Economy

Townforge employs a circular in-game economy. The game account takes a small cut of the mined TFG (as of version v0.29 this has been fixed at 0.25% of mined currency), which is intended to fund the devs as well as to be used for in-game events. Rest of the money spent in game is either transferred between players, or paid as land tax, land purchases, or baseline supply purchases into town treasuries. Town treasuries emit their coffins back to players based on subsidies, which are distributed according to shares that players generate with their functional lot s with building s on them.

A baseline supply of essential goods to produce buildings are provided at a high price. These materials include pine, oak and teak for wood materials (also used for heating in addition to building new buildings and repairing existing ones) as well as sandstone, granite and marble (for stone materials). The former are produced by sawmills and latter by stonecutter s while consuming labour, food, and warmth in the process.

Income
Production buildings such as stonecutter s, sawmill s and workforce aim to provide markets with player-driven markets as a means of making money. Baseline infinite supply provides most goods at a high price, which is intended to be easily under-cut by players producing said goods. Some goods, such as food, are not available in baseline supply - these have to be produced via agriculture or hunting, and can be sold to other players.

The shares generated by buildings generate shares to players which make them eligible to subsidies from town treasuries at each game tick. The following building types generate shares, and their proportion of town treasury omission is indicated with the percentage:

- Craft (1.2%)

- Industrial (1.5%)

- Commercial (1.5%)

- Basic residential (1.2%)

- Affluent residential (1.2%)

- Luxury residential (1.5%)

- Cultural (0.8%)

- Roads (0.8%)

Lastly, prestige is a means of gaining money back via subsidies and the proportion of game subsidies going to prestige payouts is 0.5%. Prestige is generated by collectibles (such as mintable coins) or gemstones and subsidies are distributed proportional to players' prestige.

Expenses
First expense each player goes through is the 1 TFG investment in creating a game account - this is to prevent account spamming. Most players will seek to buy land, which is purchased from citie s, and the cost is proportional to the size of the lot as well as its location in relation to the town center (with central being more expensive land). Lot s require land tax payments to city treasury at each game tick, and after the lot has a building on it, the building consumes food and warmth as upkeep. Some buildings (e.g. production buildings) will require specific goods to stay active, for example labour.

Minting coins requires embedding TFG to the coins, but will yield back prestige subsidies. Furthermore player-engaged scripts and roleplaying will require and reward in-game goods, including custom player-created item s or possibly NFTs.