This is good too. It'll cause a problem in multiplayer though, since the client needs to know how much coppers are worth for the treasure auto-play. I think the simplest fix is to call Game.stateUpdated when copperValue changes, and thread the new copperValue into the RemoteGame class.

That may not make much sense if you haven't looked at how multiplayer works, so take a look and let me know if you have any questions or want me to sketch out a possible solution in more detail.