Wintermind said:
Except that they already have an established currency. So until they have an actual reason for gold to become more valuable why switch. Hell, they'd have to go through the bother of melting it down, and separating from what it already is (since I imagine most gold they'd find would be in the form of jewelry or such.
The established currency was bottlecaps, which at best is a ad-hoc system.
Economies of all sort lean towards trade, as it allows specialization of workers and better, less expensive products. As food production improves, you can have workers who can specialize into tasks as they can trade goods/services for food. (For example, one reason why some native american societies where able to build large cultures without some basic technology (like the wheel) is that Corn produces so much food per effort that you can get specialized builders.
Anyways, I am getting off topic, trade allows more specialization, and soon barter systems want some sort of currency to help equal out barter trade.
There are three types of currency's out there
A) Commodity based
B) Stores of value
C) Taxed based currency
A)
Bottlecaps are just tokens for a commodity system, based on Hub water merchants. commodity systems are good systems, as you know what your getting, but has a number of problems.
1 - They are generally bulky, Tobacco, water, grain, ect take up a lot of bulk, so it is a pain in the rear to get it form point A to point B.
2 - The commodity goes bad after a time, so you cannot store it year after year without risk of it becoming useless
3 - Commodity by definition varies in value over time, for example, my grain chit might not be worth much after a good harvest, but be worth a ton after a bad one. THis makes people not want to use it for currency as you really have no idea what it will be worth in six months.
B) Stores of value - one of the best systems, as long as you have a good store of value. A store of value is not a commodity, its not something that you use all the time, but is used for decorative or other luxury uses. Even rather basic societies will lean towards Stores of Value, as they generally do not fall in value. A store in value needs to have a number of features to make it work.
1) Small in volume so it can be transported for trade.
2) Hard to produce
3) Equal in value with each other
4) does not go "bad"
5) actually available.
There are a number of stores of value, for example, north american natives used Wampum, which where polished sea-shells, which worked well, they where small, not easy to produce, equal in value, and did not go bad. And where used quite well till Europeans flooded the market with them as factories could produce tons of wampum.
Nails where also used, and in fact, you can still see this by the terms we use in nails. Historically, d is the symbol for old pre-decimal British penny. A 10d nail is the nail that a blacksmith would charge 10 pennies for 100 nails. Thus nails where used for a while as a store of value, as they met the requirement.
Gold and silver, when available, are GREAT stores of value, and cultures with access to them almost always used them as a store of value, ranging from Europe, Africa, India, East Asia, central and south america, and so on.
Gold and silver are small in volume, hard to find and produce, 1 once of .900 fine gold is equal to another 1 once of .900 fine gold, does not go bad, and as established in the fallout universe, is available by the time of Fallout 2.
Tax based systems is what we have currently, which is currency to pay taxes, but is not applicable to the fallout world.
Basic economic theory shows that in a world as developed as fallout 2/F:NV you are going to have something more then a commodity based currency system. As its not bare survival anymore in the more settled parts of the wasteland.