We laid down a first economic structure: costs, budgets, and purchasing logic. We want a system where the decision is important, but never opaque. If a player doesn't understand why they don't have enough, our design is bad.
Commanders will be able to intervene (depending on mode) to buy gear for the team — but with limits to prevent constant "boosting".
Objectives:
- Immediate understanding of the economic situation.
- Interesting choices, no permanent "best build".
- Avoid spirals that leave a team powerless for too long.