Supply is the single currency of Arborwake. There is one wallet. Finds such as signal seeds and route markers are limited project items, never a second currency.
How it works#
- In the field, Supply is carried as cargo, up to 8.
- On return, cargo banks automatically at the Hearth delivery tray. Supply that did not fit in cargo waits as a pending balance and banks on the next real return.
- The bank holds 30. Overflow is stored but earns nothing.
Income#
| Source | Amount |
|---|---|
| Delivery tray | Up to 6, only on a return with new evidence (a newly completed main encounter) |
| A cleared run room | Claude B recommends ½ Supply a room. The alpha pays 3 once per room per outing (see below) |
| Common Hall requests | One-time 3 Supply; about one every second outing (design) |
| Quests | One-time rewards |
| Market | Sell surplus finds: signal seed 3, route marker 2, wrapping spool 2 (one way) |
| Recruitment | 0, ever |
Spending#
| Sink | Price |
|---|---|
| Signal tuning | 3 |
| Rest at the Apothecary | 2 |
| Calming visit | 3 |
| Ward stake / Survey ribbon | 4 / 2 |
| Workshop tools | 6–8 plus a find |
| Provisions | 6, then 12 for a second |
| Home buildings | Arbor 4, Recovery Nook 4, Relay Node 5; upgrades 8 each |
| Home growth | 15 and 25 (plus signal seeds) |
| Relay post | 30 |
Doc 30 counts 107 Supply of permanent purchases in all.
Numbers#
Claude B's MODEL (doc 27): at ½ Supply a room, a typical player earns about 9.8 an outing and builds everything by outing 13 of 22. At 1 a room, the player ends with 109 unspent, which leaves nothing to save for. A struggling player still builds everything by outing 15. Classes do not change income.
Development#
The alpha connects one durable inventory and verified room rewards. A room's reward is given only after the lead replays its real commands through the engine, and a receipt stops a second claim. The alpha's 3 Supply per room comes from Claude A's route cache, so it differs from Claude B's ½ recommendation.
See also#
Economy · Services v3 · Endurance · Apothecary · Workshop
Sources#
215bfbf88:docs/game-balance/30-home-base-plan.md215bfbf88:docs/game-balance/27-income-and-tuning.mdb89f778c2:src/main-game/alpha/public/encounter/src/services/catalog.jsb89f778c2:src/main-game/game/encounters.js
What links here (34)
- Act IV: The Interval
- Basic actions
- Calming visit
- Clear Interval
- Companion stress
- Delivery tray
- Economy
- Endurance
- Exchange
- Field gear
- Food Hall
- Full Length
- Hearth buildings
- Hearth strain
- Home duties
- Imprints
- Known Turns
- Market stalls
- Pip
- Prologue: The Last Regular Evening
- Quiet Handoff
- Recovery parcel
- Recruitment
- Rest
- Services v3
- Shared Boundary
- Studios drills
- Survey ribbon
- The Space Between
- Ward stake
- Who Takes the New Road?
- Within Reach
- Workshop
- Workshop tools