1stClassPimp
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designeconomy

How we balance the economy

A peek into the spreadsheet behind the cash-flow. Why every dollar has a sink.

A text RPG lives or dies on its economy. If players print money faster than they spend it, the leaderboard gets locked by whoever ground the hardest in week one. If they can’t print enough, nobody buys gear, the shop becomes decorative, and the fun dies.

Our rules

  1. Every source has a sink. Crimes pay out, but repairs, bribes, hospital fees, and shop markup pull cash out. Target: 80–90% of cash earned returns to the system within 72 hours.
  2. Cap offline income at 24 hours. You can still log off for a week and come back, but the first 24h is all you collect.
  3. Bank capacity scales with level. Whales can’t hoard infinitely.
  4. Heat = police tax. Stay sloppy, pay a bribe or eat a raid.

What we track

From day one we log every cash movement (transactions table) with type and source. That lets us graph:

  • Total money supply over time
  • Per-level earn rates
  • Crime profitability (which ones are over-tuned?)
  • PvP cash flow (how much is being stolen vs sitting in banks?)

Balance changes are published transparently in this devlog. We never touch your character; we only tune the numbers forward.