Reroll item: economy impact (2026-10-20)
Reroll item: economy impact (issue #77)
Section titled “Reroll item: economy impact (issue #77)”The level-up Reroll is one new Utility shop item: 3 tiers at 150 / 300 / 600 gold (1050 total, 1 / 2 / 3
rerolls per run). The shop catalogue total rises 21701 -> 22751 gold (pinned in tests/test_economy_career.gd).
Measurement
Section titled “Measurement”scripts/economy-careers.sh 2 60 72000 "median" hard run on origin/main (a scratch detached worktree) and on
branch levelup-reroll. This is a REDUCED run (2 seeds, median profile only, 60-run cap) because four overnight lanes
shared the CPU; the full 5 seeds x 3 profiles was not run. Careers end when the whole shop is bought.
| Seed | Runs to full shop, main | Runs to full shop, branch | Shop total |
|---|---|---|---|
| 10000 | 16 | 17 | 21701 -> 22751 |
| 11000 | 20 | 21 | 21701 -> 22751 |
Reading: the extra 1050 gold costs about one more run on a median career, in line with ~1000-1300 gold per run in
the late game. Both careers still reach spent = total, so the Reroll tiers are bought by the existing policy
(the policy buys whatever it can afford; it does not rank the item).
Caveat
Section titled “Caveat”The autopilot never rerolls or skips, so in the sim the item is all cost and no benefit. The real effect (a player burning gold on a convenience, offset by better builds) is not measured. No balance values changed.
Privacy / labels
Section titled “Privacy / labels”marketing/appstore/compliance.md and the site privacy page list “level-ups offered and picked” and “which
upgrades were picked” at category level, so the new levelup_action events and the run_end counters (rerolls_used,
levelup_skips, rerolls_owned) are the same kind of data (gameplay choices). No change made to either; the site repo
was not touched. Chris may want to confirm.