# core_resources.yaml — definitions for all seven core economy resources # These are the definite resource set from the concept specification. --- $schema: "xyvera/content-schema/resource/v1" id: gold name: "Gold" description: "General-purpose soft currency earned from trade, jobs, and combat rewards." category: soft_currency is_spendable: true is_capped: false icon: "icons/resources/gold.png" color_hex: "#F4C542" sources: - "Village jobs with gold output" - "Combat stage clear rewards" - "Event milestone rewards" - "Selling excess items" sinks: - "Character level-up costs" - "Skill upgrade costs" - "Building upgrades" - "Shop purchases" --- $schema: "xyvera/content-schema/resource/v1" id: wood name: "Wood" description: > Primary construction material. The early bottleneck resource. Assign lumberjacks to the Lumber Camp for passive gain, or use the manual work action for burst output. category: soft_currency is_spendable: true is_capped: true carry_cap: 9999 icon: "icons/resources/wood.png" color_hex: "#8B5E3C" sources: - "Lumber Camp passive output" - "Manual wood-chopping action (burst yield, daily cap applies)" - "Event rewards" sinks: - "Building construction and upgrades" - "Character ascension material crafting" - "Equipment crafting (deferred)" --- $schema: "xyvera/content-schema/resource/v1" id: stone name: "Stone" description: "Durable building material mined from rocky outcroppings." category: soft_currency is_spendable: true is_capped: true carry_cap: 9999 icon: "icons/resources/stone.png" color_hex: "#9E9E9E" sources: - "Mining Site passive output" - "Event rewards" sinks: - "Advanced building upgrades" - "Ascension material crafting" --- $schema: "xyvera/content-schema/resource/v1" id: knowledge name: "Knowledge" description: > Accumulated learning that fuels skill upgrades and research improvements. The second scarcity axis after wood — players must balance knowledge spending between skill upgrades and building research. category: knowledge is_spendable: true is_capped: true carry_cap: 5000 icon: "icons/resources/knowledge.png" color_hex: "#7B68EE" sources: - "Research Post passive output" - "Combat passive skill (Sable's Field Notes)" - "Event milestone rewards" sinks: - "Character skill upgrades" - "Building research" - "Expedition unlocks (deferred)" --- $schema: "xyvera/content-schema/resource/v1" id: experience name: "Experience" description: "Character growth material gained from combat, jobs, and events." category: soft_currency is_spendable: true is_capped: false icon: "icons/resources/experience.png" color_hex: "#4CAF50" sources: - "Combat stage completion" - "Research Post secondary output" - "Assignment mastery milestone rewards" sinks: - "Character level-up (primary cost alongside gold)" --- $schema: "xyvera/content-schema/resource/v1" id: mana name: "Mana" description: > Ambient magical energy. Consumed by the manual work action and some skill activations. Regenerates slowly over time. category: stamina is_spendable: true is_capped: true carry_cap: 200 icon: "icons/resources/mana.png" color_hex: "#29B6F6" sources: - "Passive regen (5 mana per hour)" - "Event rewards" - "Diamond purchase (deferred — monetisation not active in PoC)" sinks: - "Manual work action (5 mana per use)" - "Future expedition actions (deferred)" --- $schema: "xyvera/content-schema/resource/v1" id: diamond name: "Diamond" description: > Premium hard currency. Obtainable free-to-play through events, milestones, and logins. Can also be purchased. Used primarily for gacha pulls. Spending should never be required for core progression per the F2P spec. category: premium is_spendable: true is_capped: false icon: "icons/resources/diamond.png" color_hex: "#00E5FF" sources: - "New account seed grant (100)" - "Event milestone rewards" - "Achievement unlocks" - "Login streak bonuses" - "Purchase (deferred — monetisation not active in PoC)" sinks: - "Standard banner pulls (cost TBD per banner definition)" - "Featured banner pulls" - "Shop convenience purchases (deferred)"