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Economy & Upgrades

Dredge's economy is deliberately simple — one currency plus two material types for upgrades — because its real complexity is smuggled in through multipliers on time and space.

Value modifiers

Economy Data.csv

Freshness: the time tax on profit

Fish decay one condition level per 12 in-game hours (Fresh → Stale → Rotting → worthless Rot that still occupies a grid cell). This is the economy's bridge to the Time System: distance from market is a literal discount rate. Far zones offer valuable species, but the sail home eats their value — unless you buy freezer-adjacent tech or exploit the trawl net (fish in nets never rot, a genuine balance hole).

Infection (35% value, locked, contagious to neighboring non-aberration fish) is the panic system reaching directly into the wallet: a night attack doesn't just damage the hull, it devalues the cargo you stayed out to catch.

Sinks and gates

  • Upgrades are the only meaningful sink: hull tiers (which enlarge the grid), engines, rods, lights, plus research parts for equipment tiers.
  • Progression is equipment-gated, not level-gated. New zones need specific rod types (hadal, abyssal, etc.) and enough speed to survive their hazards — so every purchase reads as access, not stat inflation (Regional Design).
  • A small starting debt to the Fishmonger tutorializes the sell loop and gives early play a direction.

Assessment

The multiplier web (freshness × size × trophy × aberration × infection) means two identical species can differ several-fold in value — enough texture for interesting cargo triage in the grid without a market simulation. The weakness is the sink side: once the boat is maxed (very achievable before the story ends), money has no remaining purpose and the entire earn half of the loop decays into ritual — see Late-game Problems & Fixes.

Aberrations · Pacing & Difficulty