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Overview

Below will unfold some information and thoughts on some occasions on how it is possible to gain money in games, real money and in-game money depending on the game.

Example one: Real money from the in-game currency(PED) of Entropia Universe.
This would be counted below the "gain real money in games" category.

Example two: In-game money from the Elder Scrolls III: Morrowind.
This would be counted below the "gain money in games" category.

I will go through some games that I have experience in, this to make my writing easier and also to avoid comments that would imply that no such experience is visible in this site.

Headlines:
The Beginning
Massive Multiplayer Online Role Playing Games
Making money in games
Game currency only:

1.1 World of Warcraft
1.2 The Elder Scrolls III: Morrowind
1.3 Diablo II/Diablo II: Lord of Destruction

Game and realworld currency:

2.1 Entropia Universe


 

The Beginning

In our society there is a great variety of games in which we can indulge ourselves, these we have been playing for thousands of years. In recent times this have taken a big leap, not by increasing the amount of games in which we can induldge but by taking it to a new medium. Specifically the medium is the computer. In our society a computer is as common as a couch is in our livingrooms. By taking the games digitally, millions of people found a new way of amusement, experience and cultural sharing. Communities grew up fast and by showing enough interest these people is the ones who are making the gaming industry to what it is, a worldleading market.

As this text is wroten, thousands of other letters is magically appearing at the same time on thousands other computer screens around the globe- Welcome to the 21st Century.


Massive Multiplayer Online Role Playing Games(MMORPG)
People tend to get involved in games as if they were real. Even if it would be real, people may argue whether one would do the same decision if it really was. Now to the point, recently the so called MMORPG appeared. They offered people from around the globe a new world to enter. Not only could one play in a new consistent world, but one could also play with friends, family and equalminded people across our globe. Without something to trade and upgrade, these games might not been able to come as far as they have. Currency is something that a gameworld usually have to add some realismn to the mix without making it too complicated.

Many games have a currency that would allow trading of weapons, armour, food, drink and maybe even in-game housing. All these objects make the player more at home in his or her world, the player uses an avatar in the gameworld which reflects him or her inside the world. The avatar is the one who need the object, and seeing as the player is bound to its avatar the player need to buy objects in different matters to strengthen the feeling of being inside a world.

The next step would be to actually take the money from the game and being able to use them in the realworld. As of tooday there is some games which actually already have done this. Two examples is Second life( adda info) and Entropia Universe( former known as Project Entropia).These two games have a conistent world in which people enter and play. All avatars got a equal start, but some formalities may give an avatar an easier playtime. In Entropia Universe the player can "deposit"(put in money, like at the bank) into the game and then invest in what the player feels is a good investment. This may get costly overtime but you may argue that you can get it back, in some cases this is true. A word of advice is to not test money like that. Should you be certain that this actually is money that you can spare even if you shouldnt get them back, then it might be an idea.

All in all, the games as we know it tooday have evolved. For some they aren't just a game anymore, they are a way of gaining money.


Making Money in games

Normally when there is a currency in a game, there is something that gives you the opportunity to gain some of this currency. It could be such a simple task as being a runner between two No Player Controlled (NPC)character(s). Other tasks would be to complete quests, hunt all kinds of monsters depending on the setting of your game. A task could be political in the way of gaining one sides trust in a war. You would gain certain gold coins or armour as a token of their gratitude. Would these tasks not induldge the player there would be dozen others to do, limited of the game itself.

 

Starting a new game
When in a new game the player would be wise to gather as much information possible about the games' economy and gamestyle. This to be able to build up a plan on how the player may invest his or her earnings, without having them gone the next day. Another resource of information is Internet, there is alot of guides on basically everything which may help you in alot of ways. Information may also be gathered from other players within the game should you be playing a multiplayer one.
The information a player would want to gather is information about:

Economy
Income sources
auction and auction values
dirtywork
Item and item values

The one which maybe doesn´t really belong in the list is "dirtywork" the reason for it is that many, if not all, games have some kind of dirtywork. This dirtywork is a task that other players dont want to do because it's either of these reasons: booring, takes time, minimal gains. This means that a new player could do this task, seeing as it might not be booring for a new player, the time is no problem and minimal gains is something that goes upward which is good in the start. The rest information should take about a day or two if the player want basic understanding, for more indepth information it may well take months to master the games economy and playstyle. With this said, a player shouldn´t linger in the studybooks but rather mix the two so that the gathering goes alot quicker.

A player have to be patient though, at the early hours to be able to withstand the temptation of going the easiest way and by doing this taking the players economy down with him.
What a player prepares for is the first steps on making the first money for investments, usually building up a base is a good way to start out.


Base

When enough information have been gathered there is time to use it wisely and start following the plan which the player have built up. What a player wants is to get up a steady base, to be able to advance to a greater stage in the game progress. The previous section was about the preparations for this stage.

When the player knows enough about the game, the player may get a regular income. By pinpointing the information gathered, the player is able to set up a plan and get even more money from the regular incomes.The plan includes things that the player might be able to gain money from but also a list over the sources which do not give any money. Examples on things to invest in: Armour, Weapon,"Healabilities"(first aid, healpotion, healspell or equally), craftingtools, in short everything that may improve the avatars ability to gain money.


Depending on the structure of the game there might be really alot to do or just a few things for new players that is economic. No matter, the possibilities rise quickly once the player have advanced above the base state. Then the player comes to the advanced stage. 

Advanced

When the player have established a base to stand on there is time to go on and use the money that can be spared on other possible income sources. The section before got the economics going and therefore, on this stage one may say that it requires money to be able to gain more money. In most cases the economy is built so that you can gain money by putting alot of the money in, an investment, but this might be a big chance and the investor can not be absolutely sure to get his or her money back. This may be different from case to case, but usually when talking about big investments the one who invest might already have deep pockets, for them it can be possible to drop some money once in a while.

The player might be able to start with more expensive things, like crafting if this is included in the game or buy a property. Again depending on what game it is. Hunting seems to be included in most roleplayinggames. To improve a players avatar, the player usually have to increase it's statistics or skills. This is usually done by hunting but a player may also be able to get them in one way or another. Some game offer the possibility to buy skills, other games offer a chance to get extra skills when doing special tasks. Other games also have skills drop from creatures, even tho this isn't included in many games.

For a avatar which have evolved some in the game, the ability to hunt may be satisfied. Money comes in regularly and it seems like there is enough money to spend on other things. When this happen, like explained above, the player may buy more hunting related things for his avatar. There is other options to, some games offer a place where you can put up items on auction. Usually reffered to as the "auction house", "auctioneer", "trade center" or even "marketplace". This place offers the player a public spot( usually limited to the server) to put up items which may then be sold to other people browsing through the market. This auctionspot also open the ability to buy low and sell high, you can buy an item low from someone on the normal market, on the street or in the woods. Then you can go to the auction and sell it higher, or buy something and hope the price raises on the next sunrise. This might not be the most noble things to do and it's also taking quite a risk, no matter it may be done and therefore it have to be spoken about. Another thing is undercutting, when a player sell things on an auction a player usually sets it slightly lower then the lowest auction of the same item at that time. This is called undercutting, it will work a few times if the market is stable but doing it over a long run only lower a players income. Thus a player might be better off finding new means of income or if possible, wait until the market is up again for better gains.

On this stage it may also be the time to specialize more directly on what you want to have as income. Though this can be done when a player start his or her planning, it may be wise to evalutate the game and learn how it works before a player makes the decision. The specializations that a player may choose from vary from game to game, though the most common categories with their subcategories is listed below:
Hunting
-solo
-team

Crafting
-armourcrafting
-weaponcrafting
-toolcrafting

Resourcegathering
-mining
-picking ingredients

The player may choose which one best suits his or her need, a combination of one or more might strengthen the regular income even though it can also increase the time needed to spent inside the game.

By approaching all of the games part equally, with suspiscion and the mindset that a player might not gain anything from that specific task may save the player alot of trouble later. Patience once again is needed for success, by using the resources at hand a player will be able to succeed. The biggest holdback is the time needed to be able to find which everyone is looking for- something that gain you alot of money in the long run or short term.

It doesn´t happen often but sometimes a player get an idea that is revolutionary and thus it will make a big income for this player. When this happen he or she is most likely not telling this idea to anyone else and sets out to work. First days or weeks will probably go superb but when other players find out what this players idea was, it will not take long until this idea is used by many more. The exception would be if the idea is so unique that one cannot copy it cause it´s almost invisible on the shell.

An Example:
Lets say you are a crafter in a game which you can buy resources on the auction and craft things. After you have crafted your items and sold them at the auction you get alittle profit, it´s not perfecly regular but it´s good enough for you to keep doing it. Now if the resources would cost, lets say, 100 gold coin(gc)s along with durabilityloss( the amount of damage an item may take, lost upon using)on crafting tools which is 1 unit(1000 units equals full item= 1 gc) per craft. On average your crafted item is worth 10 gold coin, and the amount of crafts is 15. There is a chance you won´t succeed in crafting your item.

You craft 15 times:
"You successfully crafted your item" come up 10 times
"Your crafted item is not useable" come up 3 times
"Your craft failed. You refund 1 gold coin" come up 2 times

 Out of this we get that the crafts costed us 100 gc, it also took durability from our item which is 15 of 1000.
From our crafts we got 10 crafted items, value we could say is 10 each. But in any case depending on the market, it's value would be different. We also got 2 gc from the actual crafts, which leaves us with 102 gc, not counting durability loss.

This is what makes our income unregular, seeing as you might gain alot on one time and the next one you will get nothing or very minimal return. Other factors that could include a problem in the equation would be market prices, avability of the item and usefulness. If the market have no need for this item, my fifteen crafts would´ve been made in vain. The only possible income this could've been except market, would be if one would be able to sell these to the game and get back some money. Most crafting processes doesn´t work like this, because the average player shouldn´t be able to start out on crafting directly and hit the jackpot.


Game Currency:

This chapter will contain information about the specific games economy and it will contain the economical experiences that I have to offer. I will try to keep it on topic as much as I can, with no shame I can tell you that I like writing about games though and to not fly away toomuch I try to keep it nice and clean without "I" asmuch as possible cause then I have to think and thus stay focused on the task. The games which I will write about is: World of Warcraft, The Elder Scrolls III: Morrowind, Diablo II/Lord of Destruction and Entropia Universe as a start. As a note: information about these games can be gathered easily on the web, thus I will keep this on topic.

1.1
World of Warcraft
World of Warcraft(WoW) is an exciting game seeing as the influence it have given the world is so huge, some people didn´t know about mmorpgs until they heard about WoW. Nevertheless this game got quite a wave-like economy. For instance between expansions the economy seems to change so that the players get alot more money to play with but this comes with a raise on prices for most items. This is a good thing for one interested in making money, because one can prepare to the teeh for an expansion launch and then hit it with storm. There is alot of things that can gain a good economy, I will write how I did it to the launch of Wraith of the Lich King(wotlk).

Before making the decision of what character that I would play I checked which ones I had and I realised I wanted the fun one, so priest it was. Now the market in burning crusade was like it should be, you could gain money on almost everything just in different numbers. When I didn´t want to try the new "inscription" profession, it crossed my mind that I really had liked mining before so i started that out. Now with it I levelled Jewelcrafting because I wanted to be able to make gems and I also saw the potential money on it when the new expansion would come out with a new season.

The reason mining and jewelcrafting worked out as it did was not only because jewelcrafting need mining to be able to craft, mining alone got strong at the launch of wotlk. If one levelled fast, one would get to the zones with better ore and thus better gems and ore to sell. Levelling fast is good but not crucial. One can level semifast and still get enough out of the big cookie, the player have to stay focused on task and be able to save the earninings for an investment. This investment for me was the epic flyer. I hadn´t the time to fix an epic flyer on my priest before expansion so all the money that could be spared went to saving for it. When my priest hit level 78 I had well and enough money for it, how will be explained below. When i hit 78 I thought I would only mine and mine but this wasn´t the best I noticed, so I kept levelling and used mining when I found an ore during questing. This way I got money from quests, drops, ore and jewelcrafting once in a while. From my perspective this was the best levelling I had done- moneywise and I was happy about it. During the course of 2 months I would get up to 12k gold, it's not that much when you think about it- split in 60 it's 200 gold per day. And believe me it's not hard to get with most professions.

Like said above the tactic used was to set a goal, prepare for it and execute it. I never got tempted to buy anything until after I had my epic flyer and then it was only things that I had use for- enchants and glyphs being the top outcomes. I got bandage on the way up, gems from jewelcrafting and some skills from friends which needed cuts.

 

What does this mean for you then?I will write more "generally" speaking below.

The economics in Wow, works so that by using the right things one can almost always gain decent amount of money no matter which path one take. A healer( one who is more directed towards mending then damaging) is alot more dependant on its professions to gain money then a damagedealer( used as a unified name for avatars directed towards dealing damage) would be. The damagedealer may kill creatures rapidly and by looking on the market beforehand go to the creatures which drop something worth the time to kill them. A good example is all the primals that got implemented in the burning crusade. Now in wotlk it's the same deal, just other creatures and instead of primals its eternals.

Depending on a players setting one can then be directed towards crafting specifically or hunting, the hunting part always come in cause it´s the way the majority of people level up. One could level as a alltime healer, going in groups with others but sometime one will come to a situation where a healer will have to switch his staff for a dagger to be able to advance.

The professions which can be combined for decent income will be listed down here, combining whichever you want is the way to go- aslong as you like the playstyle.

Mining/Jewelcrafting - Not only reliable on crafting, mining is a good income on it´s own
Herbalism/Alchemy - Craft flasks and sell the herbs you don´t need- Raiders always need flasks

Tailoring/Enchanting - When skilling DE the items gained from tailoring, Enchanting is expensive. Harder then the other alternatives to gain back the money lost.

Skinning/anything- Skinning is a good way of income if you got the patience for it, alot of Leatherworkers are lazy and thus there is always the need of skin on the auction house.

Fishing/cooking- Might get you some money if you are patient and you like to fish in this game. Good alternative for cooking is skinning- kill mob and get food to cook and then skin it.

Whether or not you want a profession it seems that professions can be quite moneygaining, if you put some work into it and get some experience with the market on the server that you play on. Regularly you level up a profession that you think will fit what you do in the game and then you adapt, grinding creatures that drop a pattern for your profession or a ingredient to your next craft. All in all its once again about planning, if you have a clue on what direction to go and follow it, you will most likely be able to continue gain money from the income sources you found out and on the way maybe pick up another one.

As seen so far this site is merely a way of pointing players in the right direction, there is no clarification that this or that is best.



1.2 The Elder Scrolls III: Morrowind

There is also two other expansions: Tribunal and Bloodmoon. My part will be about morrowind but it may be added to the expansions aswell, seeing as the expansions is adding zones to the standard ones. You can play in only morrowind, then install bloodmoon and go there with your character.

Morrowind lets you start out playing economically from the start ,if you wish to. The start that I would advice is to actually be a thief and take some things on the way out of the house you first go through, when choosing your statistics. With this small base one can then go to Balmora with a strider and here start some alchemy work, one may call this cheating but it's how the game works. One go to a store with alchemy supplies, rather not in mages guild. There's one in Balmora in northwestern region of town, seen from the strider. Here you buy alchemy ingredients for fatigue and then sell what you get, buy and resell. Just like that. After a while her money may diminish but that leaves you something to do with your new earned money. Anything which might increase your economy even more is good, but remember to also have fun while playing. People say that some of the most happy people of the world doesn't come home in a cleaned suit, they come home stinking after a days of hardwork.

Alchemy once again is a great way of starting out, maybe even too good. Other sources of income would be to join a guild and do chores, or just any random NPC that would want some help that you can manage. Balmora is a good starting town, with some quests and depending on what journey you take and guild you join you will head for another town. One can also live as a fulltime crimebreaker, it is difficult to not get caught but possible and it adds some realism to it, though by becomming a thief your economy may be hard to predict. By hunting one can gain alot of skills and thus complete quests easier, the skilling might be tedious sometimes but it will feel like a lifework when that longbladeskill of yours finally hits 100. With good economy there is the posibility to train some skills by learned people, it might get costly but also it may be worth it if you haven´t anything else that is a better investment.

Basically one can gain money in alot of ways here but I preffered using alchemy and train some so that the early hours shooting fireballs after rats, for example, was reduced to zero as I bought my basic skills. An advice would be to skill some in the normal way aswell and enjoy all the hours of playtime this game have. It is abit old now but I still play it once in a while, brewing potions or try newbought spells. The fight against the blue god still amuses me, think I have found way to many ways of killing him.



1.3 Diablo II: Lord of Destruction

Basically the economy is the same in the original and the expansion, if you look at singleplayer that is. The expansion is where alot of fun stuff came in on the multiplayer side tho. I will focus on the expansion and have abit of single and multiplayer.

First thing is to choose a avatar, the one which you will control and get up an economy with. When a player start out the best thing the player can do is to start with killing a few mobs out in the wilderness. After gaining one level as minimum one should enter the dungeon of the first quest, complete it and then continue doing quests. By going to town and sell items you will already have your "base" idea of economy gaining. The advance game come in when the player later on have completed first difficulty and is starting to gather up so called "MF"(magicfind) gear. This increases the chance that a boss will drop a rare item by a low percentage, as long as a boss can be killed with MF gear on and it doesn´t take toomuch time all is good. MF runs is what people call when you do this over and over, its good to do this if you have money and can afford one or two deaths.

What do you need money for anyway?

Money is needed for survivability which equals potions. The player may also buy scrolls to identify items and open portals to town which is crucial for a fast way to sell all the items a player have gathered during hunting. Mercenaries also cost quite alot and they die more frequently then the actual avatar, which can get quite annoying. On normal difficulty the mercenary isn´t of great importance but on higher level of gameplay a mercenary can really shine through- in both normal gameplay and "moneyhunting". If your mercenary lands the killing blow on something not only his MF adds up but yours aswell, so teqnically if you have a mercenary and yourself filled with MF gear your chances to get loot would increase quite alot. The only problem remains if you got enough firepower to kill the boss in the MF gear you have on, so the conclusion is that you should get a good mix of MF and damage gear. This way you can still kill bosses in a good pace and get decent gear if lucky. For online play MF really shines as most items can be traded for something else so high MF on runs to Baal for example really could get you a fortune if you run enough, it´s quite hard in only MF gear tho so rather have two equips. If you want to use MF you equip MF gear at the creatures which would hold the potential loot(which means Bosses). It doesn't do any good to die on the way to a boss and weakcreatures already have such a low droprate for rare items without MF so it's a waste to use it on weak ones.

Thats the basic economy plan that i used when I played Diablo II online and single, it worked for both but multiplayer specifically as it opens up trading which makes the game more interesting then without it.


2.1 Entropia Universe

Now to the game which got me to put this site up, for many years I have played games but only last year I realised that I have quite some economy potential in games. This is why I tried to bring it to the next level, I might not be really rich but I did make the money come around quite fast. I deposited some and made some back, the most important thing is that the money that I did loose was during testing. Of course I have lost some on my current hunts aswell but it usually follows with a good hunt.

In Entropia Universe the player have two different choices at first

1- no depositiong
2- deposit

Now that´s a hard choice, for an economic guy I would take nr1 seeing as then a player will always be on plus. If a player have some money spare that may be lost this month due to extra payment from work or some other reason I´d take nr2.( Do not deposit by taking a loan to play this game ever!- as then your real life economy may go to ruins)

If a player do not deposit one can sweat, basically drawing out sweat from creatures and then sell the vibrant oil- it´s a dirtywork. This dirtywork takes time and patience, when you finally get some money one would probably want to buy a gun. But an economic guy would invest in something that makes him better at what he is currently doing, so the advice would be to buy a firstaiditem-VivoT1. After that keep sweating and after a while invest in a focus chip, which will allow you to use some of the vibrant oil you are sweating combined with force nexus to form mind essence. With the focus chip you will then be able to use mind essence and create a shield around yourself that will help you concentrate and thus not loose interruption when taking damage. It takes 1 mind essence per cast which isn't much, and by getting a stronger chip later on and more skills the shield count will add up. To note is that a player can stack these up to a certain amount of shields so cast it the amount needed, know that if the avatar die the charges is lost.

When a player come to the point where the player have sweated enough to spend money elsewhere it is time to make a decision, whether to spend the money on hunting, mining crafting or auctions.

A player can earn money from these four categories , the things that is different among them is how a player does it. When choosing what to invest in a player should gather resources and information about each and every part of these. The player should also have in mind which of the four tasks that sounds the most appealing gameplay wise and then decide which way to go.

Mining

Mining is basically the one which the community thinks is the most randomized one, you can use attachments to your orefinder and thus increase the value of each bomb you drop. The value of your find may then get increase because of the attachment, if you find a orespot it may be worth 10 instead of 5 without. It sounds little but in the longrun and specifically on the big spots it adds up quitewell. 

There might be a specific technique on how to drop bombs though the most regular way seems to be to run, drop a bomb and after another 50 yards drop another one as to get the last dropped bombs search area next to the first one. Might be worth trying a pattern aswell, dropping bombs in stars, triangles, circles might all work. The player should use the technique which suits his or her playstyle. The big spots get piled up in a oretower, which pumps the resource up to the surface so that the owner may extract larger spots.

When mining a player want to find the ore or enmatter which got the highest markup, the bigger the markup the bigger the gain if a player sell a high quantity of ore by the auctioneer. Thus a player want to find the areas that may include the highmarkup ores, information regarding this can be found on the official forums and also by experimating where a players finder might find or not find specific ore.

Hunting

A player might get indulged in hunting which need alot of time spent inside the game to skill up the required skills. Without these skills a players avatar will not be able to advance in the art of hunting, thus it is of great importance for a player to be patient and overlook what the next step in the plan is. From the start a player may deposit and start a task directly, hunting specifically might be more timefriendly if a player don´t have to sweat to be able to feed it´s avatar with bullets. The backside is that it is harder to predict whether or not the money deposited will be returned when all the ammo is spent.

Usually on the level I hunt now I go back economy wise two hunts and then go plus economy wise after the third. This differs from day to day , if a player keeps his or her economy on paper it will be so easy to check whether or not an action is worth going with. There is alot of different factors to keep in but the general idea is that the player checks what ammo the avatar got before the hunt. When the hunt is over and all the items is sold, the player go and buy the exact ammo that was used and then checks how much money there is left. If the money is more then what was started with the player have had a good hunt, if it is less many times the player have to change some of the factors.

The factors which I usually include are these:
durabilityloss on weapon, armour, firstaidpack

difficulty of mob(health and damage), time to kill mobs, time to use up all ammo

If the player notices that the player use more money then he gains it is time to evaluate the factors and see if some factors can be changed.

If the armour the avatar got on is good, then it might be too many firstaidpack uses per mob which means get a better firstaidpack. If the firstaidpack is good then it might be that the mob is toohard, his health might generate toomuch or the damage is too high then it might be good to change mob or get a better armour(which may loop the evaluation onto the easier mob). If the ammo gets used up all too quickly then buy more of it from start or upgrade weapon( thats usually the problem for me).

When all these factors have been evaluated the player may get on with hunting and after some practise and evaluation the player will see that it is alot easier to keep track over money lost when hunting and how much gains one can get by using specific items/weapons on specific mobs.

Harder mobs takes better armour, better weapon, better healing and more ammo but the return is usually higher.

Crafting and auctions

Like explained far above one can gain money on buying items and sell items, this is true to this game aswell though the gain might be minimal- it´s a decent risk. Player may use the auction as a mean to cover their crafting, they buy resources and craft things which they then add on the auction and hope for a sell which in turn hopefully gives the money to continue their crafting.

To be able to craft decently a player have to get his or her avatar some skills before the chance of gaining more then invested is raised to a good level. Around 2k in the basic crafting skills is to prefer, depending on what you craft it might be different but enginnering is the most important one. By crafting you might have to invest alot of money before you may see any good result, the chance for a high loot( Hall of fame) is pretty low. Noone knows the multiplyer nor how it works but the creators, though what a player should aim at is not these as the chance is so low. A player should aim at getting average returns on as much crafts as possible so it would be wise to aim at getting the success rate up as high as possible so that the chance of being able to sell something on the auction house will increase. This gives the player a plan to set in motion and put on paper, questions that could rise is : what do i have to get for skills? how stable is the market? what do I want to craft? Which crafts might be profitable? which crafts should I not do as a beginner?. All these questions might get answered by common sense or in-game players which got some experience. The most important thing for the player is to know what he is doing, do not blindly pick something because it looks cool to wear or so many others seem to get money on it. A player should keep his eyes close to himself at alltimes this to be able to monitor own achievements and discoveries. The player shouldn´t isolate himself from the other players, but by keeping an eye close to himself the player will be able to get up to the level that the player wanted from the beginning and most likely at a faster rate.

 

Getting to know other players in the game will help the player alot, by forming friends and alliances the player might be able to setup trading deals and thus get a more stable source of income. Though hard and tedious this might be one of the best ways of making money in the game. Another way is to buy socalled estates, an estate is a ingame property which people may buy,sell and get money from. By having an estate a player can gain money from it either by having a store in it, having other players buy off small estates inside your big one or having land areas which then hunters and miners will give you a tax when they do their tasks on the players land.

All these are good alternatives if a player can afford to buy these estates, before buying an estate a player should know that an estate comes with the responsible of keeping it active and specifically if it´s a land area keep the spawn of creatures flowing. By doing this and maybe even form events, the player can assure many visitors and thus increase the players own income by also have them come back once in a while.

Overall Entropia is a game where you can gain money if you put the time, effort and most of all planning in. All these factors play equal parts in establishing a good economy and thus a reliable income to grow on.




Last line for now

To summarise I've enjoyed writing this text, the games listed and spoken of herein is close to my heart and I hope that people who read this will appreciate the effort of writing it and putting it on internet. All in all, I hope you will suggest some games to write about so they can be implemented in a near future.