Economy

The economy of Era of Chaos is incredibly complex due to the multitude of currencies, resources and assets that the player must juggle.

# Investment is power

As the game progresses and new content is unlocked, the player will have to opportunity to collect many different types of currencies and resources via the various play modes (in both PvP and PvE). This can make the experience overwhelming at first.

Please consult the Player Level page for an exhaustive list of unlocked features for each player level.

In general there are four types of resources and currencies to consider based on the ease to collect them:

* Plentiful - available to the player from very many sources, either through farming or daily activities and are not a problem to come across. Necessary strategic decisions do not have a heavy weight in this case as they are easily replenished.
* Available - are still quite easy to obtain but spending them requires some planning and prioritization. to be noted that most often spending itself can be limited by a time component and not only by availability itself.
* Scarce - these are resources relatively difficult (but possible in a reasonable time frame and with a reasonable investment) to obtain inside the game. When it comes to spending these resources, the Player should consider alternatives from the upper categories where possible, unless a Tempo gain is targeted.
* Paywall - these are specific resources or assets that can only be obtained via top-ups or directly purchasing various packages with money. (not free to play)

Note: this categorization does not take into account the increased accessibility of the resources and currencies as a result of directly paying for them with money.

## Tempo

Era of Chaos is not a rush game - there is no explicit clock pushing players to grow fast. Especially related to PvE content the each player has the freedom to progress at their own pace. This leads to a lot of players heavily focusing their economy on long-term investments.

However, when competing with other players, the problem of Tempo arises. Tempo refers to the short-term (immediate) steps taken into improving self performance. Therefore, players with a faster Tempo will outpace other players with a slower Tempo on the short run. However, sometimes these investments require spending one's currency on more available resources and can either be very expensive or require sacrificing long-run investments.

Each player will need to carefully find the balance between their immediate Tempo and long-term strategy, and is where the Economy game gets interesting. Gaining an immediate advantage allows the player to favorably compete for the better rewards. Yet if these rewards get immediately invested in more short-term advantages, it is possible that through important milestones other Players will "catch up".

Note that regardless of the investment, the game also generally imposes walls that prevent players from obtaining an infinite amount of resources at once. This is usually due to:

* a hard limit on obtaining specific core resources and currencies in a specific time interval
* a specific minimum Player Level required by certain functionalities (which in turn is capped by the amount of  the player can earn per day).

(Work in progress)