Give raw goods somewhere to go
- Status
- Backlog
- Milestone
- First alpha test
- Area
- EconomyGame design
- Priority
- high
- Updated
The economy runs (#127, docs/economy.md § 17) show that nothing in the colony consumes logs,
ore, stone or fish yet: every sale pushes a pool one way, and without the mainland's demand at
Aquais every gatherer's income falls below zero within a week. Cooked food has no producer either
(bots and most players don't cook), so with many arrivals its price climbs and hunger stops pile up.
- Measure the demand crafting chains (progression, #125), building on plots and repairs create;
rerun
uo-loadtest economyandecon-modelwith crafters and builders in the mix. - Decide whether the mainland's demand should grow with the number of active colonists (today a fixed pie around one port) or move to more ports.
- Food: cooks in the bot mix, the store's bread reachable from the first towns, or NPC food vendors (npcs session).
Done when a 28-day model run with the alpha's expected population keeps every gathering role's income above its daily upkeep and the price index inside 0.7–1.5.