Some nice and creative ideas. I laughed a bit with the shares or stocks thing. You can make an entire game out of that.
In my opinion (just a trivial and surely incoherent monologue), and presuming the thread starter is talking about a melee or altered melee campaing, the economy aspect of the game should'nt be too flashy and rather be mechanical or atleast with options to make it somewhat automatic. Most of the ideas given here can be automated with a building that repeats the respective economical action, with some space to provide adaptation options. Aren't gold mines just a building that, providing minor interactiveness, give you the money?.
Just like most RTS, in which you just click the respective "economical subject", usually a worker or dedicated unit or a building, then proceed to click again or do something with a lot less juice than for example invading a base, and thenenjoy the dollars.
Should be noted that there still should be a margin for meanginful choices (read: players can mess things up) in this economical aspect of the game, otherwise there is no real point to make a resource system and design scarcity. Time could also be tweaked to become scarce, ie. turn system.Talking about scarcity -where?-, in an usual W3 melee game, this aspect almost never kicks in. One can only guess what will happen if gold mines have half the gold, or if massing mortar teams to deforestate were a viable strategy.
My guess is that "we" -the players- are all too aware of the importance of amassing resources, but in the very end the fun is obtained by spending them.
In the end i'm saying this strictly because i enjoy more the beatdown, let's say the militar aspect, than the economy aspect. But hey, maybe someone likes to amass resources, as an end in itself, isn't greed good after all. Was it AOE II that had a mode consisting precisely in winning by gathering X resources?, i'm also aware that some games allow for a better equilibrum (in all aspects, incluiding the juicing) between the militar and economical aspect, making them both equally meaningful to win.
TLDR; design diffent buildings, some more general, some more specific, that do some of the given ideas, as a repeating and hopefully automated effect. Add some SFX (ie. transmutation on death effect), text tags, etc, so players are aware that they are getting rich.
Some buildings ideas (new):
- Bank, this one just provides gold as periodic income, and has mana. It has an active ability (that's why the mana) called "Speculate" (or "Modify Interest Rates" w/e is more themed), that increases all gold gains by other buildings by X% for X minutes.
- Shipyard/Port, this one periodically creates ships -what else-, up to a maximum. Created ships just wander around the building, but every X seconds, the building grants the player X gold based on the number of ships. Ships can be of course be killed, but can also be captured. Upgrades can increase the maximum ships controlled, gold per ship granted, and gold income time rate. Sometimes, instead of a ship an "awesome ship" is spawned instead, this ship gives more stuff... etc.
- Work Post (this is inspired by the concept, "salary system", already mentioned by Grey Knight), this building has mana. It starts with 3 or 4 different abilities. Each ability has the structure: "Whenever the player does X, it gains Y gold". Each antecedent is different. The thing is that whenever the player switches between abilities, as each cost full mana points, he actually needs to wait to do the switch. Use mana regeneration to control the wait time. Make each ability be based on Channel, to allow different order ids, with 360000 follow through and 0 cooldown and suddenly it appears as if you are toggling between abilities. Triggering this might be tricky, since you might want to make this building be able to be builded many times.