# Core Loop The engine that drives the game. Everything else hangs off this. ``` Gather (expeditions, AFK, background) ↓ Refine + Craft (active sessions, drag-to-station) ↓ Equip / Sell / Fulfill Patron Orders ↓ Hire & Upgrade Roster, Unlock Stations & Regions ↓ Send better-equipped teams to richer zones → better materials ``` Crafting is the engine. The meta-game exists to feed crafting more interesting inputs, and to give crafted output a destination. ## Pacing Hybrid active + idle: - **Active** — when you sit down to play, you're *deciding*: picking ingredients, combining at stations, choosing expedition teams and destinations, managing the roster. - **Background** — slow processes tick while you're away: expeditions are AFK timer-resolved, long crafts (smelting, fermenting, curing) finish in the background, the hire pool refreshes daily. Mobile cadence: pick up for 5–15 minutes, put down, come back later, find new things waiting. Never required to grind. ## Why this loop Each step of the loop is a *pull* into the next: - You crafted a great dagger? Now equip a soldier with it. - Better-equipped soldier? Now you can escort gatherers into harder zones. - Harder zones? Better materials drop. - Better materials? More interesting crafts available. - More interesting crafts? Patrons pay more for them, fund the next round of hires. No step is a dead end, no step is filler.