> For the complete documentation index, see [llms.txt](https://titan-force.gitbook.io/titan-force-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://titan-force.gitbook.io/titan-force-docs/home/game-design-doc-g.d.d/start/specs/economy.md).

# Economy

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#### In-Game Economy

The in-game economy is a dynamic system balancing resource scarcity, player agency, and fair progression.

**Currency & Resources**

* **Credits:**\
  Primary currency for trading, crafting, and upgrades.
* **Salvage:**\
  Scavenged materials used for repairs, crafting, and module upgrades.
* **Rare Components:**\
  Special items required for advanced customization, obtained through exploration, faction missions, or PvP.

**Economy Systems**

* **Trading:**\
  Players can trade resources, modules, and blueprints with NPCs or other players.
* **Crafting:**\
  Use gathered materials to craft or upgrade modules, weapons, and base structures.
* **Marketplaces:**\
  Faction-controlled markets offer unique items, with prices influenced by supply, demand, and territory control.
* **Resource Nodes:**\
  Control over resource-rich zones grants economic advantages to factions.

**Balancing Strategies**

* **Data Analytics:**\
  Monitor player behavior and economic trends to adjust drop rates, prices, and progression pacing.
* **Player Feedback:**\
  Regular surveys and community input guide economy adjustments.
* **Iterative Design:**\
  Economy and progression systems are refined through Early Access, ensuring fairness and engagement.

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