Creating economic sides

Yes, we saw the optional impact of inns and sustenance. We were given the impact of the smith, and some sides. But how to control them? 

Well that is the first part, we do not control them, the cogs set some form of balance, like tables but with cogs we have less issues. We have slightly more control (or seemingly so), but the setting is an adjusted form of tables. We need no tables, we need the cogs to adjust seesaws and create a foundation of balance. This is hard to put into words and even as the foundation is set to credits, we need second seesaw creator that turns the credit value for each store into goods. This needs to apply for the jeweller, the bookstore, the smith, the general store and so on. I believe that it is like some form of chess assessor. Low value goods, medium value goods and high value goods. There is a side that we learned in school. For example 237 is 2*3*7(33), 28 is 2(2)*7, so how could we translate that into goods? I am still working on it and when we have that, we know what was left, we also know what the location has as revenue, this translates into town welfare. This welfare needs to translate into a balance for the town and a residual that translates into a positive or a negative. The negative pushes the location down, the positive lifts it up. The trick it to stay close to the seesaw balance. Too much into either direction turns places into ghost tows, or over lively places of expansion. I reckon it takes a real mathematician to set the stage for it to work, but the benefits are decently overwhelming so I need to create a way for this to work and it needs to work before we unleash the stories. The stories need to test the seesaw balance, it can flip a little, but it cannot take control, that is the challenge at present. 

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