Hollowgate Prison Economy – Full Design Document (v1.0)

Category: Economy / Core Gameplay
Status: Draft
RFC ID: RFC-004
Related: Job Board, Dynamic Rewards, Cooperative Jobs, Resource System, Custody


1. Overview

  • The prison is an economic actor: it takes resources from jobs, pays wages, and adjusts rewards based on institutional need.
  • Jobs produce two streams for players: a wage payout and a kept portion of produced resources.
  • Dynamic reward modifiers self-balance job participation based on stockpile levels.

2. Core Concept

graph TD
    JOBS[Job Completion] --> SPLIT[Resource Split]
    SPLIT --> |Portion| PRISON[Prison Stockpile]
    SPLIT --> |Portion| PLAYER[Player Keeps]
    PRISON --> STOCK[Stockpile Levels]
    STOCK --> |Calculates| DYNAMIC[Dynamic Rewards]
    PRISON --> |Pays| WAGES[Cigarette Wages]
    DYNAMIC --> |Adjusts| NEXTJOB[Next Job Rewards]

3. Resource Split

  • Every job yields resources; a portion is automatically captured by the prison.
  • Design Principles:
    • Prison takes enough to maintain operations; players keep enough to feel rewarded.
    • Split ratio varies by job type: essential jobs (food) → prison takes more; high-skill jobs → player keeps more.
  • Prison Use of Captured Resources: maintain facilities, feed inmates, stock commissary, run medical care, general operations.

4. Wage System

  • Wages are separate from the kept-resource portion: complete job → receive wages and keep a share of output.
  • Wage Factors:
    • Job difficulty: harder jobs pay higher base wage.
    • Performance: better work yields bonus payment.
    • Dynamic modifier: supply/demand adjustment from stockpile state.

5. Dynamic Reward System

  • Problem: without intervention, everyone does the “best” job; shortages appear; economy destabilizes.
  • Solution: self-balancing loop using stockpile states to modulate wages/rewards.

Self-balancing loop:

  • Popular job → prison stockpile fills → wages decrease → players shift away.
  • Unpopular job → prison stockpile depletes → wages increase → players shift toward it.
  • Result: natural distribution of workers across jobs.

Stockpile States

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

Player Visibility

  • Job board shows: which jobs are in demand, which are overstaffed, current wage modifiers; enables informed choices.

6. Stockpile Categories

  • The prison tracks resource types separately; each category has independent supply/demand curves.
  • Categories:
    • Food — Kitchen, Farm contributions
    • Medical — Infirmary contributions
    • Materials — Workshop, Mining contributions
    • Textiles — Laundry contributions
    • Utilities — Electrical contributions
    • Administration — Print Shop, Library contributions

7. Economic Sinks

  • Consumption: food eaten daily; medicine used for injuries/illness; materials used for repairs.
  • Decay: perishables spoil; equipment degrades; some items have lifespans.
  • Events: riots consume resources; escapes trigger crackdowns; inspections cause confiscations.
  • Confiscation: guard searches remove contraband; cell inspections find hidden items; crackdowns hit black market.

8. Design Goals

  • For Players: always have job options; clear feedback on wage differences; meaningful choice; multiple income paths.
  • For Economy: self-balancing without admin intervention; no single “optimal” job; scarcity feels real but not punishing; supports trading/gangs.
  • For Gameplay: jobs feel connected to a living system; actions have visible impact; encourages diverse job experience; natural player distribution.

9. Connected To


10. Summary

  • Prison captures a share of production to fund operations; players receive wages plus a kept share.
  • Dynamic stockpile-based modifiers shift wages to balance participation across jobs.
  • Independent categories and sinks keep scarcity meaningful while maintaining player agency.

Tags

systems economy wages dynamic prison design rfc-004