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brass-and-sigil/docs/economy-system.md
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Matt 63e9185bf8 docs: add quest tracking + cancel UX to economy design
Three-layer visibility plan:
  V1 (Phase 3): /quests, /quests info, /quests cancel commands.
                Mobile-friendly via the bridge, no extra mods.
  V2 (Phase 3.5): Quest Log book item with dynamic pages.
  V3 (later): optional sidebar HUD via vanilla scoreboards.

3-slot active-quest cap so cancellation is a real choice:
  - Prevents accept-all-then-cancel-easy-ones RNG shopping
  - Keeps state files small
  - READY frees the slot so turn-in backlogs are workable

State storage schema documented (active + completed/cooldown).

Phase 3.5 added to the roadmap for the book item.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-06-06 20:51:14 +00:00

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# Brass and Sigil — Economy & Quest System Design
> Status: design draft (v0.1). Not yet implemented.
> Owner: matt
> Last updated: 2026-06-06
---
## 1. Goals
- **One unified currency** — spurs (Numismatics).
- **Multiple ways to earn, each one bounded.** No infinite money printer.
- **Multiple sinks that scale with progression.** Money disappears as you advance, so wealth never dwarfs the cost of new ambitions.
- **Spatial design that gives spawn personality.** Themed guild buildings, each with a clear purpose, each tied to the same wallet.
- **Forward-compat with a proper quest line** via FTB Quests, while supporting daily/repeatable activities at spawn.
- **Anti-automation by design**, not by patches.
---
## 2. Core architecture
```
┌────── MONEY IN (bounded) ──────┐
│ │
Adventurer's Guild — Daily bounties (cooldowns, scaling)
Merchant's Bazaar — Sell shop (fixed + DR), dynamic exchange
Mint — Capped emerald → spur conversion *
First-time milestones — One-shot per player
FTB Quests — Progression milestone payouts
┌───────────────────┐
│ Player wallet │ ← Numismatics
│ (spurs) │
└───────────────────┘
┌────── MONEY OUT (scaling) ──────┐
│ │
Civic Office — Plot claim costs (FTB Chunks override)
Civic Office — Tier upgrades (FTB Ranks integration)
Merchant's Bazaar — Player-to-player job board (no minting)
Villagers — Re-priced trades, net sink
Custom services — Warps, sethomes, premium cosmetics
```
\* Only if we keep emeralds; see §5 — we're moving villagers to spurs, which probably retires the Mint as a currency-conversion station and repurposes it as a wallet/info hub.
---
## 3. Spawn — themed guild buildings
Each guild is a destination. The guild's NPC is both the **entry point** (accept work) and **exit point** (return to claim reward). This pattern applies universally — see §4.
| Building | Purpose | Primary mechanics inside |
|---|---|---|
| **Adventurer's Guild** | Combat & exploration | Bounty board (daily mob hunts), boss-kill quests, dungeon-delve quests (future) |
| **Merchant's Bazaar** | Trade & raw-mat economy | Numismatics sell shop, dynamic exchange counter, player-driven job board |
| **Civic Office** | Land & status | Plot claim office, tier upgrades, sethome/warp services |
| **Library / Academy** | Knowledge & magic | FTB Quests anchor NPC, Ars Nouveau themed quests, lore terminals |
| **Tavern** | Social & onboarding | First-time newbie quests, casual NPCs, food/buff vendor |
| **Foundry / Workshop** | Crafting & commissions | Create-themed contracts, crafting orders, raw-material market |
| **Mint** | Currency information | Wallet info, currency tutorial, possibly emerald exchange |
### Forward-compat with a full quest line
The architecture is naturally dual-track:
- **FTB Quests** = the *progression* backbone — chapter-by-chapter pack content, one-time rewards, story arcs. The campaign.
- **Spawn-building NPCs** (Easy NPC + KubeJS) = the *daily/repeatable* layer — bounties, sell shops, services. The live activities.
Both pay into the same wallet. Players run the campaign at their pace and the daily content for income/replay value. They reinforce each other rather than compete.
---
## 4. Quest & bounty flow (universal pattern)
**Core principle:** for any guild, the player **accepts** work from an NPC, **completes** it in the world, then **returns** to that NPC to **turn it in** and claim the reward. No instant payouts. This:
- Anchors guilds as destinations
- Creates risk/reward tension (die on the return, lose the reward)
- Encourages waypoint use and travel
- Lets the server centrally control payouts and detect cheating
### State machine
Each quest, per player, lives in one of these states:
```
AVAILABLE ─[player accepts]─► ACTIVE ─[objective met]─► READY ─[turned in]─► COMPLETED
▲ │
└──────────────────────[cooldown elapses]───────────────────────────────────────────┘
```
- **AVAILABLE** — NPC offers the quest in dialog. Player has no current copy of it.
- **ACTIVE** — Player accepted. KubeJS tracks objective progress via relevant events (`EntityEvents.death` for kills, `ItemEvents.firstRightClicked` for explorations, etc.).
- **READY** — Objective met. Reward is *promised but not yet paid.* NPC dialog now offers a turn-in option.
- **COMPLETED** — Reward paid out. Quest goes on cooldown for this player.
- **AVAILABLE** (again) — after the cooldown, the NPC will offer it again.
### Worked example — daily bounty
1. **Adventurer's Guild NPC** has 5 randomized daily quests (e.g. "Slay 10 Plunderers — 50 spurs").
2. Player right-clicks NPC → Easy NPC dialog → "Accept: Slay 10 Plunderers."
3. KubeJS writes `quest:plunderer_10` to the player's quest state with `count: 0`.
4. Player kills Plunderers in the world. `EntityEvents.death` for `supplementaries:plunderer` increments the count.
5. At count=10, KubeJS flips state to **READY** and notifies the player ("Return to the Adventurer's Guild to claim your reward.").
6. Player returns. Right-click NPC. Easy NPC dialog detects READY state and offers "Turn in: Slay 10 Plunderers."
7. KubeJS pays 50 spurs into the player's Numismatics wallet, flips state to **COMPLETED**, sets cooldown to 24h.
### Universal applicability
The same accept → complete → return pattern works for every guild:
| Guild | Accept | Complete | Return |
|---|---|---|---|
| **Adventurer's** | "Hunt 10 plunderers" | kill them | NPC pays bounty |
| **Merchant's** | "Procure 32 diamonds for our buyer" | gather them | NPC pays inflated price + completes |
| **Civic** | "Survey 5 unclaimed chunks" | walk through them | NPC pays survey fee |
| **Library** | "Recover this lost tome" | find the book in a structure | NPC pays + grants reputation |
| **Foundry** | "Craft 10 Andesite Casings" | craft them | NPC pays commission |
### Player-facing tracking & cancellation
A quest engine that players can't inspect is worthless. The design ships with three layers of visibility:
#### V1 — command-driven (Phase 3, with the engine)
| Command | Effect |
|---|---|
| `/quests` | Lists all of your ACTIVE and READY quests with progress, source guild, and reward |
| `/quests info <id>` | Detail view for one quest — description, objective, progress, reward |
| `/quests cancel <id>` | Drops an active quest, freeing your slot. The quest goes on cooldown as if completed (prevents accept-cancel-accept RNG farming) |
Cheap to ship. Works on mobile via the Telegram bridge. Doesn't require any extra mods.
#### V2 — Quest Log book item (Phase 3.5)
Every new player joins with a **Quest Log** book in their inventory (KubeJS `PlayerEvents.loggedIn` grants it once). Right-click to open. Dynamic Patchouli-style pages list active/ready quests, with a "Cancel" button per quest. Same backend as the `/quests` commands — just a nicer surface.
#### V3 — Sidebar HUD (later)
Optional scoreboard sidebar showing 2-3 most recent quests + progress, always-on. Implemented via vanilla scoreboard objectives driven by KubeJS. Players can toggle on/off via `/quests sidebar`.
### Quest slot limit
Players have a **maximum of 3 active quests at a time.** This is the friction that makes cancel meaningful:
- Forces players to pick which quests they actually want — no "accept all 5, see what's easiest, cancel the rest" RNG-shopping.
- Keeps the state files small.
- Makes ready-to-turn-in queues meaningful (you can hold 3 unrewarded quests in your back pocket).
A quest moving to READY frees the slot for accepting a new one even before turn-in.
### KubeJS implementation sketch
- **State storage:** per-player JSON in `world/data/bns_quests/<uuid>.json`, written via KubeJS persistent-data hooks. Schema:
```json
{
"active": [
{
"id": "advg_plunderer_10",
"acceptedAt": 1717684800,
"progress": 7,
"target": 10,
"rewardSpurs": 50,
"source": "adventurers_guild"
}
],
"completed": {
"advg_plunderer_10": { "cooldownUntil": 1717771200, "completions": 3 }
}
}
```
- **Event tracking:** standard KubeJS event handlers (`EntityEvents.death`, `ItemEvents.pickedUp`, `BlockEvents.broken`) read the player's active quests and increment.
- **Dialog branching:** Easy NPC dialog with conditions that call KubeJS to check quest state and route the dialog appropriately.
- **Reward delivery:** call Numismatics' wallet API to deposit spurs.
- **Commands:** registered via `ServerEvents.commandRegistry` in KubeJS, scoped to the player who runs them.
---
## 5. Villager rebalance
**Decision:** move all villagers to **spurs** (not emeralds). Thematic consistency over preserving vanilla mental model.
**Decision principles:**
- Villagers are **net money sinks** — players spend more on villagers than they earn from them.
- **Useful trades stay** — enchanted books, tools, food, decorative blocks. Reasonable spur prices.
- **Trash trades get deleted** — no one ever wanted to sell rotten flesh or buy paper.
- **Sell-to-villager trades exist but are bad** — `64 wheat → 1 spur`, `16 leather → 1 spur`. Farms still possible, but ~10× slower than any other income source.
### Price guidance (initial calibration — tune via playtesting)
#### Buy-from-villager (player pays spurs)
| Item | Tier-1 | Tier-3 | Tier-5 |
|---|---|---|---|
| Standard enchanted book (random) | 50 spurs | 120 spurs | 250 spurs |
| Mending book | — | — | 800 spurs |
| Diamond tool (unenchanted) | — | 80 spurs | — |
| Diamond tool (enchanted) | — | — | 350 spurs |
| Bookshelf | 15 spurs | — | — |
#### Sell-to-villager (player gets spurs)
| Item | Spurs per unit |
|---|---|
| Wheat | 1 per 64 |
| Paper | 1 per 32 |
| Leather | 1 per 16 |
| Iron ingot | 2 per 1 |
| Diamond | 8 per 1 *(matches sell-shop fixed price — players use whichever is closer)* |
### Scope
~60 trades × 5 profession tiers = ~300 trade entries to redesign. One-time data-design pass, implemented via `ServerEvents.villagerTrades` in KubeJS.
---
## 6. Money inflow sources (detailed)
| Source | Cap / DR mechanism | Rough rate |
|---|---|---|
| **Daily bounties** | Per-player per-quest cooldown (24h) | ~200-500 spurs/day for an active player |
| **Sell shop (fixed price + DR)** | Lifetime sales tracker per player, 10% price drop per 64 sold | ~50-200 spurs/hr while diamond stockpile lasts |
| **Dynamic exchange** | Global supply pool — price drops with sales | Self-balancing |
| **First-time milestones** | One-shot per player (`hasFlag`) | 5-50 spurs per milestone, ~10 milestones total |
| **FTB Quest progression** | One-time per quest | Varies; cluster rewards at chapter completion |
| **Villager sell trades** | Inherently slow + bad prices | ~50 spurs/hr from a serious villager farm |
---
## 7. Money outflow sinks (detailed)
| Sink | Cost curve | Why this scales right |
|---|---|---|
| **Plot claims** | Free up to 9 chunks. 50 spurs/chunk to 25. 200 spurs/chunk beyond. | New players claim free starter areas; ambitious players pay real money |
| **Tier upgrades** | Cumulative cost: 500 → 2k → 8k → 30k spurs | Endgame sink, status display |
| **Buy-from-villager** | See §5 | Constant outflow as you build up |
| **Premium cosmetics** | 100-2k spurs each | Optional sink for cash-flush players |
| **Services** | Sethome: 50 spurs, warp: 25 spurs, /back: 10 spurs | Convenience taxes |
---
## 8. Mod stack (we have what we need)
| Need | Mod | Status |
|---|---|---|
| Currency + wallets + shop blocks | Numismatics | ✅ In pack |
| NPC quest-givers + dialog | Easy NPC | ✅ In pack |
| Quest engine (progression) | FTB Quests | ⏳ Planned, not added |
| Plot claims | FTB Chunks | ✅ In pack |
| Tier system | FTB Ranks | ❓ Not in pack — add when we get to tiers |
| Glue & quest state | KubeJS | ✅ In pack |
**Not adding:** CustomNPCs (Easy NPC covers it), Citizens (Bukkit-only), PMMO (out of scope), generic "quest giver" mods (FTB Quests + KubeJS do it).
---
## 9. Phasing
Each phase is independently shippable. Earlier phases unlock value without depending on later ones.
| Phase | Deliverable | Why this order |
|---|---|---|
| **0** | Spawn skeleton built — 7 guild buildings placed (rough). | Locations have to exist before NPCs can stand in them. |
| **1** | **Merchant's Bazaar V1:** Numismatics sell shop (fixed prices, no DR yet) for diamonds & netherite. | Cheapest to ship, immediate economy unlock. |
| **2** | **Civic Office V1:** Plot claim cost via KubeJS `/ftbchunks claim` override. | Real money sink. Tests FTB Chunks integration depth. |
| **3** | **Adventurer's Guild V1:** Bounty board engine. 5 daily quests, accept→complete→return flow, `/quests` commands, 3-slot cap. | The biggest gameplay feature. Validates the universal quest pattern. |
| **3.5** | Quest Log book item (V2 of tracking surface). | Nicer UX surface on top of the same engine — non-blocking. |
| **4** | **Villager rebalance:** strip vanilla, ship the spur-priced trade table. | Closes the exploit. Big JSON pass. |
| **5** | **Library / Academy:** FTB Quests anchor + first chapter of progression quests. | Long-form content begins. |
| **6** | **Civic Office V2:** FTB Ranks integration + tier upgrades. | Endgame money sink. |
| **7** | **Dynamic exchange rates** (Bazaar V2). | Most engineering, biggest anti-farm payoff, ship last. |
| **8+** | Foundry, Tavern, deeper Library quests, dungeons-with-Lootr. | Beyond V1. |
---
## 10. Risk register
| Risk | Likelihood | Mitigation |
|---|---|---|
| Bounty engine bugs out, players lose progress | Medium | Atomic state writes; logs of every state transition |
| Villager farms still profitable after rebalance | Medium | Track player sell volumes; tune prices in patches |
| KubeJS-EasyNPC dialog branching has limits | Low-Med | Verify hooks in a test world before Phase 3; fall back to command-driven NPCs if needed |
| FTB Chunks `/claim` command override gotchas | Low | Test in dev world; FTB Chunks API is stable |
| Plot cost feels punishing | Med | First 9 chunks free is the safety valve; tune from playtest |
| Players bypass the system via creative / `/give` | Op-only | Document op responsibility; consider audit logs for op spur grants |
---
## 11. Open decisions
These need an actual call before implementation:
1. **Keep emeralds as a secondary collectible?** Or fully retire them now that villagers don't use them?
2. **Sethomes / warps as paid services?** Or free baseline?
3. **PvP bounties** (players posting bounties on other players)? Probably no for V1, revisit later.
4. **Lootr** — add for shared dungeon loot, or skip until structured dungeons exist?
5. **Daily quest count** — start with 5? 8? Refresh window — true daily (00:00 UTC) or per-player 24h?
---
## 12. Implementation notes
- Document each phase's KubeJS scripts under `pack/overrides/kubejs/server_scripts/economy/<phase>.js`
- State data under `world/data/bns_economy/` — readable JSON, easy to debug
- All NPC dialog trees authored in Easy NPC's editor, exported as preset JSONs into `pack/overrides/world/datapacks/bns-fuel/data/easy_npc/`
- Trade table for villager rebalance lives in a single `villager_trades.js` so one file is the source of truth
---
## See also
- `MEMORY.md` entries:
- `project-mc-player-economy.md` — earlier higher-level notes on Numismatics + plot system
- `feedback-kubejs-rhino-gotchas.md` — KubeJS scripting constraints
- `feedback-bns-pack-version-sync.md` — pack version + sync workflow
- Existing tasks #20-#26 — to be reshuffled to mirror the phase plan above