# 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 constructs in the game - The cost increases by the base cost for every 6 allocations of base item - Allocation is based on all constructs in the game ### Example ### Round #1 All costs are base costs # Player #1 and Player #2 (They both bought the same things) Construct #1 Strike (Attack + RR), (2 + 1 + 1) = (4) cost Construct #1 Empower (Buff + RR), (2 + 1 + 1) = (4) cost Construct #3 Attack, 2 cost Total cost - 10 Round #2 Items used on constructs 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) Construct #1 Strike (Attack + RR), (2 + 2 + 2) = (6) cost Construct #1 Empower (Buff + RR), (2 + 2 + 2) = (6) cost Construct #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