Simple discussion really. Should blueprints act as a unit unlock in RTS games? E.G. : Player A sells a blueprint for a ship to Player B. Player B has the materials, but to build the ship, he has to pay royalties set on the contracted blueprint to the owner of the ship. This example takes into assumption the possibility of a universal currency (sadly), and my point of worrying is this. Inflation. If Player A sets the price on X amount at the point of the blueprints creation and after a year, the currency has inflated isnaely , the price set on that blueprint and that date, is now actually less that when it was set on. Which would require a sort of "termination of contract" via an NPC in the Arkship, that would allow a player to terminate their contractual blueprint with a set of "number of terminations remaining" and a recharge timer of months, or possibly, a real-money paid service, if the guy you sold your ships to ends up stealing your waifu or something . Which opens the flood gates also to the need for fixed circulation of cash in the game, or, the ability for factions to build their own currency. I know many EVE players are having a "rocket in their pockets" for such things. Mmmmmm, spreadsheets.