Game systems
Economy
The economic system in RF Online
Whether RF Online's constantly shifting economy is busy or stagnant depends on its players. The system fits the game's central idea of three races in confrontation.
How the figures behave
The most important thing about the game's economy is that the exchange rate and the tax rate of the three races are relative to one another. In other words no race's taxes are independent: they move as the tax rates of the other races move. If one race's tax rate is extremely high, the other two will be relatively low.
Checking the figures
The Banker NPC
You can check your own race's economic figures with the Banker NPC.

The information window
Walk up to the Banker NPC and you can read all sorts of information about your race's economic state, laid out in the information window.

The tax rate
The tax rate rises as the volume of trade rises. It applies like this:
When the tax rate rises: the charge for mining ore is high, spending is high (buying items, repairing a MAU), and income from selling items is low.
When the tax rate falls: the charge for mining ore is low, spending is low, and income from selling items is high.
An item's price depends on the tax rate as follows, for a base price of 10,000 on an ammunition-making tool.

At a rate of 10.00%: 11,000 to buy, 4,500 to sell.
At a rate of 15.00%: 11,500 to buy, 4,250 to sell.
The exchange rate
The exchange rate sets how much money you get when you change race currency into platinum and back. Each exchange carries a tax on the transaction.

Walk up to the Banker NPC and left-click them to open the interface. Below the graph there is a section for exchanging money. Use the exchange slider to set how much of your platinum to change into race currency, moving the handle left or right. Set the amount in platinum you want to end up with, press Exchange, and you receive it less the transaction tax.
Source: rfonline.ru (Innova, 2007–2009), recovered from the Internet Archive. original page
