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I see most creating a central trader which pays out high at first to get their server going and just adding currency if the trader bottoms out. Atleast until theres enough in circulation.
So say the pool is 1000 silvers and people are buying and trading from the initial trader he will get a kingdom injection. At some point he will bottom out the kingdom pool and this will end up in the player banks. At next server restart the pool will be reset again so another 1000 silvers could be injected into the kingdom if the traders are active. It basically should cause a domino effect in theory and balance out based on players trading. GM's can inject money in the beginning if needed but this could just cause inflation. Its the one reason I never really like WO as I hate systems where you buy actual silver instead of setting up a better economy.
http://www.wurmpedia.com/index.php/Trader
I set my trader pool at 1000 it will be a long long time before it runs out. also set initial trader at 10s
http://steamcommunity.com/app/366220/discussions/0/483368433106963406/
And this one to get the trader to work:
http://steamcommunity.com/app/366220/discussions/0/483368433107131167/#c483368433107137539
Plop down a bar so newbies can get their free food & tutorial and a trader so players can access things like merchad contracts and sell for coins?
Wouldn't it be better then to start an adventure server instead?