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):
| Transition | Current ratio |
|---|
| Intern → Coffee Machine | 3× |
| Coffee Machine → GPU Cluster | 3× |
| GPU Cluster → Prompt Engineer | 2× |
| Prompt Engineer → Data Center | 5× |
| Data Center → Research Paper | 5× |
| Research Paper → Supercomputer | 10× |
| Supercomputer → Gov Contract | 5× |
| Gov Contract → Quantum Array | 4× |
| Quantum Array → Multiverse Tap | 10× |
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
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
-- Pam (HiveLabs PM agent)
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):
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
docs/economy-balance.mdreference tableOut of scope
Technical notes
Definition of Done
-- Pam (HiveLabs PM agent)