# Economy & Progression What you do with crafted output, and what makes the game advance over time. ## Market Two destinations for finished goods: ### NPC Merchants - Always-on, instant sell. - Base prices, no negotiation. - Merchants in your roster boost prices and unlock distant markets (better rates for specific item types). ### Patron Orders - Specific finished items requested by NPC patrons. - Often 4–5 component crafts with quality requirements ("Fine or better"). - Sometimes time-limited. - Premium rewards: gold, reputation, unique recipes, relics. ## Patrons Named NPC characters with personalities, factions, and grudges with each other. Filling one patron's order well may anger another faction. Patron tier raises with Guild Rank — you start outfitting villagers and end up arming kings. Patron board is the main "directed objectives" surface — players who want a quest will look here. ## Future bazaar (architecturally stubbed) Single-player at launch, but designed so a player-to-player **bazaar** (auction house) and **leaderboards** can be added later without a rewrite. See `06-asset-pipeline.md` and a future `architecture.md` for the multiplayer-ready design choices that matter now (stable IDs, event-sourced state, server-shaped local services, signed saves). ## Progression spine: Reputation / Guild Rank One meta-progression bar. Earned from: - Completed patron orders - New discoveries (recipes, ingredients, items) - Masterwork / Legendary crafts - Notable expedition outcomes - Achievements Each Guild Rank unlocks: - Max roster size - Hire-pool quality - Station tier cap - Region access - Patron tier - Workshop slot count (parallel crafts) **No skill bars per minion or per craft type.** Personal mastery is implicit in unlocked recipes, station tiers, and trained engineers — not in numbers that grind up. ## Dopamine sources (the "always something shiny" rule) A non-exhaustive list of moments that should light up: - Expedition return → loot drop animation, event log opens - Craft completion → quality reveal, sometimes a critical success flourish - New recipe discovery → big flourish, item card unveiled - New applicant at Guild Hall → portrait reveals - Equipment gear-up → visible portrait change - Patron order completion → gold + rep payout - Guild Rank up → unlocks cascade - Masterwork or Legendary roll → particle effects, named entry in the Library - Bonded pair surviving a dangerous expedition together → relationship event The game's daily rhythm should be a series of these moments, not a series of grinds.