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Felucca Online

Roadmap

Tune the economy in simulation and publish its numbers

Status
Backlog
Milestone
First alpha test
Area
EconomyGame designMCP and agents
Priority
high
Updated

Every number of the economy is marked tuning: coin weight, the mint curve, pool fees and their split, patent prices, hunger, tool wear, bank sizes and regrowth, genesis depth per tier, plot prices, the raid window, return rewards. Before people play, run the bots for weeks of game time and look at what happens.

  • A headless economy simulation: hundreds of economy bots (gatherers, haulers, raiders, guards) on the baked world at high time speed, with a report per simulated day: money supply, minted and burned coin, prices per town and good, pool depth, plunder, deaths.
  • Targets to tune against: an hour of gathering buys the patent and food for a day with a margin; a caravan run between neighbouring towns pays; no pool hits its plunder floor in normal play; inflation stays inside a band.
  • Decide whether a second coin faucet is needed (crown contracts, see the economy doc's Later) if PvE income is too thin.
  • A live economy dashboard for the alpha (the same report from the real servers), and the monthly public report the economy doc promises.

Done when the starting numbers are chosen from simulation runs, written into the economy doc with the reasoning, and the dashboard shows them live.