Traders & Economy
Wandering traders, finite physical stock, Silver pricing, scarcity classes and strictly non-pay-to-win account Gold.
Wandering traders
A trader visit owns one persistent world entity. Traders can relocate lazily, react to severe danger and leave a movement history without ever existing in two places at once.
Rumours, flares & last-seen knowledge
Trader information is deliberately graded. Rumours can provide approximate search areas, temporary signal flares can reveal an authorised short-lived exact point, and personal sightings record where the survivor actually saw the trader. None of these silently follows later hidden movement.
Physical stock
Trader stock is made of real item_instances. Buying transfers the exact item to the survivor; selling transfers the survivor's exact item to the trader. Stock and buyback budgets are finite and do not magically refill during the visit.
Specialisms & scarcity
Traders can specialise as General, Medical, Mechanic, Provisioner, Ranger, Book or Security traders. Items are classified as renewable, craftable, manufactured or knowledge, influencing composition, demand and buyback behaviour without inventing hidden world abundance.
Silver
Silver is survivor gameplay currency. It can be earned through play and used with world economy systems. Trade and reward records are audited and protected against duplicate settlement.
Gold & account entitlements
Gold is an account-level non-power currency/entitlement foundation. Cosmetics, titles, badges and patches may persist through survivor death, but they provide zero gameplay advantage. Verified real-money checkout remains deferred to the 0.7.9 payment stream.