Stub entry — full economic design coming with the GXG 2026.09 trailer.
Why no auction house
Auction houses solve the wrong problem. They make trade frictionless, which sounds nice, until you realize the friction was the point. Friction is where economy becomes social. Reputation, trust, word-of-mouth, master crafters with a name — none of these exist in a Buy-It-Now market.
Talyfada gives you the tools to open a vendor, not to list an auction:
- You set up shop. Players have to come to you.
- You build a reputation. Word travels. Repeat customers find you.
- You hire help. Apprentices and shop guards become part of your story.
- You take risks. Your shop can be robbed. Your guards can be bribed.
This is not a quality-of-life regression. This is the economy reasserting itself as a social system.
Decay drives demand
Every blade dulls. Every meal rots. Every potion loses potency. Every wall around your shop needs upkeep. The decay rates are tuned so that a master crafter is always needed, and the economy never settles into "everyone has everything they need forever."
See the broader decay philosophy (this page is a stub but the philosophy is locked).
What's still being decided
- Storefront discovery (NPC town hub vs purely word-of-mouth vs limited bulletin board)
- Currency model (single coinage, regional currencies, barter primary?)
- Tax mechanics and how citizenship interacts with shop fees