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Felucca Online

Roadmap

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 economy and econ-model with 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.