Game Economy Explained
Last updated
Last updated
Ancient Society's in-game economy will revolve around $ANCIEN. To receive $ANCIEN, players must stake their Town Hall. Staking Town Hall is the only way to earn $ANCIEN.
A large part of the gameβs challenge for players will be in finding a balance between spending and acquiring $ANCIEN. Strategy will come into play at all angles within Ancient Society.
Our team of economists and mathematicians created a complex mathematical formula to govern the number of resources required for upgrading buildings. This takes into account the number of $ANCIEN, $ANCIENSTONE, and $ANCIENWOOD required at every level. The formula also considers the increment of production you will receive for every level of the building being upgraded:
Town Hall requires 3x more $ANCIENWood than $ANCIENStone to upgrade
Stone Mine & Lumberjack require same time and resources to be upgraded
The Lumberjack produces 3 times faster than the Stone Mine
As more buildings are introduced into the game, they will require more resources and more time to upgrade. New resources will be implemented as well that will change the ratio of resources needed to upgrade a certain building. For example - $ANCIENGOLD will be able to be used to upgrade a building, reducing the amount of $ANCIENSTONE and $ANCIENWOOD needed.
Here are examples of the calculations our economists and mathematicians have done with regards to Stone Mine upgrades: Stone Mine time to upgrade for every level: { [g(y) - g(y-1)]*0.70 * 0.10; g(0)=0; g(1) = g(1)*0.70*0.10}
Production time to upgrade Stone Mine for every level: { [g(y) - g(y-1)]*0.30; g(0)=0; g(1) = g(1)*0.30} Daily production Stone Mine(DPSM) level 0 = [100 / ( g(1) * 0.70 )] Daily Production Stone Mine every level = (DPSM lvl 0)*(1+r)^L
Regarding the ratio between days and levels following a balanced strategy.