Economy
The economy is the praxis-meme view of the living world: what can be made, from what, by whom — and what people therefore want. Its defining principle:
The loop
Section titled “The loop”tasks consume → commodity below minimum → purchase state (= demand) → prices move → trade is pulled
Commodities & recipes
Section titled “Commodities & recipes”The commodity tree is one graph in three tiers (raw → intermediate → finished); edges are “made-from”, and each edge names the praxis meme(s) that perform it. This is the join to the meme system.
- Quality = inputs × skill × traits × memes × workstation. Bulk goods use quality buckets; distinctive items are serialised.
- Substitution is allowed within a tier class slot; tier slots are inviolable.
- Wear: items carry a 0–1 condition; repair lowers max condition; material sets wear rate.
- Currency is a normal commodity. Disposable income appears when the economic-security tier exceeds the others, and is spent up a reinvestment ladder (inputs → quality equipment → capability equipment → projects).
- Price momentum: current price trends toward a target price in proportion to weekly turnover — a shock doesn’t move price until people actually try to trade through it.
How players exploit it
Section titled “How players exploit it”Players read this surface and act faster than NPCs: spotting shortages a region away, opening trade routes, cornering markets, and being first to make something a region can’t yet produce. See Produce & Trade.