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Economy Balance Reference

Purpose

This document is a design-facing reference for tuning the game economy at launch. It defines target coin/hour rates by activity type, reward calibration tables, difficulty tuning guidance, and inflation guard thresholds. It is not displayed to players — it is the internal spec that developer and balance work should validate against.


Target Coin Per Hour by Activity

All rates assume a typical player completing expeditions with appropriate skill bands for the content. "Hour" means real-world hours of play time, accounting for expedition submission and settlement tick cadence.

Activity Type Target Range (coin/hr) Notes
Basic caravan delivery (open routes, no combat) 40–80 Entry-level. Accessible to new players. No combat requirement.
Frontline creature hunt (grade D, solo) 60–100 Standard early content. Drop value + contract reward.
Fishing (river stretch, Practiced) 50–90 Yield value at market rate. Seasonal variance ±30%.
Harvesting (herbs, ore, standard zones) 70–120 Material at market rate. Supply band dependent.
Caravan delivery (elevated risk routes) 120–200 Accounts for risk flag, supply demand multiplier.
Grade C creature hunt (solo or duo) 100–160 Mid-tier content. Requires appropriate loadout.
Grade B creature hunt (3-person party) 160–260 Requires role coverage. Drop quality increases.
Crafting (Fine quality output, selling at market) 150–300 Highly skill-dependent. Requires workshop access.
Grade A elite hunt (full party) 250–400 Rare contracts. High material drop value.
Boss contract (full party, Tier S) 400–700 (one-time event) Named drops dominate value. Not a repeatable hourly rate.
Caravan escort (NPC convoy, high-value) 80–150 Group content. Lower solo ceiling.

Design principle: No activity should be dramatically dominant at more than 2× the median rate for its accessibility tier. If any single activity becomes the obvious min-max path, it will be tuned down or have diminishing returns added.


Starting Coin and Early Progression Calibration

Starting coin: 100 coin.

Early essential costs (first 2–3 days):

Purchase Expected Cost Can Be Skipped?
Simple Fishing Rod 15 coin Yes (if not fishing)
Standard Rations (3-day expedition) 12 coin No
Simple Weapon (Common) 25–35 coin Starter gear often covers this
Common Armor piece 20–30 coin Yes (risk tolerance)
First NPC instruction session 30 coin Yes (self-train at slower rate)

A new player who spends cautiously can take 2–3 expeditions before their starting coin is depleted if they are not equipping heavily. The intent is for starting coin to provide a genuine buffer — roughly 4–5 expeditions of supply costs — before the player needs to be self-sustaining.

First incapacitation cost: Under Beginner Protection, equipped gear is returned and coin loss is capped at 50. A new player can recover from their first death without being set back to zero.


Reward Calibration by Contract Tier

Contract rewards should land within the following coin ranges:

Hall Tier Contract Coin Reward Expected Drop Value Total Session Value
F (Beginner) 15–30 coin 5–20 coin 20–50 coin
E 30–60 coin 20–50 coin 50–110 coin
D 60–120 coin 50–100 coin 110–220 coin
C 120–250 coin 100–200 coin 220–450 coin
B 250–500 coin 200–400 coin 450–900 coin
A 500–1,000 coin 400–800 coin 900–1,800 coin
S (Boss) 1,000–2,500 coin Named drop (market value 2,000–10,000 coin) Event-tier; not calibrated to hourly rate

Drop value figures are market rate for materials under Stable supply conditions. Supply band fluctuations will shift material values above and below these calibrations.


Coin Sink Effectiveness

Coin sinks must drain coin at a rate that matches or exceeds coin generation across the player base. The primary sinks and their effectiveness rating:

Sink Estimated Monthly Drain per Active Player Effectiveness Notes
NPC repair (full gear set, regular expeditions) 500–1,500 coin High Death model makes this the largest single sink; all gear lost and replaced regularly
Expedition supplies (rations, consumables) 200–600 coin High Non-negotiable; every expedition consumes supplies
NPC instruction sessions 100–400 coin Medium One-time per band; diminishes as player progresses
Recipe instruction 60–600 coin Medium One-time per recipe; market price for rare recipes can be very high
Workshop establishment 600–2,000+ coin (one-time) High Significant investment; once built, ongoing costs are low
Market fees 5–10% of all market transactions Medium Passive; scales with activity
Caravan Board wagon rental 10 coin/tick while rented Low Only relevant for caravan players
Stable fees (multiple mounts) 5–15 coin/week per additional mount Low Relevant only for mount collectors
Mount feed (Grain Bundle / Cured Meat) ~60–180 coin/month per mount Low–Medium Ongoing for all mount owners; aurochs and bear cost more; scales with exotic species
NPC service fees (appraisal, processing) 50–200 coin Low Optional; player alternatives exist
Infamy fines 100 coin/point Situational High drain for active raiders; zero for law-abiding players

Primary sink health check: If gear repair cost (death model) + expedition supply cost together do not exceed 60% of average player coin generation, the economy will inflate. The death model was designed specifically to keep repair demand high. Tuning should not weaken the death mechanic as an economic mechanism.


Inflation Guard Thresholds

The following metrics should be monitored at settlement level and trigger balance review if crossed:

Metric Alert Threshold Intervention
Median market price of Common iron (per unit) >30 coin Check ore supply; mine cave-in event may be appropriate
Median market price of standard rations (per expedition pack) >50 coin Check food supply; Talmaes output and Arujoki imports
Average daily coin in circulation per active player >5,000 coin Review sink effectiveness; consider new sink options
NPC repair rates (modifier applied) >3.0× base (supply modifier maxing out) Check material supply chains; accelerated harvest contracts
Recipe parchment market prices (Fine-tier average) >2,000 coin Review boss and elite hunt drop rates; Fine recipes should not be hyper-scarce

Deflation guard: If average daily coin in circulation per active player drops below 200, the economy risks gridlock. This most commonly occurs after a prolonged supply-critical period. Emergency interventions: settlement-level coin injection through civic contribution rewards or increased NPC contract payouts.


Difficulty Tuning Reference

Encounter difficulty is calibrated relative to the expected party composition for the contract tier. Tuning numbers to revisit before and after launch:

Encounter Grade Expected Party Target Win Rate (Success+) Target Incapacitation Rate
D Solo 80–90% <5%
C Solo (skilled) or Duo 70–80% 5–10%
B 2–3 persons 65–75% 10–15%
A (Elite) 3–5 persons 60–70% 15–25%
S (Boss) 5–6 persons, Hall rank B+ 50–65% 25–40%

Win rates should be higher for appropriately matched parties (correct role coverage, correct elemental affinity) and lower for mismatched parties. A solo player attempting a Grade A encounter should have <30% success rate — the encounter is not intended for solo play.


Market Liquidity Notes

For the market to function, the following item categories need consistent sell-side presence:

  • Iron ingots: Primary crafting material; if player miners are not posting regularly, NPC vendors must fill at premium
  • Standard rations and water: Constant demand; village NPC production should not be allowed to go Critical without event trigger
  • Common and Crafted weapons: New player replacement demand is constant (death model); Crafters Guild NPC vendor should stock these as a floor
  • Antidotes and wound dressings: Combat-critical; Physician Kaisaarul NPC stocking should not depend entirely on player herb supply

The NPC vendor floor pricing should be set at approximately 1.3× the expected player market rate for the same item under Stable supply conditions. This ensures players undercut the NPC (driving market activity) while ensuring essential items are never completely unavailable.