The Beginning: Utilizing LotC’s Economy Structure: Markets At the heart of LotC’s economy, there are the different markets of buying and selling the various goods which allows the flow of wealth to the different roles and the players of these roles more importantly. Storefronts For the longest time, LotC has boasted a shopping plugin which donors can utilize. This plugin is a market in its own for players. It allows the player to buy and sell without being present! Genious! This is heavily used by both all roles, even the ‘tax collector’ who sets up a storefront and a drop off location for tax collection. Store fronts are also the determining factor of inflation. This is where it occurs, because of the fact that primarily ‘gatherer’s attempt to gain more income by lowering their prices lower than their competitors, thus ‘crafter’s will shop at their store as it has a much lower price than that of someone else's. This trend sets the tone for the economy as the raw materials being sold at a store front are the standard price of the time, influencing the value of every other material and produce. Clients Another market, mostly used by ‘gatherer’s are clients. Clients are individual people who request a certain material on a daily in order to fund their trade. This tends to be the relationship between ‘crafter’ and ‘gatherer’ and the ‘crafter’ is dependent on the ‘gatherer’ to give them materials for crafting. The relationship is not always mutual. This kind of market is usually that which fares the best, as there will be a longer life span between a provider and a client than that of a volatile storefront. The Auction House A very important market in the economy of LotC is the auction house. The auction house lets anyone sell their wares at any given time without them being present, but presents wares in a very competitive market. Prices of items can easily be undermined by others. Despite these defects, the auction house is where the more valued items of LotC’s economy can be found, such as caskets, skill tomes, powerful gear, and the likes.
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