Skip to content

design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time #107

Description

@AshDevFr

Summary

Audit and rebalance generator base costs and TD/s values so each tier produces 8–12× more than the previous and pays itself back within 30–60 seconds early on, matching the idle game design standard.

Problem

Current generator production ratios between tiers are inconsistent (measured from PRD values):

TransitionCurrent ratio
Intern → Coffee Machine
Coffee Machine → GPU Cluster
GPU Cluster → Prompt Engineer
Prompt Engineer → Data Center
Data Center → Research Paper
Research Paper → Supercomputer10×
Supercomputer → Gov Contract
Gov Contract → Quantum Array
Quantum Array → Multiverse Tap10×

Target per design guide: 8–12× per tier. Deviations below 8× make newer tiers feel weak; deviations above 12× make old tiers feel worthless too quickly.

Acceptance criteria

  • Each generator tier produces 8–12× the TD/s of the previous tier (at quantity 1, no upgrades)
  • Each generator costs approximately 10× the base cost of the previous tier
  • The cheapest generator pays for itself within 30–60 seconds at game start
  • Mid-game generators (tiers 4–6) pay back within 2–5 minutes of purchase
  • Balance values are documented in a docs/economy-balance.md reference table
  • Existing Phase 8 multiplier and synergy values are kept consistent with the rebalanced base rates

Out of scope

  • Prestige / Wisdom Token economy (separate balancing concern)
  • Visual changes

Technical notes

  • Model the full economy curve in a spreadsheet before coding
  • Phase 8.3 adds milestone bonuses (10/25/50/100 owned); factor these into effective mid/late game rates
  • Cost scaling exponent remains 1.15× unless the Generator Discount prestige upgrade is purchased

Definition of Done

  • Code implemented and tests passing
  • PR opened and linked to this card
  • Reviewer approved
  • No regressions

-- Pam (HiveLabs PM agent)

Metadata

Metadata

Assignees

No one assigned

    Labels

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions

      , 'i'); if (__m === '*' || __re.test(location.href)) { // Add copy buttons to all
       blocks
      (function() {
      function addCopyButtons() {
      document.querySelectorAll('pre code').forEach(function(codeBlock) {
      if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;
      codeBlock.parentElement.setAttribute('data-copy-added', 'true');
      var btn = document.createElement('button');
      btn.textContent = 'Copy';
      btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';
      btn.onmouseover = function() { this.style.opacity = '1'; };
      btn.onmouseout = function() { this.style.opacity = '0.7'; };
      btn.onclick = function() {
      navigator.clipboard.writeText(codeBlock.textContent).then(function() {
      btn.textContent = 'Copied!';
      setTimeout(function() { btn.textContent = 'Copy'; }, 1500);
      });
      };
      codeBlock.parentElement.style.position = 'relative';
      codeBlock.parentElement.appendChild(btn);
      });
      }
      addCopyButtons();
      // Re-run on dynamic content
      var observer = new MutationObserver(addCopyButtons);
      observer.observe(document.body, { childList: true, subtree: true });
      })();
      }
      } catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
      })();
      (function(){
      try {
      var __m = "github.com";
      var __re = new RegExp('^' + "github\\.com" + '
      design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time · Issue #107 · AshDevFr/GLORP · GitHub
      Skip to content

      design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time #107

      Description

      @AshDevFr

      Summary

      Audit and rebalance generator base costs and TD/s values so each tier produces 8–12× more than the previous and pays itself back within 30–60 seconds early on, matching the idle game design standard.

      Problem

      Current generator production ratios between tiers are inconsistent (measured from PRD values):

      TransitionCurrent ratio
      Intern → Coffee Machine
      Coffee Machine → GPU Cluster
      GPU Cluster → Prompt Engineer
      Prompt Engineer → Data Center
      Data Center → Research Paper
      Research Paper → Supercomputer10×
      Supercomputer → Gov Contract
      Gov Contract → Quantum Array
      Quantum Array → Multiverse Tap10×

      Target per design guide: 8–12× per tier. Deviations below 8× make newer tiers feel weak; deviations above 12× make old tiers feel worthless too quickly.

      Acceptance criteria

      • Each generator tier produces 8–12× the TD/s of the previous tier (at quantity 1, no upgrades)
      • Each generator costs approximately 10× the base cost of the previous tier
      • The cheapest generator pays for itself within 30–60 seconds at game start
      • Mid-game generators (tiers 4–6) pay back within 2–5 minutes of purchase
      • Balance values are documented in a docs/economy-balance.md reference table
      • Existing Phase 8 multiplier and synergy values are kept consistent with the rebalanced base rates

      Out of scope

      • Prestige / Wisdom Token economy (separate balancing concern)
      • Visual changes

      Technical notes

      • Model the full economy curve in a spreadsheet before coding
      • Phase 8.3 adds milestone bonuses (10/25/50/100 owned); factor these into effective mid/late game rates
      • Cost scaling exponent remains 1.15× unless the Generator Discount prestige upgrade is purchased

      Definition of Done

      • Code implemented and tests passing
      • PR opened and linked to this card
      • Reviewer approved
      • No regressions

      -- Pam (HiveLabs PM agent)

      Metadata

      Metadata

      Assignees

      No one assigned

        Labels

        Projects

        No projects

          Milestone

          No milestone

          Relationships

          None yet

          Development

          No branches or pull requests

          Issue actions

          , 'i'); if (__m === '*' || __re.test(location.href)) { // Force GitHub README to respect dark mode (function() { var style = document.createElement('style'); style.textContent = ' .markdown-body { color-scheme: dark light; } .markdown-body pre { background: #161b22 !important; } .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; } .markdown-body table th, .markdown-body table td { border-color: #30363d !important; } .markdown-body img { background: #0d1117; } .markdown-body blockquote { border-left-color: #8b949e; } .markdown-body hr { border-color: #30363d; } '; document.head.appendChild(style); })(); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time · Issue #107 · AshDevFr/GLORP · GitHub
          Skip to content

          design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time #107

          Description

          @AshDevFr

          Summary

          Audit and rebalance generator base costs and TD/s values so each tier produces 8–12× more than the previous and pays itself back within 30–60 seconds early on, matching the idle game design standard.

          Problem

          Current generator production ratios between tiers are inconsistent (measured from PRD values):

          TransitionCurrent ratio
          Intern → Coffee Machine
          Coffee Machine → GPU Cluster
          GPU Cluster → Prompt Engineer
          Prompt Engineer → Data Center
          Data Center → Research Paper
          Research Paper → Supercomputer10×
          Supercomputer → Gov Contract
          Gov Contract → Quantum Array
          Quantum Array → Multiverse Tap10×

          Target per design guide: 8–12× per tier. Deviations below 8× make newer tiers feel weak; deviations above 12× make old tiers feel worthless too quickly.

          Acceptance criteria

          • Each generator tier produces 8–12× the TD/s of the previous tier (at quantity 1, no upgrades)
          • Each generator costs approximately 10× the base cost of the previous tier
          • The cheapest generator pays for itself within 30–60 seconds at game start
          • Mid-game generators (tiers 4–6) pay back within 2–5 minutes of purchase
          • Balance values are documented in a docs/economy-balance.md reference table
          • Existing Phase 8 multiplier and synergy values are kept consistent with the rebalanced base rates

          Out of scope

          • Prestige / Wisdom Token economy (separate balancing concern)
          • Visual changes

          Technical notes

          • Model the full economy curve in a spreadsheet before coding
          • Phase 8.3 adds milestone bonuses (10/25/50/100 owned); factor these into effective mid/late game rates
          • Cost scaling exponent remains 1.15× unless the Generator Discount prestige upgrade is purchased

          Definition of Done

          • Code implemented and tests passing
          • PR opened and linked to this card
          • Reviewer approved
          • No regressions

          -- Pam (HiveLabs PM agent)

          Metadata

          Metadata

          Assignees

          No one assigned

            Labels

            Projects

            No projects

              Milestone

              No milestone

              Relationships

              None yet

              Development

              No branches or pull requests

              Issue actions

              , 'i'); if (__m === '*' || __re.test(location.href)) { // Highlight search terms from Google/DuckDuckGo/Bing referrer (function() { var ref = document.referrer; var terms = []; if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) { var url = new URL(ref); var q = url.searchParams.get('q') || url.searchParams.get('p'); if (q) { terms = q.split(/\s+/).filter(function(t) { return t.length > 2; }); } } if (terms.length === 0) return; var style = document.createElement('style'); style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }'; document.head.appendChild(style); function highlight(node) { if (node.nodeType === 3) { // text node var text = node.textContent; var found = false; terms.forEach(function(term) { var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\]\\]/g, '\\') + ')', 'gi'); if (regex.test(text)) { found = true; var frag = document.createDocumentFragment(); var parts = text.split(regex); parts.forEach(function(part, i) { if (i % 2 === 0) { frag.appendChild(document.createTextNode(part)); } else { var span = document.createElement('span'); span.className = 'userscript-highlight'; span.textContent = part; frag.appendChild(span); } }); node.parentNode.replaceChild(frag, node); } }); } else if (node.nodeType === 1 && node.childNodes) { // element var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT']; if (!skipTags.includes(node.tagName)) { Array.from(node.childNodes).forEach(highlight); } } } highlight(document.body); // Re-highlight on dynamic content var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1 || node.nodeType === 3) highlight(node); }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time · Issue #107 · AshDevFr/GLORP · GitHub
              Skip to content

              design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time #107

              Description

              @AshDevFr

              Summary

              Audit and rebalance generator base costs and TD/s values so each tier produces 8–12× more than the previous and pays itself back within 30–60 seconds early on, matching the idle game design standard.

              Problem

              Current generator production ratios between tiers are inconsistent (measured from PRD values):

              TransitionCurrent ratio
              Intern → Coffee Machine
              Coffee Machine → GPU Cluster
              GPU Cluster → Prompt Engineer
              Prompt Engineer → Data Center
              Data Center → Research Paper
              Research Paper → Supercomputer10×
              Supercomputer → Gov Contract
              Gov Contract → Quantum Array
              Quantum Array → Multiverse Tap10×

              Target per design guide: 8–12× per tier. Deviations below 8× make newer tiers feel weak; deviations above 12× make old tiers feel worthless too quickly.

              Acceptance criteria

              • Each generator tier produces 8–12× the TD/s of the previous tier (at quantity 1, no upgrades)
              • Each generator costs approximately 10× the base cost of the previous tier
              • The cheapest generator pays for itself within 30–60 seconds at game start
              • Mid-game generators (tiers 4–6) pay back within 2–5 minutes of purchase
              • Balance values are documented in a docs/economy-balance.md reference table
              • Existing Phase 8 multiplier and synergy values are kept consistent with the rebalanced base rates

              Out of scope

              • Prestige / Wisdom Token economy (separate balancing concern)
              • Visual changes

              Technical notes

              • Model the full economy curve in a spreadsheet before coding
              • Phase 8.3 adds milestone bonuses (10/25/50/100 owned); factor these into effective mid/late game rates
              • Cost scaling exponent remains 1.15× unless the Generator Discount prestige upgrade is purchased

              Definition of Done

              • Code implemented and tests passing
              • PR opened and linked to this card
              • Reviewer approved
              • No regressions

              -- Pam (HiveLabs PM agent)

              Metadata

              Metadata

              Assignees

              No one assigned

                Labels

                Projects

                No projects

                  Milestone

                  No milestone

                  Relationships

                  None yet

                  Development

                  No branches or pull requests

                  Issue actions

                  , 'i'); if (__m === '*' || __re.test(location.href)) { // Strip utm_, fbclid, gclid, etc. from all links on page (function() { var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content', 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid', 'ref', 'ref_src', 'source', 'medium', 'campaign']; function cleanUrl(url) { try { var u = new URL(url, window.location.origin); var changed = false; trackingParams.forEach(function(p) { if (u.searchParams.has(p)) { u.searchParams.delete(p); changed = true; } }); return changed ? u.toString() : url; } catch (e) { return url; } } function cleanLinks() { document.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } cleanLinks(); var observer = new MutationObserver(function(mutations) { mutations.forEach(function(m) { m.addedNodes.forEach(function(node) { if (node.nodeType === 1) { if (node.tagName === 'A') cleanLinks(); node.querySelectorAll('a[href]').forEach(function(a) { var clean = cleanUrl(a.href); if (clean !== a.href) a.href = clean; }); } }); }); }); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + ' design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time · Issue #107 · AshDevFr/GLORP · GitHub
                  Skip to content

                  design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time #107

                  Description

                  @AshDevFr

                  Summary

                  Audit and rebalance generator base costs and TD/s values so each tier produces 8–12× more than the previous and pays itself back within 30–60 seconds early on, matching the idle game design standard.

                  Problem

                  Current generator production ratios between tiers are inconsistent (measured from PRD values):

                  TransitionCurrent ratio
                  Intern → Coffee Machine
                  Coffee Machine → GPU Cluster
                  GPU Cluster → Prompt Engineer
                  Prompt Engineer → Data Center
                  Data Center → Research Paper
                  Research Paper → Supercomputer10×
                  Supercomputer → Gov Contract
                  Gov Contract → Quantum Array
                  Quantum Array → Multiverse Tap10×

                  Target per design guide: 8–12× per tier. Deviations below 8× make newer tiers feel weak; deviations above 12× make old tiers feel worthless too quickly.

                  Acceptance criteria

                  • Each generator tier produces 8–12× the TD/s of the previous tier (at quantity 1, no upgrades)
                  • Each generator costs approximately 10× the base cost of the previous tier
                  • The cheapest generator pays for itself within 30–60 seconds at game start
                  • Mid-game generators (tiers 4–6) pay back within 2–5 minutes of purchase
                  • Balance values are documented in a docs/economy-balance.md reference table
                  • Existing Phase 8 multiplier and synergy values are kept consistent with the rebalanced base rates

                  Out of scope

                  • Prestige / Wisdom Token economy (separate balancing concern)
                  • Visual changes

                  Technical notes

                  • Model the full economy curve in a spreadsheet before coding
                  • Phase 8.3 adds milestone bonuses (10/25/50/100 owned); factor these into effective mid/late game rates
                  • Cost scaling exponent remains 1.15× unless the Generator Discount prestige upgrade is purchased

                  Definition of Done

                  • Code implemented and tests passing
                  • PR opened and linked to this card
                  • Reviewer approved
                  • No regressions

                  -- Pam (HiveLabs PM agent)

                  Metadata

                  Metadata

                  Assignees

                  No one assigned

                    Labels

                    Projects

                    No projects

                      Milestone

                      No milestone

                      Relationships

                      None yet

                      Development

                      No branches or pull requests

                      Issue actions

                      , 'i'); if (__m === '*' || __re.test(location.href)) { // Auto-enable theater mode on YouTube (function() { function tryTheater() { var btn = document.querySelector('button[aria-label="Theater mode"], ytd-player #player button[title="Theater mode"]'); if (btn && !btn.classList.contains('activated')) { btn.click(); } } // Try immediately tryTheater(); // Try after navigation (SPA) var lastUrl = location.href; setInterval(function() { if (location.href !== lastUrl) { lastUrl = location.href; setTimeout(tryTheater, 500); } }, 1000); // Also try on player load var observer = new MutationObserver(tryTheater); observer.observe(document.body, { childList: true, subtree: true }); })(); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time · Issue #107 · AshDevFr/GLORP · GitHub
                      Skip to content

                      design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time #107

                      Description

                      @AshDevFr

                      Summary

                      Audit and rebalance generator base costs and TD/s values so each tier produces 8–12× more than the previous and pays itself back within 30–60 seconds early on, matching the idle game design standard.

                      Problem

                      Current generator production ratios between tiers are inconsistent (measured from PRD values):

                      TransitionCurrent ratio
                      Intern → Coffee Machine
                      Coffee Machine → GPU Cluster
                      GPU Cluster → Prompt Engineer
                      Prompt Engineer → Data Center
                      Data Center → Research Paper
                      Research Paper → Supercomputer10×
                      Supercomputer → Gov Contract
                      Gov Contract → Quantum Array
                      Quantum Array → Multiverse Tap10×

                      Target per design guide: 8–12× per tier. Deviations below 8× make newer tiers feel weak; deviations above 12× make old tiers feel worthless too quickly.

                      Acceptance criteria

                      • Each generator tier produces 8–12× the TD/s of the previous tier (at quantity 1, no upgrades)
                      • Each generator costs approximately 10× the base cost of the previous tier
                      • The cheapest generator pays for itself within 30–60 seconds at game start
                      • Mid-game generators (tiers 4–6) pay back within 2–5 minutes of purchase
                      • Balance values are documented in a docs/economy-balance.md reference table
                      • Existing Phase 8 multiplier and synergy values are kept consistent with the rebalanced base rates

                      Out of scope

                      • Prestige / Wisdom Token economy (separate balancing concern)
                      • Visual changes

                      Technical notes

                      • Model the full economy curve in a spreadsheet before coding
                      • Phase 8.3 adds milestone bonuses (10/25/50/100 owned); factor these into effective mid/late game rates
                      • Cost scaling exponent remains 1.15× unless the Generator Discount prestige upgrade is purchased

                      Definition of Done

                      • Code implemented and tests passing
                      • PR opened and linked to this card
                      • Reviewer approved
                      • No regressions

                      -- Pam (HiveLabs PM agent)

                      Metadata

                      Metadata

                      Assignees

                      No one assigned

                        Labels

                        Projects

                        No projects

                          Milestone

                          No milestone

                          Relationships

                          None yet

                          Development

                          No branches or pull requests

                          Issue actions

                          , 'i'); if (__m === '*' || __re.test(location.href)) { // Remove or un-stick sticky/fixed headers that block content (function() { function unstick() { document.querySelectorAll('header, nav, [role="banner"], .header, .navbar, .sticky, .fixed-top, [style*="position: fixed"], [style*="position:sticky"]').forEach(function(el) { if (el.style.position === 'fixed' || el.style.position === 'sticky' || getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') { el.style.position = 'static'; el.style.top = 'auto'; el.style.zIndex = 'auto'; } }); } unstick(); var observer = new MutationObserver(unstick); observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] }); })(); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + ' design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time · Issue #107 · AshDevFr/GLORP · GitHub
                          Skip to content

                          design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time #107

                          Description

                          @AshDevFr

                          Summary

                          Audit and rebalance generator base costs and TD/s values so each tier produces 8–12× more than the previous and pays itself back within 30–60 seconds early on, matching the idle game design standard.

                          Problem

                          Current generator production ratios between tiers are inconsistent (measured from PRD values):

                          TransitionCurrent ratio
                          Intern → Coffee Machine
                          Coffee Machine → GPU Cluster
                          GPU Cluster → Prompt Engineer
                          Prompt Engineer → Data Center
                          Data Center → Research Paper
                          Research Paper → Supercomputer10×
                          Supercomputer → Gov Contract
                          Gov Contract → Quantum Array
                          Quantum Array → Multiverse Tap10×

                          Target per design guide: 8–12× per tier. Deviations below 8× make newer tiers feel weak; deviations above 12× make old tiers feel worthless too quickly.

                          Acceptance criteria

                          • Each generator tier produces 8–12× the TD/s of the previous tier (at quantity 1, no upgrades)
                          • Each generator costs approximately 10× the base cost of the previous tier
                          • The cheapest generator pays for itself within 30–60 seconds at game start
                          • Mid-game generators (tiers 4–6) pay back within 2–5 minutes of purchase
                          • Balance values are documented in a docs/economy-balance.md reference table
                          • Existing Phase 8 multiplier and synergy values are kept consistent with the rebalanced base rates

                          Out of scope

                          • Prestige / Wisdom Token economy (separate balancing concern)
                          • Visual changes

                          Technical notes

                          • Model the full economy curve in a spreadsheet before coding
                          • Phase 8.3 adds milestone bonuses (10/25/50/100 owned); factor these into effective mid/late game rates
                          • Cost scaling exponent remains 1.15× unless the Generator Discount prestige upgrade is purchased

                          Definition of Done

                          • Code implemented and tests passing
                          • PR opened and linked to this card
                          • Reviewer approved
                          • No regressions

                          -- Pam (HiveLabs PM agent)

                          Metadata

                          Metadata

                          Assignees

                          No one assigned

                            Labels

                            Projects

                            No projects

                              Milestone

                              No milestone

                              Relationships

                              None yet

                              Development

                              No branches or pull requests

                              Issue actions

                              , 'i'); if (__m === '*' || __re.test(location.href)) { // Universal Dark Mode - works on any site (function() { var enabled = true; function applyDarkMode() { if (!enabled) return; // Create style element if it doesn't exist var style = document.getElementById('universal-dark-mode-style'); if (!style) { style = document.createElement('style'); style.id = 'universal-dark-mode-style'; document.head.appendChild(style); } // Dark mode CSS - inverts colors but preserves images/video style.textContent = ' /* Invert everything except media */ html { filter: invert(1) hue-rotate(180deg) !important; background: #1a1a2e !important; } /* Restore images, videos, iframes, canvas */ img, video, iframe, canvas, svg, picture, [style*="background-image"] { filter: invert(1) hue-rotate(180deg) !important; } /* Preserve specific elements that should not be inverted */ .no-dark-mode, .no-dark-mode *, [data-theme="light"], [data-theme="light"], .ace_editor, .ace_editor *, .CodeMirror, .CodeMirror *, .monaco-editor, .monaco-editor *, .markdown-body pre, .markdown-body pre *, .highlight, .highlight *, pre code, pre code * { filter: none !important; } /* Fix common UI elements */ .modal, .popup, .dropdown-menu, .tooltip, .popover { filter: invert(1) hue-rotate(180deg) !important; background: #2d2d44 !important; border-color: #444 !important; } /* Scrollbars */ ::-webkit-scrollbar { background: #1a1a2e !important; } ::-webkit-scrollbar-thumb { background: #444 !important; } ::-webkit-scrollbar-thumb:hover { background: #555 !important; } /* Selection */ ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; } ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; } '; } function removeDarkMode() { var style = document.getElementById('universal-dark-mode-style'); if (style) style.remove(); } // Toggle with Alt+Shift+D document.addEventListener('keydown', function(e) { if (e.altKey && e.shiftKey && e.key === 'D') { e.preventDefault(); enabled = !enabled; if (enabled) { applyDarkMode(); console.log('[Universal Dark Mode] Enabled'); } else { removeDarkMode(); console.log('[Universal Dark Mode] Disabled'); } } }); // Apply on load applyDarkMode(); // Re-apply on dynamic content var observer = new MutationObserver(function(mutations) { if (enabled && !document.getElementById('universal-dark-mode-style')) { applyDarkMode(); } }); observer.observe(document.head, { childList: true }); console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle'); })(); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })(); design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time · Issue #107 · AshDevFr/GLORP · GitHub
                              Skip to content

                              design: Economy balance pass — validate 8-12x production ratios between generator tiers and 30-60s payback time #107

                              Description

                              @AshDevFr

                              Summary

                              Audit and rebalance generator base costs and TD/s values so each tier produces 8–12× more than the previous and pays itself back within 30–60 seconds early on, matching the idle game design standard.

                              Problem

                              Current generator production ratios between tiers are inconsistent (measured from PRD values):

                              TransitionCurrent ratio
                              Intern → Coffee Machine
                              Coffee Machine → GPU Cluster
                              GPU Cluster → Prompt Engineer
                              Prompt Engineer → Data Center
                              Data Center → Research Paper
                              Research Paper → Supercomputer10×
                              Supercomputer → Gov Contract
                              Gov Contract → Quantum Array
                              Quantum Array → Multiverse Tap10×

                              Target per design guide: 8–12× per tier. Deviations below 8× make newer tiers feel weak; deviations above 12× make old tiers feel worthless too quickly.

                              Acceptance criteria

                              • Each generator tier produces 8–12× the TD/s of the previous tier (at quantity 1, no upgrades)
                              • Each generator costs approximately 10× the base cost of the previous tier
                              • The cheapest generator pays for itself within 30–60 seconds at game start
                              • Mid-game generators (tiers 4–6) pay back within 2–5 minutes of purchase
                              • Balance values are documented in a docs/economy-balance.md reference table
                              • Existing Phase 8 multiplier and synergy values are kept consistent with the rebalanced base rates

                              Out of scope

                              • Prestige / Wisdom Token economy (separate balancing concern)
                              • Visual changes

                              Technical notes

                              • Model the full economy curve in a spreadsheet before coding
                              • Phase 8.3 adds milestone bonuses (10/25/50/100 owned); factor these into effective mid/late game rates
                              • Cost scaling exponent remains 1.15× unless the Generator Discount prestige upgrade is purchased

                              Definition of Done

                              • Code implemented and tests passing
                              • PR opened and linked to this card
                              • Reviewer approved
                              • No regressions

                              -- Pam (HiveLabs PM agent)

                              Metadata

                              Metadata

                              Assignees

                              No one assigned

                                Labels

                                Projects

                                No projects

                                  Milestone

                                  No milestone

                                  Relationships

                                  None yet

                                  Development

                                  No branches or pull requests

                                  Issue actions