docs: economy & quest system design (v0.1) #60

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Matt merged 1 commits from docs/economy-system-design into main 2026-06-06 20:48:13 +00:00
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Design document for the unified spawn economy.

See docs/economy-system.md — covers themed guilds, universal accept→complete→return quest flow, villager rebalance, money flows, 8-phase plan, mod stack, open decisions.

Status: draft for discussion + reference. Implementation is Phase 0 onwards.

Design document for the unified spawn economy. See `docs/economy-system.md` — covers themed guilds, universal accept→complete→return quest flow, villager rebalance, money flows, 8-phase plan, mod stack, open decisions. Status: draft for discussion + reference. Implementation is Phase 0 onwards.
Matt added 1 commit 2026-06-06 20:48:12 +00:00
Full design for the unified spawn economy:

- Seven themed guild buildings (Adventurer's, Merchant's, Civic,
  Library, Tavern, Foundry, Mint)
- Universal accept → complete → return quest pattern
- Villagers moved fully to spurs with rebalance principles +
  initial price guidance
- Money flow architecture (bounded inflows, scaling sinks)
- Phasing plan (8 phases, each independently shippable)
- Mod stack confirmed (we have everything we need for V1)
- Risk register + open decisions to make before implementation

Status: design, not yet implemented. Phase 0 (spawn skeleton)
is the next concrete deliverable.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Matt merged commit 5bd1ace6aa into main 2026-06-06 20:48:13 +00:00
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Reference: minecraft/brass-and-sigil#60