Item valuation, trade offers, inventory management, and crafting recipes grounded in simulation supply and demand.
Economy is a host-level domain. Ananke provides the physical substrate — nutrition depletion, injury recovery costs, material supply — from which economic pressure emerges. Item mass, material properties, and energy costs inform valuation. The host implements price signals and trade resolution.
Tier 3 — planned A formal economy API is not yet implemented. These previews show typical host-side usage patterns.
| Item | Base value | Mass | Category |
|---|---|---|---|
| arming sword | q(0.55) AU | 800 g | weapon |
| longsword | q(0.80) AU | 1 400 g | weapon |
| dagger | q(0.18) AU | 300 g | weapon |
| shortbow | q(0.30) AU | 600 g | weapon |
| mail hauberk | q(1.20) AU | 9 000 g | armour |
| plate cuirass | q(3.50) AU | 7 500 g | armour |
| leather jack | q(0.35) AU | 2 000 g | armour |
| hardtack (1 day) | q(0.02) AU | 400 g | food |
| salted meat (1 day) | q(0.04) AU | 500 g | food |
| iron ingot (1 kg) | q(0.12) AU | 1 000 g | material |
| leather hide | q(0.08) AU | 800 g | material |
AU = arbitrary units relative to a base daily wage of q(0.03) AU. Values are illustrative; host sets its own currency base.
Craft time feeds into contributeToCollectiveProject from src/sim/collective-activities.ts. Competence attributes affect production speed.
Define a custom item and save it to localStorage, download as TypeScript, or import from JSON. Contribute new items to the codebase via pull request.
To add a new item to the codebase: download the JSON, add it to src/sim/items.ts (or create if absent), write a test, then open a pull request ↗ with the title feat: add [NAME] item.
src/sim/nutrition.ts to drive food demand — track entity.nutrition.calorieBalance_Q to know when supply is critical.entity.carry.currentLoad_kg — overfilled inventories impose speed and fatigue penalties.planCaravanRoute in src/sim/collective-activities.ts for supply sufficiency calculations over a multi-day route.