M.Ø.N.T.

# πŸ’° M.Ø.N.T **Methodical - Økonomisk - Neutral - Transactions** **Economic Framework for Voyage** ## πŸ’‘ About M.Ø.N.T is my attempt to give Voyage a stronger economic backbone. Voyage already has money, shops and rewards, but prices, wages and deals can sometimes drift out of scale. Merchants may feel like vending machines, rewards can become arbitrary, and the player's stated budget can accidentally influence what something costs. M.Ø.N.T makes economic interactions more grounded, consistent and world-sensitive without turning the game into a spreadsheet simulator. ## πŸͺ Smarter Markets Merchants are treated as traders with limits, motives and circumstances. They may: * 🀝 Haggle and counteroffer * πŸ“¦ Offer bundles or bulk deals * πŸ”„ Accept barter or trade-ins * πŸ’³ Offer credit * ❌ Refuse bad deals * πŸ“‰ Clear unwanted stock * 🧾 Remember agreed terms Stock, liquidity, competition and local scarcity can matter. A roadside trader should not behave like a wealthy monopoly or elite auction house. ## πŸ’° Consistent Value Prices can consider: * πŸ“ Location * πŸ“¦ Supply and demand * 🏭 Local production * 🚚 Imports and transport * ⭐ Quality * βš”οΈ Risk and disruption * πŸ›οΈ Taxes and legality * πŸ‘‘ Luxury and status * πŸ›’ Competition If an item was established at 80, offering 100 should not magically make it cost 120. Prices change because the world changes β€” not because the player opened their wallet. ## 🌍 Local & Regional Economies Different places can develop different economic conditions. A farming village may have cheap food but expensive tools. A trade city may have competitive common goods but costly property and luxury services. War, blockades, harvests, discoveries, shortages and surpluses can affect related markets when the story supports it. Large changes need causes instead of randomly changing every price. ## πŸ’Ό Work, Deals & Property M.Ø.N.T improves: * πŸ‘· Wages and salaries * 🎯 Bounties and rewards * πŸ“œ Contracts * 🏠 Rent, leases and property * 🏦 Loans, debt and collateral * πŸ“ˆ Investments and partnerships * πŸ’± Currency exchange * 🎰 Gambling and betting Payment should fit the job, location, risk, employer and world. Rewards may also include land, equipment, favors, housing, rank or access. ## 🀝 Haggling & Agreements Negotiation can improve a deal without deleting economic reality. Players may bargain over price, quantity, delivery, barter, credit, payment schedules or contract terms. Once accepted, important terms should stay consistent until something believable changes them. ## πŸ’Έ Fees, Tips & Bribes M.Ø.N.T distinguishes payments, fees, tolls, tips, gifts, bribes, kickbacks and extortion. Not every NPC should demand money, and not every official should be bribable. ## 🧠 Economic Memory Important debts, wages, contracts, rewards, bets, property deals, investments, currency conversions and major market changes can remain relevant instead of disappearing after the scene. Routine purchases can fade once they no longer matter. ## 🌎 Designed for Different Worlds M.Ø.N.T does not assume one universal gold-piece economy. It can adapt to fantasy, historical, modern, sci-fi, barter, tribute, gift economies, communal systems, rationing or other setting-specific models. ## 🎯 Goal M.Ø.N.T is not meant to turn Voyage into a hardcore economy simulator. It is meant to give money, trade and value a backbone. Less: **"That sword costs 120 because you said you have 100."** More: **"That sword is 65. If you want it cheaper, start bargaining."** News: 18-08-2026: "Missing news exe. Accidently deleted :( " 19-08-2026: General update and polish

Cover art for M.Ø.N.T., an economy mod on Voyage