Dynamic Rewards

Overview

Job rewards automatically adjust based on prison needs. Popular jobs pay less, neglected jobs pay more. Creates self-balancing economy without forced assignment.


The Problem Solved

Without dynamic rewards:

  • Players find “best” job
  • Everyone does that job
  • Other jobs neglected
  • Economy unbalanced
  • Admins must intervene

With dynamic rewards:

  • No single “best” job
  • Natural player distribution
  • Economy self-balances
  • No admin intervention needed

How It Works

graph TD
    JOB[Job Completion] --> RESOURCES[Resources to Prison]
    RESOURCES --> STOCK[Prison Stockpile]
    STOCK --> CALC[Calculate Need Level]
    CALC --> MODIFIER[Set Wage Modifier]
    MODIFIER --> DISPLAY[Show on Job Board]
    DISPLAY --> CHOICE[Player Chooses Job]
    CHOICE --> JOB

Stockpile States

Each resource category has a stockpile level.

StateMeaningWage Effect
CriticalPrison desperately needsLarge bonus
ShortagePrison running lowBonus
BalancedPrison has enoughNormal
SurplusPrison has plentyPenalty
OverflowPrison has too muchLarge penalty

Self-Balancing Loop

EXAMPLE CYCLE:

1. Kitchen is popular
   └── Many players choose it

2. Food stockpile rises
   └── Prison has plenty of food

3. Wages decrease
   └── Kitchen pays less

4. Players notice
   └── "Kitchen pays poorly now"

5. Players switch jobs
   └── Move to better-paying jobs

6. Fewer kitchen workers
   └── Food production drops

7. Stockpile decreases
   └── Prison needs food again

8. Wages increase
   └── Kitchen pays well again

9. Some players return
   └── Balance achieved

→ CYCLE CONTINUES NATURALLY

Player Visibility

Job Board Shows

  • Current stockpile state per job
  • Current wage modifier
  • Whether job is in demand or overstaffed
  • Clear visual indicators (arrows, colors)

Design Principle

Players make informed choices. No hidden mechanics. Transparency creates strategic play.


Wage Calculation

Final Wage = Base Wage × Dynamic Modifier + Performance Bonus

Where:
- Base Wage: Set per job type
- Dynamic Modifier: Based on stockpile state
- Performance Bonus: Based on job completion quality

Update Frequency

  • Stockpiles update after each job completion
  • Modifiers recalculate periodically
  • Changes visible on job board
  • Gradual shifts, not sudden swings

Design Goals

Player Experience

  • Always clear why jobs pay differently
  • Freedom to choose any job
  • Economic incentive, not force
  • Multiple valid strategies

Economy Health

  • No single dominant job
  • Resources stay in reasonable ranges
  • Supports other systems (trading, crafting)
  • Organic, not artificial

Server Balance

  • Works regardless of player count
  • Scales naturally
  • No admin tuning needed
  • Self-correcting

Connected To


Tags

systems economy dynamic balance wages