Rentseeking is when you are in a position where you can profit without contributing value. The most obvious example is a landlord who charges higher rent in the middle of a big city than in a small town even through both apartments are the same. The different in rent that isn’t attributable to the apartment is location and known as economic rent. This is because space is a fixed resource and that particular location cannot be duplicated, so there’s an excess that can be extracted.
Prosperous Universe isn’t immune to this. When new players start colonizing new planets, plots will eventually run out. Planets are not made equal and some provide a high advantage over others, either because resources are extracted faster or because they are in proximity to other planets. That’s when rentseeking will appear.
There are 2 types that will appear that I can foresee.
First one is individual players who have a base on a rich planet. They will be able to outcompete others because they have an economic advantage that cannot be duplicated. This will create a land value to bases on specific planets. Similar to real world land values, they will depend on the resources of the planet, the difficulty of holding a base and the proximity of trading partners. I wouldn’t be surprised to see players sell bases when that happen, capturing what is known as unearned increment. That’s equal to the capitalized value of the economic advantage of that base.
Second one is corporations locking access to rich planets. This is possible because taxes are sent as dividend to the governor. The theory is the governor will act in good faith and will use these funds to buy resources for planetary projects. That works when player base is small, but the larger it is, the more individuality takes over. The governor is under no obligation to fully utilize the funds for planetary projects.
How that works is a corporation settles on a planet, then elects one of their member. Taxes are then raised to an absurd level. Whenever dividends are paid, the governor redistributes tax income to members based on how much they paid. If you’re not part of the corporation, you pay high tax and get no dividend, so your profitability tanks and you’re forced out of the planet. The corporation can then keep this planet to themselves. This creates the same situation than the first case. Because players are forced into worse planets, the corporation has an economic advantage that cannot be duplicated and they collect rent, enabling them to get richer while others are stuck in poverty.
To prevent that, the governor account must be separate from the player account and funds in that account must be spent in a way that allows everyone a fair chance of getting them. If a malicious corporation tries to raise taxes, then anyone has access to this big pool of money. That makes this behavior unprofitable and taxes will be kept to the bare minimum that can sustain planetary projects.
There are a few ways to handle this and I don’t have a perfect system for that. One system I’m thinking of is to have an open market for contracts. The governor could allocate up to 200K for 1K DW, which would create a 5 days offering period. During this period, players can place offers in the same way that they are placed on the CX. When the period ends, a market buy for 1K DW is done and every offer starting from the lowest is converted to a contract that must be fulfilled within 5 day. A player could have multiple offers at different price points.
For example, Alice places an offer for 500 DW at 75 each, Bob for 200 DW at 70 and Charlie 500 DW at 65. Charlie has a contract for 500 DW @ 32500, Bob 200 DW @ 14000 and Alice 300 DW @ 22500. Failure to fulfill this contract results in reputation loss and would lock you out of this in the future.
There are some disadvantages because it can lead to sniping, which is why I said it wasn’t perfect.
This also has some advantages.
The first is it forces a monetary trade somewhere in the economy. Since the governor must pay money to get all consumables, then they act as a market maker that can be arbitraged with the open market. This should keep both markets in check and provide much needed liquidity.
The second is it creates a demand for higher tier products. As the planet develops, its material needs will also go up. That’s already the case, but this demand is privatized at the moment. By having a public auction, demand for higher tier products is available to all players which should allow a competitive market to develop. Since all players benefit from these planetary projects regardless of their tech level, there can be a demand for higher tier products even if nobody is actually using them. This will bootstrap the higher tier economy far better than selling to vertically integrated MM.
The third one is it create uncertainty in the markets. Since trades are open to all, you might be producing a lot of OFF, but overnight, someone else ramps up their production, undercuts you and now you’re left with a lot of OFF. Every bidding period will have an uncertain amount of supply which will cause revenue variance and will ripple across markets. That’s a great thing to have in an economic game and will create tension around bidding periods. If they are synchronized, that can lead to some interesting drama where you’re trying to second guess where competitors will bid and for how much. If you bid more than you have, you’ll have to quickly turn around and overpay for whatever inventory is available, which is why I set the contract time to 5 days.