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Economy

Four resource slots, mechanically equivalent in shape but cosmetically renamed per army. The economy is localized — resources live on the tiles that produced them, gatherers walk supply routes between producers and consumers, and engineer projects are paid out of the consumer tile's stockpile. No global player pool. The supply chain is the strategic puzzle.

Resource Slots

Generic placeholder names used in code and design until army-flavored names are designed. Each army will have flavored variants (e.g. a sci-fi army's R4 might be "Plasma Shards"; a fantasy army's R4 might be "Mana Crystals"), but the four slots have the same number, generation, and spend rules across armies.

SlotGeneric nameConcept
R1CurrencyMoney / coin
R2MaterialBuilding / crafting material
R3ResearchKnowledge / research material
R4EssenceMagic / tech / arcane material

Generation

Resource Producer rule

Home Base baseline

The home base passively trickles all 4 resource slots at a low baseline rate (specific rate TBD). This is the recovery floor — even if all dedicated Resource Producer tiles fall, the home base keeps you alive. Replaces the old per-player passive trickle.

Transport — Gatherers

Resources don't appear in a global pool; they have to be moved. Gatherer units walk gather-paths picking up at producers and dropping at consumers along the route.

ConceptRule
Carry capacity level² × 100 per resource type — separate per-type slots, mixed cargo allowed.
Pickup at producers Stops on the producer until per-resource fill-% on the gatherer is met (configurable per-tile per-resource). If the stockpile depletes mid-load, the gatherer waits for production.
Drop-off at consumers At each owned consumer tile along the route, drops % of the gatherer's capacity. Default 10%, configurable per-tile per-resource.
Drop on death Cargo drops on the tile as a loose pile — separate from tile stockpile, bypasses tile cap, any team can pick it up. Slow decay (~1%/min of original drop) when uninteracted with.
Pickup eligibility Producer stockpiles are same-team only; loose piles are any-team scavenge.

The route a gatherer walks is the player's Gather path tree from the producer tile. Per-type traversal rules in Paths & Flow apply — gatherers reverse one hex on enemy contact at the leaf (flee-once) and drop their cargo as a loose pile if killed mid-route.

Spending

Spend typeBehavior
Unit production (auto-spend) Spawn-X tiles continuously debit their own stockpile by the spawned unit's slot cost. Insufficient stockpile gates spawning.
Engineer projects (pay-upfront) Rule swaps, level-ups, and type conversions are projects. Resources are reserved from the tile's stockpile when the project is queued; engineers contribute work-time afterward. Cancel refunds the materials.
Leader unlocks / abilities (R4 reserved) R4 Essence is reserved for big spends only — leader unlocks, type conversions, late-game upgrades. Not used for unit production.

Spawn cost slot-mapping

Which resource slots gate each unit type's auto-spend production. Specific numerical costs deferred to balance pass.

Unit typeSlot gatesRationale
ArmyR1 Currency + R2 MaterialBasic combat: upkeep + equipment
GatherR1 CurrencyCheap labor; single slot
EngineerR1 Currency + R3 ResearchSkilled labor; knowledge cost
ScoutFree — Tower rule regens scouts at no resource cost
DefenderR1 Currency + R2 MaterialPhysical fortification

Towers — The Special Producer for Scouts

Scouts have no Spawn-Scout rule. Instead, the Tower rule maintains a pool of level Scouts per tile via free regen — no resource cost gates the spawn or respawn — and provides a 4-hex vision aura around the tile. Scouts are the only direct-control unit type, useful for active recon and rapid claim of empty dormant territory.

The home base inherits Tower mechanics on top of its Home Base rule, providing each faction with its 1 starting Scout and home-base-level vision aura by default.

Tile-Capture Stockpile Behavior

Strategic Notes

Supply lines are real

Cutting an enemy's gather route is now a direct economic strike — producers still produce but stockpiles back up to cap, consumer tiles starve, projects stall. No longer just a metaphor.

Producer placement matters

Resource Producer tiles want to be deep enough to survive raids, near enough to consumers that gatherer round-trips are short. Forward producers fund offense fast but die fast.

Loose piles invite scavenging

Battlefields recently fought over leak loose-pile resources from dead gatherers. Slow-decay means there's a real window to send your own gatherers through to scoop up enemy cargo.

R4 Essence is endgame

Reserved for leader unlocks and late-game conversions. A player who never builds an R4 producer can still play the early-mid game; an R4-rich player gets the late-game power spike.

Numbers deferred. Per-resource generation curves, engineer-project work-seconds defaults, gatherer fill-% defaults, scout respawn delay, and loose-pile decay rate all want playtest signal. Locked at M6 — Unit types & localized economy on the roadmap.