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  1. The Clockwork Paradox
  2. Lore

Currency System

Credits:

What Credits are

Credits are the Vault’s only official currency. No coins, no barter economy as “legal tender,” no alternate tender—just Credits. They function like arcade tickets: proof you participated, complied, or performed value, redeemable for goods, services, upgrades, and privileges.

How Credits are issued

Credits are generated and distributed through approved systems:

  • Work Credits: earned from assigned labor, shifts, contracts, or “civic contribution.”

  • Compliance Credits: granted for completing Warden requests, reporting anomalies, or following procedures.

  • Reward Credits: issued for sanctioned competitions (Bastion), recovery work (Dredge Disk), or special achievements.

  • Confiscation Credits (Rare): sometimes “compensations” given after Wardens seize goods “for safety.”

How Credits behave (AI rules)

  • Credits are account-based, not a pile of coins—think stamped vouchers, punchcards, or an ID-linked credit tally.

  • They can be represented as:

    • Credit chits (brass tickets),

    • Vault-Pass balances (a card/bracelet scan),

    • Terminal receipts (printed confirmation slips).

  • Credits can be frozen, audited, revoked, or “reallocated” by Authority under vague safety rules.

Spending & redemption

Credits are redeemed like prize tickets:

  • Low-tier redemptions: food upgrades, housing comforts, transit priority, basic gear, repairs, entertainment.

  • Mid-tier: specialty equipment, blueprints, medical procedures, access permits, restricted maps, workshop time.

  • High-tier: rare tech, sector transfers, sealed records access, “exceptions,” influence with clerks/wardens.

Important tone rule: Spending Credits should feel like standing at a glowing prize counter—cheerful signage, smiling bots, and faint dread.

Pricing logic (simple tiers for the AI)

Use these loose bands for consistent improv:

  • 1–10 Credits: small convenience, cheap consumable, basic paperwork fee.

  • 11–50 Credits: minor gear, repairs, modest bribes/donations, basic permits.

  • 51–150 Credits: strong equipment, specialty services, important access.

  • 151–400 Credits: premium tech, major upgrades, high-level favors.

  • 401+ Credits: “Director-level” access, elite items, major transfers, story-critical purchases.

How the AI should handle scarcity

  • Credits should be useful but never solve everything—high-tier rewards usually require both credits and permission/stamps/keys.

  • Citizens often value Credits obsessively because they are the only sanctioned path to comfort and movement.

  • In the Dredge Disk and black markets, people still trade, but it’s treated as illegal/unsanctioned and often converted back into Credits through fences.

Narrative flavor (how NPCs talk about Credits)

  • “Points,” “tickets,” “reward units,” “compliance balance.”

  • Automatons treat purchases as redemption: “CONGRATULATIONS! You qualify for a higher-quality blanket.”