tgame/docs/05-economy-progression.md
Parley Hatch 2abfe4abd1 Initial commit: design docs
Working title 'tgame' is provisional. Top-level samples/ and
docs/samples/ are gitignored; visual/art pipeline lives outside
this repo.
2026-05-17 11:16:07 -06:00

62 lines
2.5 KiB
Markdown
Raw Permalink Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# 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 45 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.