I agree with ManaUser about the Mercantile fix. I said it should be separated if possible. That way we can have the Mercantile fix from 1.2 simply fixing the bug, and this new "Economy Fix", or what have you. I am no expert in the economy of Morrowind, and I have yet to use any economy balancing mods. I think that the current mercantile fix lies outside of a true fix, and that the disposition adjustment should be considered something optional. Morrowind's economy does need fixing for sure, but I wouldn't know the best formulas or solutions to use. I like the premises of the fix though, and from the little testing I did with it, it looks good.
Fixing the economy would take significant work to be sure. Many problems have been addressed, like the player getting free things, and the like, but at its heart, this isn't the true problem.
Problem A: Stagnant Economy The problem really lies on the fact that the economy is pretty much stagnant by default. The economy does not react to the player dumping armor on a merchant, which would drive the supply of armor up and thus the price down, so the more "Steel Armor" you dump in an area, or even on a merchant, the smaller amount he should give, in theory. This of course is in a direct relation to the demand of Steel Armor, and of course, dropping one or two suits on a merchant won't drive the price down to 10 gp. The biggest problem in all of default Morrowind is that the economy is not fluid, and is not well established. It would take a ground up revitalization to fix the economy.
Problem B: Player WealthWhat's wrong? Not much for the world around you, but for the player, wealth is something that is easy to acquire and hard to loose. This is probably the breaking point of the entire game, as you do not have to purchase significant amount of things to get by. You have no liabilities, not taxes to pay, no food or clothing to buy, and essentially, you are a monetary black hole. In reality, this probably goes back to Problem A, but this addresses the player specifically.
Problem C: Currency and ValueThe currency is not well established, and the value system is somewhat broken. The entire idea of the value system would work, but you would have to pin down the actual value of a Septim. Values are abstractly and inefficiently assigned, which may or may not be a game breaker. In my eyes, it is. The fact that one unit of wickwheat is the same for paper or other things is very unrealistic, and establishing the septims store of value would greatly assist in balancing out the values of all things within the game.
Currency establishes three things that make it an effective tool in economics. These are
Unit of Account,
Medium of Exchange, and a
Store of Value. There aren't really inherent problems with having only one unit of currency, IE the gold piece, but it is pretty unrealistic to do so. When someone wants 10,000 gold pieces for something, they don't expect you to dump 10,000 gold pieces into their lap. Transactions of those kinds usually deal in promissory notes (IE banknotes) that can be redeemed for that amount of gold, (which in turn establishes a new medium of exchange, as these banknotes can be traded between two parties as easily as it can be redeemed.)
Forcing a merchant to purchase something at its true value would allow for the establishment of banknotes and other things that could assist in balancing out the economy of Morrowind, or allow players to make total conversions with a much better economy than Morrowind, as Morrowind's economy must be fixed from the ground up.Call me crazy, but I never saw anything wrong with the way Morrowind's Economy is. That's why I thought all Economy adjusters were just crazy. smile.gif
If someone could explain exactly how it's buggy, I'd like that.
It isn't broken, par sey, but it is significantly unrealistic.