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Project "Money comes and goes, but Heroes are eternal!"

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#51
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fanat;21020
What if you implemented something like "What? Where? When?" – players could spend points on prizes (like a disc or a t-shirt, for example, and those with more points could acquire something more valuable).
This is just a suggestion, so don't criticize it too harshly.

I'm not against it, but it depends on the organizers and their budget.
But I think they would go bankrupt. Although, of course, nothing prevents them from selling the same t-shirt with a print for 1,000,000 gold pieces. :)\br>
But in reality, the question of how to spend money is not that simple. I'll criticize again. :)\br>Because, look what happens. Everyone just earns money and spends it on their own benefit. I've already written about this. You end up buying the VERY highest title. You buy land.
A million remains. Well, wars will happen. Someone will win, and someone will definitely lose.
But the amount goes to the winner. That is, the total amount of money in our invented world does not change or decrease, but even increases.
Has anyone heard of INFLATION? :)\br>
The project mentions something about troop losses, but this is negligible in terms of money.
I still strongly doubt the idea of battles between landowners. Who will create the maps, who will judge? Then, a battle between landowners will only be online, right? But not everyone plays that. It's clear that implementing this idea is very difficult, and then there's the technical maintenance. Special Arts are easier to implement.
And then, with the Land projects, you are moving further away from the main Tournament.

But if the main tournament features Special Arts, and the Arts are one-time use, but everyone tries to use them to improve their position in the tournament or worsen the position of a potential opponent, then significant expenses occur. Moreover, the money goes into the item, the item is used in the tournament, and everyone receives money again according to their tournament performance.
MONEY-GOODS-MONEY – this is a classic, by the way, and I didn't invent it. :)\br>
Moreover, I've already written in the project that a lot of money will simply be wasted. :)\br>There is a risk. You put on protective Arts, but no one uses bad Arts against you; they use them against the supposed Leader, but he doesn't send any saves. :)\br>Everyone is left without money. They receive a little for the tournament and start writing descriptions, work on the portal to prepare for the next tournament. Who knows what will happen. :)\br>
Oh, something is connecting, and I have another idea that even I might want to buy land. :)\br>Let's at least start by making it so that each landowner receives a constant income from each piece of land every month!!! The more plots you have, the more income you have. So, if Special Arts are active in the tournament, for which you also have to pay constantly, then it is BENEFICIAL to have a CONSTANT income that is NOT DEPENDENT on the result in the tournament!!!
Perhaps then, even though I am a wandering knight, my armor will be closer to my body – I will also join the land policy, BECAUSE I will really know that it will not be very good to be on the tournament where I play for rating without Special Arts, which cost good money – you will feel unprotected. Therefore, land will not hurt, and the more of it, the better.

And look how it all turns out. Everything revolves around the main Tournament. Players are constantly looking for the best policy for themselves. What to buy, Special Arts or Land, because it will bring a constant income. But then you might lose a little in the early stages of the tournaments until the land starts earning at full power.

And then, when they acquire land, that part of the Supreme project, which talks about internecine wars, will also advance. And there is a point in taking land away when it generates income.

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