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	<title>Systems - Revision history</title>
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	<updated>2026-04-28T15:34:11Z</updated>
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		<title>Nathans1987: System</title>
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		<updated>2026-04-08T02:02:32Z</updated>

		<summary type="html">&lt;p&gt;System&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;🏪 Economy &amp;amp; Profession System&lt;br /&gt;
&lt;br /&gt;
Overview&lt;br /&gt;
&lt;br /&gt;
The economy is a hybrid player-driven system combining:&lt;br /&gt;
&lt;br /&gt;
- Player-produced commodities&lt;br /&gt;
- Buff-based services&lt;br /&gt;
- Market stalls (player-owned and trader-controlled)&lt;br /&gt;
- A limited import system to stabilize supply&lt;br /&gt;
&lt;br /&gt;
The system encourages:&lt;br /&gt;
&lt;br /&gt;
- Player interaction&lt;br /&gt;
- Local production over imports&lt;br /&gt;
- Strategic decision-making (profit vs reputation vs control)&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
👨‍🌾 Core Professions&lt;br /&gt;
&lt;br /&gt;
Each main profession has:&lt;br /&gt;
&lt;br /&gt;
- A Tool&lt;br /&gt;
- A Buff (sellable service)&lt;br /&gt;
- A Commodity (sellable resource)&lt;br /&gt;
- Tool Upgrades (2 tiers)&lt;br /&gt;
&lt;br /&gt;
Main Professions&lt;br /&gt;
&lt;br /&gt;
Farmer&lt;br /&gt;
&lt;br /&gt;
- Tool: Hoe&lt;br /&gt;
- Buff: +30% crop yield&lt;br /&gt;
- Commodity: Wheat ($10)&lt;br /&gt;
- Upgrades: Faster hoe → Auto-till&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Stock Master&lt;br /&gt;
&lt;br /&gt;
- Tool: Feed Trough / Milking Kit&lt;br /&gt;
- Buff: +30% animal product rate&lt;br /&gt;
- Commodity: Milk / Eggs / Wool / Meat ($20)&lt;br /&gt;
- Upgrades: Faster feeding → Auto-milking&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Miner&lt;br /&gt;
&lt;br /&gt;
- Tool: Pickaxe&lt;br /&gt;
- Buff: +30% ore yield&lt;br /&gt;
- Commodity: Ore ($15)&lt;br /&gt;
- Upgrades: Efficiency → Chance to double ore&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Fisher&lt;br /&gt;
&lt;br /&gt;
- Tool: Fishing Rod&lt;br /&gt;
- Buff: +30% catch rate&lt;br /&gt;
- Commodity: Fish ($15)&lt;br /&gt;
- Upgrades: Longer line → Auto-bait&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Blacksmith&lt;br /&gt;
&lt;br /&gt;
- Tool: Anvil&lt;br /&gt;
- Buff: +25% tool efficiency (speed/durability)&lt;br /&gt;
- Commodity: Metal Parts ($30)&lt;br /&gt;
- Upgrades: Faster forging → Higher quality tools&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Alchemist&lt;br /&gt;
&lt;br /&gt;
- Tool: Alchemy Table&lt;br /&gt;
- Buff: +25% buff duration OR +20% stamina regen&lt;br /&gt;
- Commodity: Potions ($40)&lt;br /&gt;
- Upgrades: Faster brewing → Stronger potions&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Builder&lt;br /&gt;
&lt;br /&gt;
- Tool: Hammer&lt;br /&gt;
- Buff: +30% build speed&lt;br /&gt;
- Commodity: Materials (Planks / Bricks) ($25)&lt;br /&gt;
- Upgrades: Faster building → Partial automation&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Merchant&lt;br /&gt;
&lt;br /&gt;
- Tool: Trade Stall&lt;br /&gt;
- Buff: +25% sell price (temporary)&lt;br /&gt;
- Commodity: Trade Contracts ($50)&lt;br /&gt;
- Upgrades: Extra stall → Bulk trading&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
💎 Niche Professions&lt;br /&gt;
&lt;br /&gt;
Jeweler&lt;br /&gt;
&lt;br /&gt;
- Tool: Jewelry Bench&lt;br /&gt;
- Effect: Creates necklaces that influence NPC votes&lt;br /&gt;
- Scaling Cost: $50 → $100 → $200 → $400&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Relic Hunter&lt;br /&gt;
&lt;br /&gt;
- Tool: Shovel / Magnifier&lt;br /&gt;
- Effect: Finds rare relics/artifacts&lt;br /&gt;
- Use: Strategic advantage / vote influence / trading&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Artist / Decorator&lt;br /&gt;
&lt;br /&gt;
- Tool: Workbench&lt;br /&gt;
- Effect: +10–15% influence over 2–3 NPCs&lt;br /&gt;
- Scaling: Increasing cost per decoration&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Train Operator&lt;br /&gt;
&lt;br /&gt;
- Tool: Ticket Station&lt;br /&gt;
- Effect: +20% travel efficiency / +5% transport bonus&lt;br /&gt;
- Scaling: Cost increases with usage&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
⚡ Buff System&lt;br /&gt;
&lt;br /&gt;
- Max Charges: 3&lt;br /&gt;
- Recharge: 1 charge per 60 seconds&lt;br /&gt;
&lt;br /&gt;
Pricing Tiers&lt;br /&gt;
&lt;br /&gt;
Tier| Price| Reputation Effect&lt;br /&gt;
Low| $60| +4 rep&lt;br /&gt;
Fair| $100| 0 rep&lt;br /&gt;
High| $160| -5 rep&lt;br /&gt;
&lt;br /&gt;
Rules&lt;br /&gt;
&lt;br /&gt;
- Buffs are player-to-player only&lt;br /&gt;
- Repeated sales to same player: diminishing reputation gain&lt;br /&gt;
  - 1st: 100%&lt;br /&gt;
  - 2nd: 50%&lt;br /&gt;
  - 3rd+: 0%&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
🛒 Market System&lt;br /&gt;
&lt;br /&gt;
1. Central Market (System)&lt;br /&gt;
&lt;br /&gt;
- Sells imported goods only&lt;br /&gt;
- Prices are very high (discourages reliance)&lt;br /&gt;
- Acts as a fallback supply source&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
- Wheat: $25 (imported vs $10 local)&lt;br /&gt;
- Fish: $30&lt;br /&gt;
- Ore: $35&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
2. Player Market Stalls&lt;br /&gt;
&lt;br /&gt;
- High upfront cost to purchase&lt;br /&gt;
- Cannot be placed in central market area&lt;br /&gt;
- Slightly worse returns than direct trade&lt;br /&gt;
&lt;br /&gt;
Values&lt;br /&gt;
&lt;br /&gt;
- Sell price: ~95% of base value&lt;br /&gt;
- Buy price: ~105% of base value&lt;br /&gt;
&lt;br /&gt;
Purpose&lt;br /&gt;
&lt;br /&gt;
- Passive selling&lt;br /&gt;
- Local economy hubs&lt;br /&gt;
- Backup income stream&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
3. Trader Stall (Special Role)&lt;br /&gt;
&lt;br /&gt;
Unlock&lt;br /&gt;
&lt;br /&gt;
- Requires Trader Badge&lt;br /&gt;
- Badge can be looted from player&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Function&lt;br /&gt;
&lt;br /&gt;
- Located in prime market location&lt;br /&gt;
- Sells player-supplied goods (NOT imports)&lt;br /&gt;
- Acts as a centralised player marketplace&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Pricing&lt;br /&gt;
&lt;br /&gt;
- Buy price: ~102% of base&lt;br /&gt;
- Sell return: ~98% of base&lt;br /&gt;
- Trader receives 5–10% cut per transaction&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Trade-Offs&lt;br /&gt;
&lt;br /&gt;
Advantage| Disadvantage&lt;br /&gt;
Passive income| No active profession buff&lt;br /&gt;
Best location| Can be looted&lt;br /&gt;
Central control| Relies on player supply&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
Gameplay Impact&lt;br /&gt;
&lt;br /&gt;
- Encourages players to sell through trader&lt;br /&gt;
- Creates competition for trader role&lt;br /&gt;
- Introduces PvP / risk (badge theft)&lt;br /&gt;
- Reduces reliance on imports&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
🔄 Economy Flow&lt;br /&gt;
&lt;br /&gt;
Farmer → Wheat → Cooking / Trade&lt;br /&gt;
Stock Master → Animal Goods → Cooking / Alchemy&lt;br /&gt;
Miner → Ore → Blacksmith → Tools&lt;br /&gt;
Fisher → Fish → Cooking / Alchemy&lt;br /&gt;
Alchemist → Potions → Buff Sales&lt;br /&gt;
Builder → Materials → Structures&lt;br /&gt;
Merchant → Trade Boost → Economy&lt;br /&gt;
&lt;br /&gt;
Niche Professions:&lt;br /&gt;
&lt;br /&gt;
- Jeweler → Vote influence&lt;br /&gt;
- Relic Hunter → Rare items&lt;br /&gt;
- Artist → Multi-NPC influence&lt;br /&gt;
- Train Operator → Logistics bonus&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
🎯 Core Design Principles&lt;br /&gt;
&lt;br /&gt;
1. Local First Economy&lt;br /&gt;
&lt;br /&gt;
- Local goods are always cheaper than imports&lt;br /&gt;
- Players are rewarded for trading with each other&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
2. Meaningful Trade-Offs&lt;br /&gt;
&lt;br /&gt;
- Trader = passive income, no buffs&lt;br /&gt;
- Producers = active income, more effort&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
3. Player Interaction&lt;br /&gt;
&lt;br /&gt;
- Buffs require direct interaction&lt;br /&gt;
- Commodities encourage negotiation&lt;br /&gt;
- Trader role creates competition&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
4. Anti-Exploitation&lt;br /&gt;
&lt;br /&gt;
- Import prices prevent market abuse&lt;br /&gt;
- Diminishing returns on repeated buff sales&lt;br /&gt;
- Trader risk (lootable badge) prevents monopoly&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
&lt;br /&gt;
✅ Summary&lt;br /&gt;
&lt;br /&gt;
This system creates:&lt;br /&gt;
&lt;br /&gt;
- A living player-driven economy&lt;br /&gt;
- Strong interdependence between professions&lt;br /&gt;
- Clear risk vs reward decisions&lt;br /&gt;
- Late-game strategic depth via niche roles&lt;br /&gt;
&lt;br /&gt;
---&lt;/div&gt;</summary>
		<author><name>Nathans1987</name></author>
		
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