Systems

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πŸͺ Economy & Profession System

Overview

The economy is a hybrid player-driven system combining:

- Player-produced commodities - Buff-based services - Market stalls (player-owned and trader-controlled) - A limited import system to stabilize supply

The system encourages:

- Player interaction - Local production over imports - Strategic decision-making (profit vs reputation vs control)

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πŸ‘¨β€πŸŒΎ Core Professions

Each main profession has:

- A Tool - A Buff (sellable service) - A Commodity (sellable resource) - Tool Upgrades (2 tiers)

Main Professions

Farmer

- Tool: Hoe - Buff: +30% crop yield - Commodity: Wheat ($10) - Upgrades: Faster hoe β†’ Auto-till

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Stock Master

- Tool: Feed Trough / Milking Kit - Buff: +30% animal product rate - Commodity: Milk / Eggs / Wool / Meat ($20) - Upgrades: Faster feeding β†’ Auto-milking

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Miner

- Tool: Pickaxe - Buff: +30% ore yield - Commodity: Ore ($15) - Upgrades: Efficiency β†’ Chance to double ore

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Fisher

- Tool: Fishing Rod - Buff: +30% catch rate - Commodity: Fish ($15) - Upgrades: Longer line β†’ Auto-bait

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Blacksmith

- Tool: Anvil - Buff: +25% tool efficiency (speed/durability) - Commodity: Metal Parts ($30) - Upgrades: Faster forging β†’ Higher quality tools

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Alchemist

- Tool: Alchemy Table - Buff: +25% buff duration OR +20% stamina regen - Commodity: Potions ($40) - Upgrades: Faster brewing β†’ Stronger potions

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Builder

- Tool: Hammer - Buff: +30% build speed - Commodity: Materials (Planks / Bricks) ($25) - Upgrades: Faster building β†’ Partial automation

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Merchant

- Tool: Trade Stall - Buff: +25% sell price (temporary) - Commodity: Trade Contracts ($50) - Upgrades: Extra stall β†’ Bulk trading

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πŸ’Ž Niche Professions

Jeweler

- Tool: Jewelry Bench - Effect: Creates necklaces that influence NPC votes - Scaling Cost: $50 β†’ $100 β†’ $200 β†’ $400

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Relic Hunter

- Tool: Shovel / Magnifier - Effect: Finds rare relics/artifacts - Use: Strategic advantage / vote influence / trading

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Artist / Decorator

- Tool: Workbench - Effect: +10–15% influence over 2–3 NPCs - Scaling: Increasing cost per decoration

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Train Operator

- Tool: Ticket Station - Effect: +20% travel efficiency / +5% transport bonus - Scaling: Cost increases with usage

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⚑ Buff System

- Max Charges: 3 - Recharge: 1 charge per 60 seconds

Pricing Tiers

Tier| Price| Reputation Effect Low| $60| +4 rep Fair| $100| 0 rep High| $160| -5 rep

Rules

- Buffs are player-to-player only - Repeated sales to same player: diminishing reputation gain

 - 1st: 100%
 - 2nd: 50%
 - 3rd+: 0%

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πŸ›’ Market System

1. Central Market (System)

- Sells imported goods only - Prices are very high (discourages reliance) - Acts as a fallback supply source

Example:

- Wheat: $25 (imported vs $10 local) - Fish: $30 - Ore: $35

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2. Player Market Stalls

- High upfront cost to purchase - Cannot be placed in central market area - Slightly worse returns than direct trade

Values

- Sell price: ~95% of base value - Buy price: ~105% of base value

Purpose

- Passive selling - Local economy hubs - Backup income stream

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3. Trader Stall (Special Role)

Unlock

- Requires Trader Badge - Badge can be looted from player

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Function

- Located in prime market location - Sells player-supplied goods (NOT imports) - Acts as a centralised player marketplace

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Pricing

- Buy price: ~102% of base - Sell return: ~98% of base - Trader receives 5–10% cut per transaction

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Trade-Offs

Advantage| Disadvantage Passive income| No active profession buff Best location| Can be looted Central control| Relies on player supply

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Gameplay Impact

- Encourages players to sell through trader - Creates competition for trader role - Introduces PvP / risk (badge theft) - Reduces reliance on imports

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πŸ”„ Economy Flow

Farmer β†’ Wheat β†’ Cooking / Trade Stock Master β†’ Animal Goods β†’ Cooking / Alchemy Miner β†’ Ore β†’ Blacksmith β†’ Tools Fisher β†’ Fish β†’ Cooking / Alchemy Alchemist β†’ Potions β†’ Buff Sales Builder β†’ Materials β†’ Structures Merchant β†’ Trade Boost β†’ Economy

Niche Professions:

- Jeweler β†’ Vote influence - Relic Hunter β†’ Rare items - Artist β†’ Multi-NPC influence - Train Operator β†’ Logistics bonus

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🎯 Core Design Principles

1. Local First Economy

- Local goods are always cheaper than imports - Players are rewarded for trading with each other

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2. Meaningful Trade-Offs

- Trader = passive income, no buffs - Producers = active income, more effort

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3. Player Interaction

- Buffs require direct interaction - Commodities encourage negotiation - Trader role creates competition

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4. Anti-Exploitation

- Import prices prevent market abuse - Diminishing returns on repeated buff sales - Trader risk (lootable badge) prevents monopoly

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βœ… Summary

This system creates:

- A living player-driven economy - Strong interdependence between professions - Clear risk vs reward decisions - Late-game strategic depth via niche roles

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