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Economy & OwnershipHow the Economy Fits Together

How the Economy Fits Together

Live foundations + in-development additions · Future additions are identified in the relevant sections.

Start with something another player needs

Roblade’s economy begins with useful goods. Players grow crops, raise animals, gather materials, process ingredients, build facilities, and trade. Kingdoms already organize public construction and funded material requests.

The next update adds recurring customers. Players heading out to hunt need supplies. Players keeping a useful piece of equipment need its repairs or improvements. Kingdoms can provide goods and services that support those activities.

The supply cycle

Land production → kingdom procurement → kingdom manufacturing → player purchase → adventure use → restocking.

Health potions, mana potions, random teleport scrolls, and return scrolls will be made and sold by kingdoms. A kingdom needs the appropriate recipe, facility, ingredients, and production time. When players use the finished goods, the kingdom can make another batch and purchase more materials.

Multiple kingdoms can make the same goods. Buyers can shop outside their own kingdom. The system creates a reason to compete on actual supply and price, not a guaranteed income for every kingdom that unlocks a recipe.

The equipment and pet cycle

Players find equipment, pet eggs, skill books, and special items through the approved adventure sources. They decide what to use, develop, store, dismantle, or sell.

Equipment work uses the Kingdom Workshop and approved ingredients. Pet growth and skill learning have their own costs. Useful loot can therefore create further demand for materials and services without making every drop a paid, unusable half-finished product.

A market sale still needs a real buyer. An item in storage is not an amount of ROB already earned.

Why land production still matters

Wilds monsters do not drop the basic land-production materials that replace farming, ranching, gathering, and processing. The adventurer brings back equipment and other useful items; land producers supply the ingredients used in production and approved services.

Special drops called consumables, such as Soul Crystals, are not the same category as ordinary kingdom-made potions and scrolls. Their sources are defined separately.

The rule concerns Wilds hunting. Existing army encounters and published order rewards retain their own reward definitions.

Keep goods and currencies separate

Part of the economyMain job
Land materials and processed goodsIngredients for building, manufacturing, training, and approved services
Finished suppliesGoods players actually use and replace
Equipment and petsItems to use, improve, collect, or trade under their restrictions
GoldThe game currency for existing daily activity, basic services, and kingdom purchase orders
ROBThe issued on-chain token, used for Land purchases and being extended to the new trades and advanced services
Land NFTsOwnership of particular plots—not a passive claim on ROB output

Existing resource markets support Gold and ETH. New kingdom consumables and the new equipment and pet trading flows use ROB as described for the update. This is not a conversion of every old price to ROB.

Spending is not always destruction

A used potion leaves the inventory. A recipe consumes ingredients. Dismantling consumes an equipment item and creates the stated output.

A Gold payment to a kingdom is different: Gold has moved between owners. A player-death drop also transfers an existing item rather than creating or destroying it. ROB paid to the project is not automatically burned.

Those distinctions matter because the game needs actual use, not accounting that calls every transfer a sink.

You can choose one part of the process

You can farm without hunting, fight without operating a factory, or run a kingdom that buys ingredients from other players. Nobody has to perform the entire cycle alone.

The goal is that what you enjoy doing can be useful to someone who enjoys another part of the game. See Kingdom Production, Player Markets, and Gold, LAND & ROB.

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