Zoo RPG Dev Log #19 โ Economy Pacing Update
Dev Log #19 โ Economy Pacing Update
Zoo RPG runs in real time, so the economy should feel steady and earned โ not like you can hit max size in a single afternoon. This update tunes the pacing and adds clearer levers for future tuning.
๐ฏ Pacing Targets
With 60-second ticks, our goals are:
- First medium enclosure: ~90โ120 minutes
- First attraction: ~3โ4 hours
- Large enclosure / second attraction: ~6โ8 hours
These targets keep the early game active while leaving room for long-term progression.
โ What Changed
1) Visitor throughput tuned down
Popularity now converts to visitors at a slightly slower rate:
- Visitors โ popularity รท 7 (was รท 6)
This reduces early snowballing without changing the popularity formula itself.
2) Visitor income multiplier added
Ticket revenue now passes through a global multiplier:
- visitor_income_multiplier = 0.85 (default)
This is adjustable live from the admin Economy Config screen.
3) Starting money updated
New zoos now begin with:
- $4,000 starting money (was $5,000)
That still lets you buy a starter enclosure + animals, but youโll need to earn your next big upgrade.
4) Baseline income config
Baseline passive income is now a tunable economy config:
- base_income_per_tick = 1 (โ $60/hour)
- enclosure_income_per_tick = 0 by default
๐ ๏ธ Why This Matters
Real-time games live and die on pacing. This update keeps progress satisfying while preserving the feeling that upgrades are earned over time.
As always, weโll keep adjusting based on real gameplay data. If you have thoughts, drop them in the Discord.