diff --git a/.cursor/rules/docs-review-agent.md b/.cursor/rules/docs-review-agent.md index 941597f..d90710b 100644 --- a/.cursor/rules/docs-review-agent.md +++ b/.cursor/rules/docs-review-agent.md @@ -26,7 +26,7 @@ Use this rule when the user is working in **`docs/`** (design, decomposition, pl ## Ground truth (required to check) 1. **Same folder and upstream links** — Read every `docs/...` link from the target doc(s); verify paths exist and headings match intent. -2. **Hybrid progression** — `docs/game-design/progression.md`, `skills.md`, `gigs.md`, `abilities.md`, `items.md`, `gathering.md`, `crafting.md`: **Gig** = combat role; **Skill** = non-combat; **combat abilities** = gig kit (+ item channels per data); **Seams** live in `skills.md` unless a dedicated doc supersedes. **Combat encounters** → **gig XP** only (no default skill XP from the fight loop). **Gather / craft** → **skill XP** (see `gathering.md`, `crafting.md`, Epic 3)—not **gig** XP. **Mission/quest rewards** may still grant **skill XP** when explicitly defined—separate from the encounter **gig XP** path. +2. **Hybrid progression** — `docs/game-design/progression.md`, `skills.md`, `gigs.md`, `abilities.md`, `items.md`, `gathering.md`, `crafting.md`, `economy.md`: **Gig** = combat role; **Skill** = non-combat; **combat abilities** = gig kit (+ item channels per data); **Seams** live in `skills.md` unless a dedicated doc supersedes. **Combat encounters** → **gig XP** only (no default skill XP from the fight loop). **Gather / craft** → **skill XP** (see `gathering.md`, `crafting.md`, Epic 3)—not **gig** XP. **Mission/quest rewards** may grant **skill XP**, **currency**, or **items** when explicitly defined (`progression.md`, `economy.md`)—separate from the encounter **gig XP** path. **Economy** faucets/sinks and trade (`economy.md`) do not re-gate **craft** on **gig** (see `items.md` / Seams). 3. **Decomposition** — Map claims to `docs/decomposition/epics/` and `docs/decomposition/modules/` where relevant; flag **conflicts** (e.g. “combat skill” vs skills-as-non-combat). **CI** enforces a minimal guard via [`scripts/check_decomposition_language.py`](../../scripts/check_decomposition_language.py) in the **PR gate** (extend the script if a vetted exception is needed). 4. **Plans** — If work maps to `docs/plans/`, check for **acceptance criteria** vs design doc (same spirit as [code-review-agent](code-review-agent.md) plan alignment). diff --git a/docs/decomposition/epics/epic_03_crafting_economy.md b/docs/decomposition/epics/epic_03_crafting_economy.md index 1071a28..04252a9 100644 --- a/docs/decomposition/epics/epic_03_crafting_economy.md +++ b/docs/decomposition/epics/epic_03_crafting_economy.md @@ -82,6 +82,8 @@ Implement gathering from world nodes, item/inventory representation, recipe exec - Player completes gather to refine to usable item used in combat or quest. - Telemetry hooks: `item_crafted`, `craft_failed` with reason, time-to-first-craft. + + ### Slice 4 - Sinks and economy policy (pre-production) - Scope: E3.M4 + E3.M5 with tuning hooks and validation against outliers. diff --git a/docs/game-design/README.md b/docs/game-design/README.md index a977e7e..4f1e3ef 100644 --- a/docs/game-design/README.md +++ b/docs/game-design/README.md @@ -6,6 +6,6 @@ **Brainstorm-only** (not specs): [`brainstorm/`](brainstorm/README.md). -Non-implementation notes: **gigs** (combat roles), **skills** (non-combat), **[abilities](abilities.md)** (what players trigger), **[items](items.md)** (loot, craft, equip), **[gathering](gathering.md)** (resource nodes, yields), **[crafting](crafting.md)** (recipes, pipeline), zones, mechanics, and other design artifacts before they are tied to concrete systems or tickets. +Non-implementation notes: **gigs** (combat roles), **skills** (non-combat), **[abilities](abilities.md)** (what players trigger), **[items](items.md)** (loot, craft, equip), **[gathering](gathering.md)** (resource nodes, yields), **[crafting](crafting.md)** (recipes, pipeline), **[economy](economy.md)** (faucets, sinks, trade), zones, mechanics, and other design artifacts before they are tied to concrete systems or tickets. Implementation-facing breakdowns stay under [`docs/decomposition/`](../decomposition/README.md) and plans under [`docs/plans/`](../plans/). diff --git a/docs/game-design/abilities.md b/docs/game-design/abilities.md index c5a48ca..38ed017 100644 --- a/docs/game-design/abilities.md +++ b/docs/game-design/abilities.md @@ -60,6 +60,7 @@ Vision for **what the player triggers** in play: combat **kits**, non-combat **s | Item categories, craft vs loot | [items.md](items.md) | | Gathering (skill XP, nodes—not gig) | [gathering.md](gathering.md) | | Crafting (bench skill vs gig combat use) | [crafting.md](crafting.md) | +| Economy (trade, sinks—gig does not gate craft) | [economy.md](economy.md) | | Seams (gear, craft, consumables) | [skills.md](skills.md) | | Hybrid vocabulary | [progression.md](progression.md) | | Encounter rewards + combat hooks | [Epic 5](../decomposition/epics/epic_05_pve_combat.md), [Epic 7](../decomposition/epics/epic_07_quest_faction.md) | diff --git a/docs/game-design/crafting.md b/docs/game-design/crafting.md index c507140..4e65d66 100644 --- a/docs/game-design/crafting.md +++ b/docs/game-design/crafting.md @@ -73,3 +73,4 @@ Authoritative **recipe graph** is **data** (`RecipeDef`); design intent: | Item categories & tooltips | [items.md](items.md) | | Epic 3 craft slice | [Epic 3 — Slice 3 (Recipes pipeline)](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-3) | | Gather slice (inputs) | [Epic 3 — Slice 2 (Gather nodes)](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-2) | +| Economy (sinks, trade, tuning) | [economy.md](economy.md) | diff --git a/docs/game-design/economy.md b/docs/game-design/economy.md new file mode 100644 index 0000000..e58d432 --- /dev/null +++ b/docs/game-design/economy.md @@ -0,0 +1,91 @@ +# Economy (currency, trade, sinks) + +Vision for **how value is created, destroyed, and exchanged**: **faucets**, **sinks**, **prices and fees**, **player trade**, and **live balance**—without re-specifying **item** shapes or **recipe** execution (those stay in [items.md](items.md) and [crafting.md](crafting.md)). + +**Policy & KPIs:** [E3.M5 — EconomyBalancePolicy](../decomposition/modules/E3_M5_EconomyBalancePolicy.md) encodes **`EconomyPolicy`**, **`PriceBandRule`**, **`FaucetSinkRatio`** thresholds; ties to [E3.M4 — SinkAndDurabilityLifecycle](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) and alerts via [E9.M2 — KpiDashboardsAndAlerting](../decomposition/modules/E9_M2_KpiDashboardsAndAlerting.md); later [E9.M3 — LiveBalanceControlPlane](../decomposition/modules/E9_M3_LiveBalanceControlPlane.md). + +**Trade & settlement:** [E8.M3 — PlayerTradeAndMarketplace](../decomposition/modules/E8_M3_PlayerTradeAndMarketplace.md) (`MarketListing`, `TradeOffer`, `SettlementEvent`)—supports **crafting economy** per [Epic 8 — Social / trade](../decomposition/epics/epic_08_social_guild.md). + +**Reward paths:** [E7.M2 — RewardAndUnlockRouter](../decomposition/modules/E7_M2_RewardAndUnlockRouter.md) (missions, bundles); [E5.M3 — EncounterAndRewardTables](../decomposition/modules/E5_M3_EncounterAndRewardTables.md) (loot). **Parity guard:** [E6.M4 — RewardParityEnforcer](../decomposition/modules/E6_M4_RewardParityEnforcer.md) (PvP ↔ PvE/craft equivalents). + +**Production spine:** [gathering.md](gathering.md) → [crafting.md](crafting.md) → [items.md](items.md). **Progression payouts:** [progression.md](progression.md) (**mission** rewards vs **combat encounter** pipes). **Epic 3** loop: [Epic 3](../decomposition/epics/epic_03_crafting_economy.md) — [Slice 4 (sinks + policy)](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-4) for pre-production **economy** tuning. + +## Gig vs skill (economic identity) + +- **Wealth and supply** mainly flow through **skills** (gather, process, make), **items**, **trade**, and **missions**—not through **gig level**. **Gigs** gate **combat use** of much **gear**, not the right to **craft** or **sell** ([Seams](skills.md#seams-gigs-skills), [items.md](items.md)). +- **Combat encounters** → **gig XP** by default; they are **not** the primary faucet for **skill** economy unless we explicitly add **loot** or **currency** on the encounter table ([progression.md](progression.md)). +- **Mission / contract rewards** may inject **credits**, **items**, or **skill XP** as scripted **payouts**—separate from “the fight trained my fab skill” ([progression.md](progression.md), [skills.md](skills.md)). + +## Faucets (value entering circulation) + +Design lenses (exact tables **data-driven**): + +| Source | Role | +|--------|------| +| **Gather nodes** | Raw materials into the loop ([gathering.md](gathering.md)) | +| **Loot / salvage** | Drops and world pulls ([items.md](items.md) **Acquisition**) | +| **Craft outputs** | New usable goods from benches ([crafting.md](crafting.md))—creates **items**, not necessarily net **currency** | +| **Mission / vendor payouts** | Injected **currency** or **items** for story and progression | +| **Trade** | **Redistributes** existing stock; may pair with **currency** changing hands via **fees** or **prices** | + +## Sinks (value leaving or being taxed) + +| Sink | Role | +|------|------| +| **Consumables** | Ongoing churn (stims, ammo-adjacent, etc.) | +| **Durability, repair, destruction** | [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md); ties to [items.md](items.md) open questions until **death** doc lands | +| **Fees** | Listing, transfer, **clinic** / service **fiction**—**open** rates; `PriceBandRule` in E3.M5 | +| **Currency dumps** | Fast travel, licenses, rep gates, **optional** **sinks** for inflation—**open** catalog | + +Direction: **prototype** should prove at least one **meaningful** durable sink before leaning on **auction-house** scaling ([Epic 3 — Slice 4](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-4) intent). + +## Currency and wealth readability + +- **One primary player currency** vs **multiple** (regional, corp scrip, crypto **fiction**)—**open**; UX must stay **readable** ([items.md](items.md) **tooltips** discipline). +- **Wealth fantasy** includes **stockpiles**, **loadout value**, **workspace access**, and **social** **flex**—not only raw balance. +- **Binding**, **insurance**, **theft**, and **security tiers** change **effective** supply—see [items.md](items.md) **Open questions** and future **risk** / **death** docs (**TBD**). + +## Trade and prices + +- **Craft-for-others** and **face-to-face** trade are **valid**; buyers need not **equip** what they buy ([items.md](items.md) **Trade**, [Seams](skills.md#seams-gigs-skills)). +- **Market vs direct trade**—**open** product split; [E8.M3](../decomposition/modules/E8_M3_PlayerTradeAndMarketplace.md) owns settlement **contracts**. +- **Craft vs drops vs PvP rewards** should stay **comparable** where [E6.M4](../decomposition/modules/E6_M4_RewardParityEnforcer.md) applies—**parity** is a **gate**, not the full **fun** story. + +## Module map (economy-focused) + +| Module | Role | Ties to this doc | +|--------|------|-------------------| +| [E3.M5](../decomposition/modules/E3_M5_EconomyBalancePolicy.md) | Policy, ratios, price bands | **Tuning hub** | +| [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | Durability, repair, item sinks | **Demand** for mats / craft | +| [E8.M3](../decomposition/modules/E8_M3_PlayerTradeAndMarketplace.md) | Listings, settlement | **Exchange** | +| [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) | Items in motion | **All** trades | +| [E7.M2](../decomposition/modules/E7_M2_RewardAndUnlockRouter.md) | Quest/mission rewards | **Faucets** | +| [E5.M3](../decomposition/modules/E5_M3_EncounterAndRewardTables.md) | Encounter loot | **Faucets** | +| [E6.M4](../decomposition/modules/E6_M4_RewardParityEnforcer.md) | Cross-path parity | **Fairness** | +| [E9.M2](../decomposition/modules/E9_M2_KpiDashboardsAndAlerting.md) | KPIs, breaches | **Ops** visibility | +| [E9.M3](../decomposition/modules/E9_M3_LiveBalanceControlPlane.md) | Live knobs | **Later** balance | + +## Decisions log + +| Topic | Direction | Status | +|-------|-----------|--------| +| Crafting as primary lane | **Player-made** output stays **relevant**; not “drops only endgame” | Agreed ([Epic 3](../decomposition/epics/epic_03_crafting_economy.md), [items.md](items.md)) | +| Trade without gig | **Buy**/**sell** **craft** products without matching **combat gig** | Agreed ([items.md](items.md), [Seams](skills.md#seams-gigs-skills)) | +| Mission vs encounter payouts | **Skill**/**item**/**currency** from **missions** is explicit reward design—not default combat **skill** XP | Agreed ([progression.md](progression.md)) | + +## Open questions + +- **Starter wealth** and **new player** cadence vs **inflation** in mature shards. +- **Regional** or **instance** markets vs **global** listings—latency and **exploit** surface. +- **Tax**, **laundering**, **corruption** **fiction** vs systems cost. +- **RMT / TOS** stance—product and legal, not covered here beyond “server-authoritative **economy**.” + +## Where to read next + +| Topic | Document / module | +|--------|-------------------| +| Item buckets, rarity, trade seam | [items.md](items.md) | +| Gather / craft production | [gathering.md](gathering.md), [crafting.md](crafting.md) | +| Hybrid XP / reward pipes | [progression.md](progression.md), [skills.md](skills.md) | +| Epic 3 slices (incl. sinks/policy) | [Epic 3](../decomposition/epics/epic_03_crafting_economy.md) | +| Social / corp context for trade | [Epic 8](../decomposition/epics/epic_08_social_guild.md) | diff --git a/docs/game-design/gathering.md b/docs/game-design/gathering.md index 8d9a3e5..1b4b9fe 100644 --- a/docs/game-design/gathering.md +++ b/docs/game-design/gathering.md @@ -75,6 +75,7 @@ Directional goals (implementation **open**): | Gather skill names & merge notes | [skills.md](skills.md) **Gather** table | | Items & materials buckets | [items.md](items.md) | | Crafting & recipes (vision) | [crafting.md](crafting.md) | +| Economy (faucets from gather + policy) | [economy.md](economy.md) | | Epic 3 gather slice | [Epic 3 — Slice 2 (Gather nodes)](../decomposition/epics/epic_03_crafting_economy.md#epic-3-slice-2) | | Interaction contracts | [E1.M3](../decomposition/modules/E1_M3_InteractionAndTargetingLayer.md) | | Zone ecology | [E4.M2](../decomposition/modules/E4_M2_SpawnEcologyController.md), [Epic 4](../decomposition/epics/epic_04_world_topology.md) | diff --git a/docs/game-design/gigs.md b/docs/game-design/gigs.md index 5934582..dff1e95 100644 --- a/docs/game-design/gigs.md +++ b/docs/game-design/gigs.md @@ -134,4 +134,5 @@ Detail: seams table in [skills.md](skills.md). - [items.md](items.md) — **combat gear** vs chrome vs consumables; craft vs loot; loadout + swap ([Seams](skills.md#seams-gigs-skills)). - [gathering.md](gathering.md) — **not** gig progression; **skill** nodes and yields feed economy ([progression.md](progression.md)). - [crafting.md](crafting.md) — **bench** = **skill**; **combat use** of most crafted **gear** still **gig**-gated ([Seams](skills.md#seams-gigs-skills)). +- [economy.md](economy.md) — **gig** does not gate **craft**/**trade**; **wealth** loops are **skill**- and **item**-heavy ([items.md](items.md)). - [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) — group content where **gigs** hold security while **skills** run the hack (brainstorm). diff --git a/docs/game-design/items.md b/docs/game-design/items.md index 362665b..9cc93e8 100644 --- a/docs/game-design/items.md +++ b/docs/game-design/items.md @@ -23,7 +23,7 @@ These overlap in data; they are **lenses** for writers and systems. - **Crafted:** Primary fantasy for **durables** that matter in combat and economy—**player-made goods stay relevant** across stages ([Epic 3](../decomposition/epics/epic_03_crafting_economy.md) success criteria). **Recipe pipeline & benches:** [crafting.md](crafting.md). - **Dropped / looted / salvaged:** Feed **gather–refine–craft** loops and **world fiction**; tuning is **content + economy policy** (**open** drop tables). **World-sourced raw** (nodes, yields): [gathering.md](gathering.md). - **Mission & vendor rewards:** Can grant **items** or **skill XP** separately from combat XP pipes ([progression.md](progression.md)); avoid double-dipping the same milestone without intent (**open** reward UX). -- **Trade:** Craft-for-others is **valid** even when the buyer cannot **equip** or **combat-deploy** the product ([Seams](skills.md#seams-gigs-skills) **Crafting combat gear**). +- **Trade:** Craft-for-others is **valid** even when the buyer cannot **equip** or **combat-deploy** the product ([Seams](skills.md#seams-gigs-skills) **Crafting combat gear**). **Faucets, sinks, listings:** [economy.md](economy.md). ## Rarity, quality, and readability @@ -79,5 +79,6 @@ Design **buckets** above are not 1:1 types in data—they inform tags and metada | Recipes & craft pipeline (runtime) | [E3.M2](../decomposition/modules/E3_M2_RefinementAndRecipeExecution.md) | | Item schema & inventory | [E3.M3](../decomposition/modules/E3_M3_ItemizationAndInventorySchema.md) | | Sinks & durability | [E3.M4](../decomposition/modules/E3_M4_SinkAndDurabilityLifecycle.md) | -| Economy policy | [E3.M5](../decomposition/modules/E3_M5_EconomyBalancePolicy.md) | +| Economy vision (faucets, trade, policy) | [economy.md](economy.md) | +| Economy policy (runtime) | [E3.M5](../decomposition/modules/E3_M5_EconomyBalancePolicy.md) | | Encounter loot routing | [E5.M3](../decomposition/modules/E5_M3_EncounterAndRewardTables.md), [E7.M2](../decomposition/modules/E7_M2_RewardAndUnlockRouter.md) | diff --git a/docs/game-design/overview.md b/docs/game-design/overview.md index 809484e..d66faf0 100644 --- a/docs/game-design/overview.md +++ b/docs/game-design/overview.md @@ -6,7 +6,7 @@ This folder holds **vision-level** design: what we want players to feel, do, and Neon Sprawl’s design work here starts from **concrete visions** of progression, places, risk, economy, social play, combat, and the items/abilities that express them. Documents below are added as we write them; each should stay opinionated and specific enough to argue with, without pretending to be a full GDD. -**Hybrid progression:** [progression.md](progression.md) (vocabulary + why gigs + skills). **Gig** detail: [gigs.md](gigs.md). **Skills** + **seams**: [skills.md](skills.md). **Abilities** (combat vs non-combat actions): [abilities.md](abilities.md). **Items** (loot, craft, equip): [items.md](items.md). **Gathering** (nodes, skill XP, ecology): [gathering.md](gathering.md). **Crafting** (recipes, pipeline, benches): [crafting.md](crafting.md). **Loose ideas:** [`brainstorm/`](brainstorm/README.md). +**Hybrid progression:** [progression.md](progression.md) (vocabulary + why gigs + skills). **Gig** detail: [gigs.md](gigs.md). **Skills** + **seams**: [skills.md](skills.md). **Abilities** (combat vs non-combat actions): [abilities.md](abilities.md). **Items** (loot, craft, equip): [items.md](items.md). **Gathering** (nodes, skill XP, ecology): [gathering.md](gathering.md). **Crafting** (recipes, pipeline, benches): [crafting.md](crafting.md). **Economy** (faucets, sinks, trade, policy): [economy.md](economy.md). **Loose ideas:** [`brainstorm/`](brainstorm/README.md). ## Presentation and target rating (vision) @@ -29,6 +29,7 @@ Neon Sprawl’s design work here starts from **concrete visions** of progression | [items.md](items.md) | Buckets (gear, chrome, consumables, mats); craft vs drops; rarity/readability | **Seams** in [skills.md](skills.md); **Epic 3 module map** in [items.md](items.md#epic-3-module-map) | | [gathering.md](gathering.md) | Resource **nodes**, **Gather** skills, contesting, pipeline to refine/craft | **E3.M1** + **E4.M2**; with [skills.md](skills.md), [items.md](items.md) | | [crafting.md](crafting.md) | **Recipes**, **Process/Make** pipeline, bench vs **gig** combat use | **E3.M2**; with [gathering.md](gathering.md), [items.md](items.md), [skills.md](skills.md) **Seams** | +| [economy.md](economy.md) | **Faucets/sinks**, trade, **E3.M5** policy, mission vs loot **faucets** | With [items.md](items.md), [crafting.md](crafting.md); **E8.M3** trade, **E6.M4** parity | | [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) | Split **skill** (hack) + **gig** (bodyguard) instances—idea capture | Brainstorm | ### Planned topics (stubs) @@ -43,7 +44,7 @@ Link new files here when they exist; remove or rewrite this subsection once the - **Abilities** — [abilities.md](abilities.md): inputs, timing; combo with items; **gig** vs **skill** gates (see [progression.md](progression.md) vocabulary). **Combat context:** [Combat pillars (vision stub)](#combat-pillars-vision-stub). - **Gathering & resources** — [gathering.md](gathering.md): nodes, competition, exhaustion, open-world contesting; **skill XP** not **gig** XP. - **Crafting & recipes** — [crafting.md](crafting.md): depth vs breadth, failure, quality, stations; **skill XP**; [items.md](items.md) for output buckets. -- **Economy** — currency velocity, sinks, trade vs. self-sufficiency, how wealth shows up in play. +- **Economy** — [economy.md](economy.md): currency, sinks, trade, **E3.M5** / **E8.M3**; **mission** payouts vs **combat** loot ([progression.md](progression.md)). - **Factions & reputation** — who remembers you, grudges, access gates; **gig** story arcs: [gigs.md](gigs.md), rep + seams: [skills.md](skills.md). - **Combat pillars** — [Vision stub below](#combat-pillars-vision-stub): PvE vs. PvP stance, readability, time-to-kill, fairness; **items in combat** in [items.md](items.md). - **Death, loss & recovery** — stakes on failure, recovery paths, anti-grief boundaries. diff --git a/docs/game-design/progression.md b/docs/game-design/progression.md index 9929919..78f92b4 100644 --- a/docs/game-design/progression.md +++ b/docs/game-design/progression.md @@ -30,6 +30,7 @@ Use these terms in **design specs and tools** (fiction may say *job*, *contract* | **Items** (craft, loot, equip, gig/skill gates) | [items.md](items.md) | | **Gathering** (nodes, yields, skill XP—not gig) | [gathering.md](gathering.md) | | **Crafting** (recipes, pipeline, bench vs gig) | [crafting.md](crafting.md) | +| **Economy** (faucets, sinks, trade, policy) | [economy.md](economy.md) | | Skill domains, categories, XP curves, gates, mastery | [skills.md](skills.md) | | **Seams** (combat gear vs craft, consumables, rep, alts) | [skills.md](skills.md) (section *Seams (gigs ↔ skills)*) | | Loose ideas | [brainstorm/](brainstorm/README.md) | diff --git a/docs/game-design/skills.md b/docs/game-design/skills.md index db6d829..10b6482 100644 --- a/docs/game-design/skills.md +++ b/docs/game-design/skills.md @@ -1,6 +1,6 @@ # Skills (non-combat progression) -Design for **non-combat skills** only. **Shared vocabulary**, **why we use gigs + skills**, and the **hybrid overview** are in **[progression.md](progression.md)**. **Combat gigs** (roster, hub swap, sub-gig, etc.) are **[gigs.md](gigs.md)**. **What counts as a combat vs non-combat action** (kits, interactions, items): **[abilities.md](abilities.md)**. **Item buckets and acquisition** (loot, craft, equip): **[items.md](items.md)**. **Gathering & resource nodes** (competition, ecology, gig vs skill): **[gathering.md](gathering.md)**. **Crafting & recipes** (pipeline, benches, failure/quality): **[crafting.md](crafting.md)**. +Design for **non-combat skills** only. **Shared vocabulary**, **why we use gigs + skills**, and the **hybrid overview** are in **[progression.md](progression.md)**. **Combat gigs** (roster, hub swap, sub-gig, etc.) are **[gigs.md](gigs.md)**. **What counts as a combat vs non-combat action** (kits, interactions, items): **[abilities.md](abilities.md)**. **Item buckets and acquisition** (loot, craft, equip): **[items.md](items.md)**. **Gathering & resource nodes** (competition, ecology, gig vs skill): **[gathering.md](gathering.md)**. **Crafting & recipes** (pipeline, benches, failure/quality): **[crafting.md](crafting.md)**. **Economy** (faucets, sinks, trade, policy): **[economy.md](economy.md)**. **This file also owns the [Seams (gigs ↔ skills)](#seams-gigs-skills)** section—rules where **gigs** and **skills** meet (gear, crafting, consumables, rep, alts). **Brainstorm-only** ideas: [`brainstorm/`](brainstorm/README.md). @@ -252,4 +252,5 @@ Explicit **bonuses** when skill A + B cross a threshold vs **pure fiction** (“ - **[items.md](items.md)** — buckets, craft vs drops, rarity/readability; detail still in [Seams](#seams-gigs-skills). - **[gathering.md](gathering.md)** — nodes, yields, **skill** XP from gather; **E3.M1** / **E4.M2** hooks (written). - **[crafting.md](crafting.md)** — **Process/Make** pipeline, **RecipeDef** vision, bench vs **gig**; **E3.M2** (written). +- **[economy.md](economy.md)** — faucets/sinks, trade, **E3.M5**; mission vs loot ([progression.md](progression.md)) (written). - [brainstorm/hack-bodyguard-missions.md](brainstorm/hack-bodyguard-missions.md) — group **skill** (hack) + **gig** (bodyguard) instances (brainstorm).