Supporting Features Required by the Main Design¶
Several features are not optional once the core concept includes trading, contracts, town ownership, loss on defeat, and player-created economic activity.
Required Supporting Systems¶
- beginner protection
- mail or delivery system
- notifications for completed timers and market events
- codex and history log
- item durability and repair
- contract escrow and dispute-safe settlement
- anti-scam trade UX
- moderation and reporting
- group and guild permissions
- reputation systems for contracts or commerce
- event scheduling for conflict and town control
Beginner Protection¶
New players need guardrails around loss, survival pressure, and predatory trade. This can include reduced early loss chance, safe contracts, and clearer recommended routes.
Recommended implementation:
- use
beginner_trust_bandtied to character-creation onboarding - default beginners to starter-board lanes and trusted low-risk contracts first
- suppress harsh failure outcomes on first guided expeditions; prefer retreat, delay, or partial loss
- cap exposure to predatory public contracts while trust band is active
- mark safe routes, safe board items, and recommended suppliers explicitly in UI
- prevent beginner confusion between system-generated civic work and risky player-created contracts by labeling source clearly
Beginner protection should expire naturally after first few expeditions or by explicit player opt-out, not stay forever as hidden handicap.
See ../world/character-origins.md for creation-linked trust-band and first-three-expeditions rules.
Mail and Delivery¶
As soon as the game has asynchronous trade and markets, players need a secure delivery path for purchases, expired auctions, contract rewards, and inter-town logistics.
Reputation and Trust¶
If players can post work, sell information, and control towns, they need visible trust signals. Reputation should not fully replace player freedom, but it should reduce fraud and spam.