tgame/docs/05-economy-progression.md
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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.