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Age of War - Economic Ecosystem & Retention Loop

569573.1

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This diagram represents a complex Strategy Game Economy, featuring three distinct yet interconnected subsystems: Markets (Income Generation), Troops (Combat Power and Sinks), and Double Trouble (Dynamic Probabilistic Modifiers).

The entire model is driven by a "Round" system, where a player manually triggers a clock to progress time, earn gold, and perform strategic upgrades.

### 1. The Core Loop: Round Clock & Gold
The system's heartbeat is the Round Clock 
* Round Progression: When you interact with the Round Clock, it increments the Round Number
* Income Generation: Simultaneously, the clock triggers a Source which moves a calculated amount of wealth into your Gold vault. The amount generated is determined by the Total Market Income 

### 2. The Market Subsystem (Income Generation)
This subsystem defines your economic engine. You can buy more markets or upgrade their efficiency.
* Buying Markets: The Buy Market pulls gold from your vault and increases your Markets. The cost is not static; it scales as you own more, calculated by the Market Cost.
* Upgrading Markets: The Upgrade Markets increases your Market Level. Higher levels boost the income each market generates, based on the Inc % Per Lvl.
* Selling: If you need emergency cash, you can use Sell Market to liquidate a market back into gold.

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