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Tycoon Economy Config

Tycoon economic rules: space, overcrowding, happiness, prestige

The single source of truth for the Tycoon economic rules (PLAN-Refonte-2026-08 §1–§3). Space — not money — is the scarce resource: a player's capacity grows with their zoo profession level, each species costs a number of spaces, and revenue scales with that cost. Everything here is Pages-configured; the code holds no balance number of its own.

フィールド

フィールド型デフォルト説明
baseSpaceCapacityInt20Space capacity a player starts with, before any level bonus.
spacePerZooLevelInt5Extra space capacity granted per level of the zoo profession.
zooProfessionIdStringzooRPGCore profession id whose level drives the space capacity. Empty (or RPGCore absent) pins the level to 1.
maxPlacedPerSpeciesInt3How many individuals of the SAME species may stand in the zoo at once.
overcrowdingOvercrowdingConfig—Overcrowding: a happiness malus past a share of the capacity.
OvercrowdingConfig(4)
フィールド型デフォルト説明
enabledBooleantrueWhether the overcrowding malus applies at all.
thresholdPercentInt80Occupancy share (percent of capacity) past which the malus starts.
happinessPenaltyPerPercentDouble0.5Happiness points lost per tick, per percentage point above the threshold.
maxHappinessPenaltyInt20Upper bound on the happiness lost to overcrowding in a single tick.
biomeAffinityEnabledBooleanfalseBiome affinity multipliers. Off by default — kept for a future themed island.
offlineCatchupOfflineCatchupConfig—Offline catch-up: capped so a long absence never pays like continuous play.
OfflineCatchupConfig(3)
フィールド型デフォルト説明
enabledBooleantrueWhether a disconnected player accumulates anything at all.
maxHoursDouble4.0Hours of absence that still pay. Nothing accumulates beyond this.
rateDouble0.5Share of the online rate paid while offline (0.5 = half).
happinessHappinessConfig—Happiness rules. 0–100, multiplies revenue; overcrowding is its only negative source.
HappinessConfig(7)
フィールド型デフォルト説明
initialInt50Happiness of a freshly placed animal.
restingValueInt60Happiness drifting back toward this value every tick when nothing else applies.
driftPerTickInt2Points moved toward the resting value per tick.
feedGainInt15Points gained when the animal is fed.
biomeBonusInt5Points added per matching biome when biome affinity is enabled.
revenueMultiplierAtZeroDouble0.5Revenue multiplier at 0 happiness.
revenueMultiplierAtMaxDouble2.0Revenue multiplier at 100 happiness.
maxAnimalLevelInt5Maximum level an animal can reach before it may be prestiged.
maxPrestigeInt10Maximum number of times one animal can be prestiged.
prestigeRevenueBonusDouble0.10Permanent revenue bonus per prestige of that animal (0.1 = +10%, so x2 at prestige 10).
xpCurveList<Int>—XP needed to reach the next level, index 0 = level 1 -> 2. Shorter lists repeat the last value.
xpPerZooTickInt1XP granted per revenue tick to each animal standing in the zoo.
xpPerFeedInt5XP granted when an animal is fed.

How to use it​

Create one entry. Without it the built-in defaults of every field apply, which is a valid starting point. The main levers are space (baseSpaceCapacity, spacePerZooLevel, maxPlacedPerSpecies), levels (maxAnimalLevel, xpCurve where each number is the XP to go from one level to the next, and the last value repeats), prestige (maxPrestige, prestigeRevenueBonus), happiness, overcrowding and offline catch-up. biomeAffinityEnabled is off by default and is only read when you want biome-based bonuses.