Age of War - Economic Ecosystem & Retention Loop
HighlightsAbout this model
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.
"Age of War - Economic Ecosystem & Retention Loop" is a public Machinations diagram shared in the Community by 569573.1, with 101 components.
It was created in October 2025 and last edited in February 2026.
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