
Economy.
Explanation how the economy works and is simulated within Innoculation
Cornerstones
The dystopian, bureaucratic world of Innoculation revolves around two economic cornerstones:
Consumption Points
and
Social Credit Score.
The gameplay involves a slow grind, making each point earned valuable. Consumption Points serve as the primary currency for trade and transactions, while Social Credit Score influences societal status and capacities within the game.

Source & Sink
In the realm of systems theory and economics, the concepts of 'source' and 'sink' hold paramount importance. A 'source' refers to a point of origin or generation, where resources or materials are produced.
It is the beginning of a flow within a system. On the other hand, a 'sink' represents the endpoint or destination, where these resources are consumed, utilized, or terminated.
Together, these concepts help in understanding the flow dynamics within a system
Social Credit
Source:
The Social Credit Score is a reflection of the player's standing within the dystopian society. It increases incrementally with task completions that align with the societal norms.
Compliant behavior, such as reporting illicit activities or aiding authorities, will also provide bumps in Social Credit Score.
Promotions within the bureaucratic hierarchy can lead to substantial increases in Social Credit Score, aligning career progression with societal standing.
Sink:
Social Credit Score is not static and can decrease due to various actions. Engaging in non-compliant activities like being late on reports, failing inspections, or not meeting quotas will lower the score.
Certain gameplay elements, like interacting with the black market or taking risky loans, will also result in a lowered Social Credit Score.
Consumption Points
Source:
Consumption Points are earned by players primarily through performing bureaucratic tasks and simulation jobs. Examples include inspections, paperwork approvals, and quota fulfilments.
Tasks vary in complexity and time commitment, with more challenging tasks offering more Consumption Points as rewards.
Given the game's slow grind, these tasks will take considerable time and effort to complete, making each Consumption Point earned a significant achievement.
Sink:
Consumption Points are not just accumulated; they must also be spent to sustain in-game life. Basic living costs like rent, food, and utilities automatically deplete a portion of Consumption Points over time.
Additional sinks include purchasing equipment upgrades, bribes, and other items that aid in completing tasks more efficiently.
Limit:
The player’s maximum Consumption Points are directly tied to their Social Credit Score. For instance, a Social Credit Score of 100 might cap Consumption Points at 1000.
This forces the player to manage not just their immediate currency but also their societal standing, as a higher Social Credit Score will allow them to hoard more Consumption Points, leading to more in-game options.
Black Market
The Black Market NPC serves as a dynamic point of interaction for players, particularly those assuming the role of a guard. This NPC offers illicit goods in exchange for Consumption Points, presenting a risk-reward scenario tied to the player's Social Credit.
Functionality:
Dynamic Appearance:
The Black Market NPC does not have a fixed location.
The NPC randomly spawns in different parts of the city, making its appearance unpredictable.
The frequency of the NPC's appearance is calibrated to maintain a balance between challenge and opportunity for the players.
Transaction Mechanic:
Players can interact with the Black Market NPC to view and purchase items using Consumption Points.
Each transaction carries a potential risk of decreasing the player's Social Credit.
Guard Perspective:
As guards, players have the option to report or arrest the Black Market NPC.
Reporting or arresting the NPC could yield positive implications for the guard's Social Credit.
However, guards can also choose to interact and trade with the NPC, facing the same risks as any other player. (this will have to be fleshed out more)
This creates an added layer of strategic decision-making for players: pursuing immediate gains from the Black Market versus safeguarding long-term benefits from maintaining high Social Credit.
Considerations: To ensure the Black Market NPC remains a meaningful point of interaction, it's essential to balance the risks and rewards. The unpredictability of the NPC's appearance, combined with the dilemma faced by guards, adds depth to the game's economic dynamics and player choices
Lottery System
The Lottery System serves as an in-game mechanism to reward players based on their management of Social Credit. Drawing inspiration from dystopian novels, the lottery offers a glimpse of hope and chance, juxtaposed against the backdrop of a highly regulated and surveilled society.
Functionality:
Entry Criteria:
Players automatically participate in the lottery based on their Social Credit score and social standing (up until Innoculation standing)
The higher the Social Credit score, the better the chances of winning.
Reward Distribution:
Winners receive a substantial amount of Consumption Points.
There are multiple tiers of rewards, with top-tier rewards reserved for those with the highest Social Credit.
Frequency & Timing:
The lottery takes place first Saturday of the Month, maintaining player engagement and anticipation.
The exact timing of the lottery is kept ambiguous to mirror the unpredictable nature of the system.
Announcement & Presentation:
Winners are broadcasted throughout the city on public screens, reinforcing the importance of Social Credit.
The presentation is grand, with an air of spectacle to captivate players and NPCs alike.
Strategic Implications:
Engaging in risky behaviors, like interactions with the Black Market NPC, can diminish a player's chances in the lottery due to potential Social Credit loss.
This sets up a continuous tension between immediate gains and long-term rewards, compelling players to make strategic decisions throughout their gameplay.
Considerations:
While the Lottery System offers a chance for significant rewards, it also serves as a tool of control and influence within the game world. The ever-present lure of the lottery, coupled with the public celebration of winners, subtly reinforces adherence to the game's societal norms and the importance of maintaining a high Social Credit score.
Note: Lottery and Quick fix are only available for certain Hierarchies (IE only non-innoculated)
The “Quick Fix”
The Quick Fix will fix you up!
A remnant of the past, the "Quick Fix" machine, with its dual functionality, encapsulates the essence of a society teetering on the edge of the 4th industrial revolution. This system highlights the societal struggle, where the pursuit of immediate relief often comes at the cost of genuine well-being and the ever-increasing dependence on external stimulants and distractions.
Functionality:
In-Game Healing Dispenser:
Players, upon interaction, obtain VXCM, a potent healing substance.
Immediate restoration of health keeps the game's pace intact.
Main Menu Gambling Machine:
Accessible from the game's main menu.
Provides players a chance to win minor rewards, a stark contrast to the grandeur of the Lottery System.
Frequency & Timing:
Continuously available to players both in-game and in the main menu.
Announcement & Presentation:
The machine has a futuristic and inviting design to allure players.
Illuminated interfaces guide players, providing an easy and intuitive experience.
Strategic Implications:
Players must weigh the immediate need for healing against the potential risk of addiction and resource depletion from gambling.
The constant availability of the "Quick Fix" poses a temptation, urging players to reflect on their in-game decisions and resource management.
Considerations: The "Quick Fix" serves not just as a gameplay element but as a commentary on the blurred lines between necessity and desire in an increasingly automated society. The machine's allure challenges players' restraint and decision-making, mirroring the real-world struggles of instant gratification versus long-term well-being.
Progression
The player can slowly progress, as he / she does, certain Source and Sink will be locked, but other will be unlocked.
This is done due to lore reasons, the uninoccululated , are in our lore, “stuck in the past” therefor they are presented with different source and sink options.
The main core social credit and social consumption points will remain intact.
Replacements
Replacement for the Lottery System: "Elevation Grants"
Description: The "Elevation Grants" serve as a testament to the player's embrace of the transhumanist ideals. Rather than leaving rewards to chance, as with the Lottery System, the Elevation Grants reward players based on their commitment, understanding, and contributions to the transhumanist cause. These grants represent the “evolved” form of societal recognition.
Functionality:
Criteria for Eligibility:
Players qualify based on their actions, decisions, and interactions that align with TGA and “Greatest Day” principles. (to be fleshed out) and have social standing of “Innoculated” and have good social credit score.
Reward Distribution:
Beneficiaries receive advanced technological enhancements, tools, or knowledge modules.
There are tiers of grants, with top-tier grants offering access to pioneering transhumanist technologies and insights.
Frequency & Timing:
Grants are evaluated and awarded at specific milestones in the player's journey.
Unlike the unpredictable nature of the lottery, the grants have clear criteria and timelines.
Announcement & Presentation:
Achievements are recognized in dedicated transhumanist hubs or virtual forums.
The acknowledgment is solemn and respectful, celebrating the player's dedication and growth.
Strategic Implications:
Players must engage deeply with the transhumanist narrative, balancing game objectives with the philosophy's tenets.
Aligning actions with transhumanist goals becomes crucial to achieve these prestigious grants.
Replacement for the Quick Fix: "Nexus Points"
Description: The "Nexus Points" are advanced bio-integrated terminals where players can optimize and recalibrate their transhuman enhancements. Rather than offering a temporary boost or gamble, Nexus Points provide sustainable upgrades, ensuring players' enhancements are in sync with their evolving needs and the game's challenges.
Functionality:
Enhancement Calibration:
Players can adjust their bio-enhancements for optimal performance.
Access to deeper levels of personal data analytics to make informed decisions about enhancements.
Resource Exchange:
Players can trade or acquire specific resources or knowledge modules, pivotal for their transhuman journey.
Offers a strategic avenue to prioritize and manage resources for the best outcomes.
Strategic Implications:
Players need to consistently assess and recalibrate their enhancements to stay ahead in the game.
Resource management and strategic trading at Nexus Points can significantly impact the player's progression and experiences.
Considerations: In the realm of the "innoculated," progression isn't left to chance but is a reflection of a player's alignment with the transhumanist cause. Both the "Elevation Grants" and "Nexus Points" underscore the importance of merit, understanding, and strategic foresight in this advanced society. The journey here is less about immediate rewards and more about long-term evolution and growth.
Still to think about:
We have to think about:
1) Consequences of being caught with black market
2) What happens when the player reaches lowest social standing and lowest social Credit
3) Inventory (in game or only in menu)? how does this tie in with the navigator suit
4) types of rewards (one of them would be respawn points)
5) Types of items
6) How to sell items / rewards.
7) in-game shop