# Everything costs money (gold?)

Items - Base colours / skills / specs and associated upgrades

### Sources of money
- Start with money and gain income after each battle
- Higher income from winning

- Selling items in inventory or equipped on character refunds
	- Selling from inventory full refund
	- Selling from charcter 50% refund

### Uses for money

- Buying items
- Rerolling vbox

### Base Costs

Base colours have a base 1 cost
Base skills have a base 2 cost
Base specs have a base 3 cost

### Actual Costs

- Costs increase as more of an item is used on cryps in the game
- The cost increases by the base cost for every 6 allocations of base item
- Allocation is based on all cryps in the game

### Example ###

Round #1

All costs are base costs
# Player #1 and Player #2 (They both bought the same things)
Cryp #1 Strike (Attack + RR), (2 + 1 + 1) = (4) cost
Cryp #1 Empower (Buff + RR), (2 + 1 + 1) = (4) cost
Cryp #3 Attack, 2 cost

Total cost - 10

Round #2

Items used on cryps include:

Red x 8
Attack x 4
Buff x 2

The costs of red for round #2 are now (1 + 1) = 2

If they were to buy the same skill setup it would be as follows:

# Player #1 and Player #2 (They both bought the same things)
Cryp #1 Strike (Attack + RR), (2 + 2 + 2) = (6) cost
Cryp #1 Empower (Buff + RR), (2 + 2 + 2) = (6) cost
Cryp #3 Attack, 2 cost

Total cost - 14

### Philosophy of increasing item costs

- Two games will never feel exactly the same
- Costs change over rounds to diversify skill choice and gameplay
- As optimal builds emerge the paths to reach them will change every game
- Rewarded for going (hipster) builds nobody else is trying
- Some reward for hoarding items in your inventory while they cheaper (hodl red)

### Income values

Could try with  9 base income
Income increases by 3 each round and winning bonus of 6



