The /play world economy, solved
What is an hour actually worth?
Every yield rule in the open world is a pure function of your skill level and the node you are standing at, and every swing has a fixed cadence the server enforces. That means the expected cash, XP and goods per hour are not something you have to grind out and average. They are solvable, exactly, in one pass.
So we solved them. Move the level below and the entire world reprices: every tree, every rock, every pond, the wheel, the store and each mob in it.
Served by /api/play/solver, which imports the authoritative game modules
rather than restating them: the yield curves from
items.js, the cadences from activities.js, the prices from
shop.js and the per-node tuning from world-features.js. No
number on this page was measured, sampled or transcribed, so it cannot drift from what
the server actually does. The model's assumptions are published with every result and
listed at the bottom of this page, because a rate quoted without its assumptions is a
lie. Cash is a game resource that never leaves the world; only boutique unlocks and
paid spins touch the chain.