Faction Economy and Logistics
These notes describe how factions obtain resources, move supplies, support production, and experience shortages or recovery.
Economy and logistics are connected but remain understandable as separate responsibilities. A faction may have wealth without having supplies in the right place, or production capacity without safe routes to use it.
Markets That React Without Flickering
ADK is designed to let local prices respond to real supply, demand, storage, transport, and player activity without changing every few seconds. Shortages or disrupted supply routes could raise prices and reduce availability, while repeatedly flooding one market could saturate its demand.
Vendors would respect physical storage and available liquidity, and price changes would occur at deliberate intervals so the market feels responsive rather than twitchy. The system would coordinate trades and tax requests without inventing stock, money, or faction resources.
Factions Must Use Real Resources
Every faction, business, NPC, and player can spend only resources that the system has recorded as available to that economic subject. Fuel, scrap, ammunition, vehicles, and other goods cannot appear merely because someone needs them.
All economic actions must pass through accepted changes to recorded state. A character's personal money, a business account, and a faction treasury remain separate unless an explicit transfer moves value between them. This keeps player and NPC economies subject to the same scarcity instead of giving one side an unlimited hidden supply.
Traders Can Haggle Without Making Up the Economy
ADK separates a trader's personality, price rules, conversation, and actual sale. The negotiation service keeps track of the deal currently being discussed: what each side offered, which concessions were made, how long the offer remains open, and when somebody walked away.
For example, a proud trader may refuse a rude buyer, while a worried trader accepts less profit to sell food before it spoils. Both remain inside real stock, legal price limits, and the buyer's actual eligibility. A convincing bluff may influence the conversation when the server permits NPC deception, but it cannot invent ten rifles in an empty warehouse.
Traders With Motives, Memories, And Nerves
ADK is designed to let traders respond to scarcity, loss, trust, and market conditions through their own personalities. Two traders facing the same shortage might react differently: one cautiously raises prices and seeks a reliable courier, while another bluffs, takes advance orders, or risks a dangerous sourcing mission.
These personalities would shape negotiation, speech, delivery choices, and beliefs without giving the trader permission to invent goods or rewrite the economy. Market truth and completed exchanges remain with their proper owners.
Traders Decide What a Deal Is Worth
A trader's price can consider the local market, available stock, replacement cost, risk, personality, and relationship with the buyer instead of following one fixed table. The common parts of that judgement can be kept ready, while a buyer-specific offer is calculated only when somebody actually asks.
For example, food may become generally expensive after a supply route fails. A cautious trader with little stock might raise the price further, while a friendly trader could still offer a trusted courier a modest discount. The framework keeps those influences explainable without letting a pricing calculation invent stock, money, or a completed sale.
A Shop Offer Means One Specific Deal
ADK can present a vendor offer as a clear, versioned proposal rather than a loose collection of screen values. If its price, stock basis, eligibility, or terms change, the framework creates a new revision instead of quietly changing the deal somebody is already considering.
For example, two players may both see the last rifle for sale. Their screens are only presentations; the first accepted stock reservation wins, while the other player keeps their money and receives a useful explanation.
How Factions Decide What to Do
This defines how factions decide what to do with their resources, threats, and missions. It uses what it knows and what it has to choose actions. It can ask for trade, scavenging, or reinforcements but cannot make new supplies or know hidden truths.