From Fallen London Wiki

Do Not Perceive[edit]

//always draft version 0.0

I am simply going to write my notes down here, so I can say 'WELL IT'S ON THE WIKI' when people say they didn't know a thing.

First of all most of how actions are economized and calculated elsewhere on the wiki results in...not wrong, the maths are correct, but let's call it 'less helpfully framed'. Now, I'll acknowledge that I have seen one guide linked from this wiki that may have explained it correctly for an instant, and then moved on from the concept completely! (att 1.1.3 guide; i am not managing links!).

tl;dr: echoes per action is bad because it is not relative to either how many echoes per action you are currently capable of or want to make; and, the economies a bafmodad is acquired through.

whatever bafmodad you wish to acquire? perhaps it can be purchased, and the purchase price is greater than the sale price. perhaps there are ways of acquiring this bafmodad more quickly than simply earning echoes and purchasing it? perhaps these ways require alternative methods you may not consider? perhaps these methods require alternative currencies that similarly aren't easily equatable to echo-based actions? There are at least four whole economic systems in this game, and dozens of carousels using intermediate qualia and quanta as currencies. perhaps the echo is ultimately not the most helpful one for generally describing the economy of actions?

I'll give a simple example. What's a drop of honey worth? I can buy it for 0.04 if I'm in London. I can sell it for 0.02. Which price is my reference for echoes per action? It's easy to give a cop-out answer of 'It depends on what I want to do with it. Do I want to use it or sell it? If I want to use it, each drop of honey I acquire reduces the net value of whatever work I need to perform by 0.04 echoes. If I want to sell it, I have performed 0.02 echoes worth of labor. OK, simple enough.

[add example earn calculations; maybe a light gating example: shuttered palace; veilgarden posi; lab; research. might be easier to show something on the 50p carousel; contrast with buy]

Unless I'm in the Upper River. I'm only an action away from the Bazaar, but let's asume I'm a perfectionist, or bound by the Correspondence to only take Correct And Deliberate Actions, somehow, and my body will dissolve in the event of an error. Then I need 0.06 echoes per unit of honey, same sale price, and it's a little unusual because over there, the currency is Hinterland Scrip (The price being in echoes reduces methods for forex arbitrage.) So now the price for something depends on where you are. It's starting to get complicated.

And if I can use another item or quality to create the bafmodad I want? Does it matter if I need to generate it beforehand or if I have a sufficient amount of it lying around to accomplish my goals?

These are important questions that add sognificant layers of complexity to our calculations. However, they become easier to answer if we allow our model another degree of freedom— specifically, that every item has a cost to acquire that is not necessarily linked to its Bazaar market value.

[on time; introduce the action-echo đœ»; establish referents and baselines; expansion; infrastructure costs; đœ» synergies; spit? maybe pushing it]