I wrote a blog post on the economy in my video game: https://bluespruceinteractive.com/blog/4-video-game-economy/
It's long. There are a lot of moving parts, and I wanted to explain my interwoven reasoning for all of it. (Don’t we all.) But I think it’s now at least coherent. It explains a lot of decisions about specific gameplay mechanics, and the experiences I hope they produce.
The gist is that it’s an eco-socialist or communitarian economic system. Resources are shared by the town as a whole, via a community land trust. Housing is free, and there’s a universal basic income that’s really each person’s share of harvestable resources the local ecosystem can support.
Keeping resources for one’s own use long-term, above a comfortable base level, incurs a usage fee in maker credits, paid to the community. Maker credits reward not only farming and crafting, but also disassembling and composting. Demand is facilitated by social rewards.
I’d welcome any thoughts!