Here are the problems as I see them currently in regards to Alliance economy:
1. Constant inflation: Treasure policy for coin/production is level based, not player number based. As levels go up, so does the amount of income. The ability to buy additional coin with build via craftsman is lumped in here.
2. All income is "surplus" in that there are no upkeep costs in the game. (*note I do not think this should change!)
3. Magic items are:
3a. Disconnected from the rest of treasure policy by way of scrolls/components/catalysts generated in ways different than coin/production.
3b. Leave the game in very different ways than the rest of the economy. (Expiration for most, death for some others. Only 1/shots leave the same as production items.)
3c. Cannot be removed from play the same way as other production items.
4. Goblin Stamp bloat is a problem. Goblin Stamps are a mixed economy with fixed values for some things they can do, and open values for other things which vary chapter by chapter. In addition, the cost of obtaining these GS is entirely at the discretion of the individual chapter. What I mean by this, is that blanketing an event is fixed at 30 GS, and GS are costed at a 1 GS:1 CP value, but a chapter could (theoretically) try to pull real cash in by getting into a bidding war, offering 100 GS per USD if they so chose. With the various GS purchase lists that exist in certain chapters, this can cause disparity and tank the economy by exacerbating the inflation problem from point 1. Then there are the various LCO ritual purchases.
5. Coin is a stand in for "stored" power in the game. Either representing future magic items, or production. It can be traded in for RP items, but this is essentially trading power for story.
I don't have a lot of answers to these issues, because they're big, complex and interwoven with the fact that it would be very painful to change things drastically.
1. Constant inflation: Treasure policy for coin/production is level based, not player number based. As levels go up, so does the amount of income. The ability to buy additional coin with build via craftsman is lumped in here.
2. All income is "surplus" in that there are no upkeep costs in the game. (*note I do not think this should change!)
3. Magic items are:
3a. Disconnected from the rest of treasure policy by way of scrolls/components/catalysts generated in ways different than coin/production.
3b. Leave the game in very different ways than the rest of the economy. (Expiration for most, death for some others. Only 1/shots leave the same as production items.)
3c. Cannot be removed from play the same way as other production items.
4. Goblin Stamp bloat is a problem. Goblin Stamps are a mixed economy with fixed values for some things they can do, and open values for other things which vary chapter by chapter. In addition, the cost of obtaining these GS is entirely at the discretion of the individual chapter. What I mean by this, is that blanketing an event is fixed at 30 GS, and GS are costed at a 1 GS:1 CP value, but a chapter could (theoretically) try to pull real cash in by getting into a bidding war, offering 100 GS per USD if they so chose. With the various GS purchase lists that exist in certain chapters, this can cause disparity and tank the economy by exacerbating the inflation problem from point 1. Then there are the various LCO ritual purchases.
5. Coin is a stand in for "stored" power in the game. Either representing future magic items, or production. It can be traded in for RP items, but this is essentially trading power for story.
I don't have a lot of answers to these issues, because they're big, complex and interwoven with the fact that it would be very painful to change things drastically.