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Prosperity Empire

A browser-based financial civilisation idle game where you build an empire from a handful of Labour units into a global economic superpower — while learning real-world finance and economics along the way.

Play it live: https://boytiger-1.github.io/ProsperityEmpire/


Table of Contents

  1. Overview
  2. How to Play
  3. Resources
  4. Population
  5. Buildings
  6. Technologies (Research)
  7. Policies
  8. Markets
  9. Academy & Learning System
  10. Codex — Financial Encyclopedia
  11. Global Events
  12. Rival Nations
  13. Prestige System
  14. Achievements
  15. 3D City View
  16. News Feed
  17. Controls & Keyboard Shortcuts
  18. Saving & Resetting
  19. Self-Hosting

Overview

Prosperity Empire is a resource-management idle/clicker game set in a financial civilisation. Starting from zero, you click to generate Labour, construct buildings, unlock technologies, trade on simulated markets, answer finance trivia for bonus rewards, and eventually Prestige your empire for permanent bonuses.

The game doubles as a financial education tool — every mechanic maps to a real economic concept, from supply and demand to portfolio diversification.

Core gameplay loop:

  1. Click the city crest to generate Labour
  2. Spend Labour (and other resources) to construct buildings
  3. Buildings passively generate resources every second
  4. Grow and manage your population — citizens provide Labour and drive the economy
  5. Research technologies to unlock new buildings and multipliers
  6. Enact policies to shape your empire's economic doctrine
  7. Answer finance questions at the Academy to earn bonus resources
  8. Trade stocks, bonds, commodities, and currencies on the Markets
  9. Accumulate Influence to Prestige and carry permanent bonuses into a new run

How to Play

Getting Started

When you first open the game, a tutorial walks you through the basics. You can skip it and explore freely.

  • Click the city crest (the large circular emblem in the Empire tab) to generate Labour
  • Your first building is a Hut — it costs only 10 Labour and starts producing 0.5 Labour/sec passively
  • Progress through 4 building tiers from primitive settlements to space-age infrastructure
  • The game autosaves every 30 seconds; you can also press Ctrl+S or click the Save button

Game Phases

The game transitions through three phases as your empire grows:

Phase Trigger Character
Early Start Primitive economy — Labour, Food, Wood, Stone
Mid Significant buildings/capital Industrial age — Coal, Energy, Goods, Knowledge
Late Advanced buildings & research Financial superpower — Influence, Markets, Prestige

Phase affects which Events can trigger and which Academy questions appear.

Buy Multipliers

In the Buildings tab, you can switch the buy quantity:

  • ×1 — buy/sell one at a time
  • ×5 — buy/sell five at a time
  • ×10 — buy/sell ten at a time
  • Max — buy as many as you can currently afford

Resources

There are 10 resources in the game. Each has a current amount and a per-second (passive) rate shown in the header bar.

Resource Colour Primary Source Used For
Labour Gold Clicking + Huts, Cottages Almost every building cost
Food Green Farms, Fisheries Population growth, building costs
Wood Tan Lumber Mills Early building costs
Stone Grey-blue Quarries Mid-tier building costs
Coal Dark grey Coal Mines Energy production, mid-tier costs
Energy Amber Power Plants, Solar Farms Late-tier building costs & consumption
Goods Purple Workshops, Factories Mid-to-late building costs
Capital Yellow Markets, Banks, clicking Primary "money" — most purchases
Knowledge Cyan Libraries, Universities Research, Academy rewards
Influence Lavender Diplomatic buildings Prestige currency

Resources are produced passively by buildings. Some buildings also consume resources per second (e.g. a Factory consumes Coal and Energy to run). If you run out of a consumed resource, that building stops producing.

Starting capital is 150 Capital on a fresh run.


Population

Population is a core mechanic that drives your workforce. Citizens are housed in residential buildings and their numbers grow or shrink based on several factors.

Housing

Build residential structures to increase your maximum population capacity:

Building Population Capacity
Hut +5
Cottage +10
House +20
Apartment +50
Tenement +80
Residential Block +150
Suburb +300

Population Growth & Decline

Population grows toward its maximum when food supply meets demand, and shrinks when food is scarce.

  • Each citizen consumes 0.002 Food/sec
  • When food supply equals or exceeds demand, population grows at up to +2/sec
  • When food is insufficient, population falls at up to −5/sec
  • Hospitals boost natural growth and significantly reduce death rate
  • High happiness (>68%) attracts immigrants, adding extra growth per second
  • Low happiness (<30%) accelerates emigration

A live growth rate indicator (e.g. +1.2/s) is shown in the population bar.

Housing Stress

  • 85% capacity — Housing Shortage notification fires; expansion recommended
  • 100% capacity — Housing Crisis; population stops growing and may decline

Worker Allocation

Each building type has a maximum worker slot count. You can allocate your population to specific buildings to control which ones operate at full efficiency. Under-staffed buildings produce proportionally less.

City Vitals

Four metrics track your civilisation's health and directly affect production multipliers and happiness:

Metric Source Effect
Housing Stress Population / max capacity High stress reduces happiness
Pollution Industrial buildings (factories, mines, etc.) >50% reduces production; >75% happiness hit
Education Schools, libraries, universities >20% gives +5% production; up to +20% at >70%
Crime Rate Overcrowding + low happiness − education >60% gives −8% production penalty

Solar farms, hospitals, and schools actively reduce pollution and crime. Education is the main crime reducer. All four vitals are shown in the Empire info panel and the stats screen.


Buildings

Buildings are purchased in the Buildings tab. Click a building to open its detail panel, which shows costs, production rates, sell value, and description.

Selling Buildings

You can sell buildings for a 50% refund of their purchase cost. The refund is based on the geometric cost of the most recent units sold, not the original price, so selling immediately after buying returns close to 50%.

  • Sell ×1 — sells one building, refunds 50% of its marginal cost
  • Sell ×5 — sells five buildings at once

Tier 1 — Primitive Economy

Building Emoji Base Cost Produces Notes
Hut 🛖 10 Labour 0.5 Labour/s First building; always available
Farm 🌾 15 Labour 0.8 Food/s Feeds your population
Lumber Mill 🪵 25 Labour, 5 Food 0.6 Wood/s Provides Wood for construction
Quarry ⛏️ 30 Labour, 10 Wood 0.5 Stone/s Provides Stone
Cottage 🏡 40 Labour, 15 Wood 1.2 Labour/s, +5 pop cap Upgraded Hut; boosts population
Market Stall 🏪 50 Labour, 20 Food 0.3 Capital/s First Capital source

Tier 2 — Early Industry

Building Emoji Produces Consumes Unlock
Workshop 🔨 0.8 Goods/s Wood 5 Lumber Mills
Coal Mine ⛏️ 0.6 Coal/s 3 Quarries
Textile Mill 🧵 1.2 Goods/s Labour Research: Textiles
Trading Post 📦 0.5 Capital/s 3 Market Stalls
Library 📚 0.4 Knowledge/s 5 Cottages
Fishery 🐟 1.0 Food/s Coastal research
School 🏫 0.6 Knowledge/s 1 Library
Warehouse 🏭 Boosts storage caps 2 Workshops
Inn & Tavern 🍺 0.2 Capital/s, +pop happiness Food

Tier 3 — Industrial Age

Building Emoji Produces Consumes Unlock
Factory 🏭 3.0 Goods/s Coal, Energy Research: Industrialisation
Power Plant 2.0 Energy/s Coal Research: Steam Power
University 🎓 2.5 Knowledge/s 5 Schools
Bank 🏦 2.0 Capital/s Research: Banking
Steel Mill 🔩 1.5 Goods/s Coal, Stone Research: Steel Production
Royal Mint 🪙 3.0 Capital/s Gold Research: Monetary Policy
Harbor 2.5 Capital/s Research: Maritime Trade
Insurance Co. 🛡️ 1.5 Capital/s, reduces risk 1 Bank
Oil Refinery 🛢️ 3.0 Energy/s Research: Petroleum
Hospital 🏥 +pop happiness, +Knowledge 5 Universities
Airport ✈️ 4.0 Capital/s Energy Research: Aviation

Tier 4 — Financial Superpower

Building Emoji Produces Consumes Unlock
Stock Exchange 📈 5.0 Capital/s Research: Capital Markets
Global Trade Hub 🌐 6.0 Capital/s Energy Research: Globalisation
Research Institute 🔬 5.0 Knowledge/s Energy Research: R&D Investment
Central Bank 🏛️ 4.0 Capital/s, monetary control Research: Central Banking
Tech Park 💻 4.0 Knowledge/s, 1.0 Influence/s Energy Research: Digital Economy
Solar Farm ☀️ 4.0 Energy/s Research: Renewable Energy
Crypto Mining Farm 3.0 Capital/s Energy ×5 Research: Blockchain
Investment Firm 💼 3.5 Capital/s Research: Asset Management
Media Empire 📺 2.0 Influence/s Energy Research: Mass Media
Space Port 🚀 3.0 Influence/s, 5.0 Knowledge/s Energy ×10 Research: Space Economy

Building Costs Scale Geometrically

Each additional copy of a building costs more than the previous. The formula is:

Cost of the Nth building = baseCost × scalingFactor^(N-1)

The default scaling factor is 1.15 (15% more expensive per building). Some buildings have custom scaling.


Technologies (Research)

The Research tab contains 37 technologies organised into 9 branches. Technologies are purchased with Knowledge Points and unlock new buildings, multipliers, and mechanics. Most technologies have prerequisites.

Agriculture Branch (4 techs)

Technology Effect Prereq
Crop Rotation +25% Food production
Irrigation +40% Farm output Crop Rotation
Fertilisers +60% Food, unlocks Fishery Irrigation
Mechanised Farming +100% Food, −50% Labour consumption in farms Fertilisers

Industry Branch (5 techs)

Technology Effect Prereq
Textiles Unlocks Textile Mill
Steam Power Unlocks Power Plant; +20% Goods Textiles
Steel Production Unlocks Steel Mill; +30% Goods Steam Power
Industrialisation Unlocks Factory; +50% all industrial output Steel Production
Mass Production +100% Factory output Industrialisation

Energy Branch (5 techs)

Technology Effect Prereq
Coal Mining +30% Coal production
Petroleum Unlocks Oil Refinery Coal Mining
Electrical Grid +40% Energy efficiency Petroleum
Nuclear Power Massive Energy boost Electrical Grid
Renewable Energy Unlocks Solar Farm; +50% Energy Nuclear Power

Finance Branch (5 techs)

Technology Effect Prereq
Banking Unlocks Bank; +20% Capital
Monetary Policy Unlocks Royal Mint Banking
Capital Markets Unlocks Stock Exchange Monetary Policy
Central Banking Unlocks Central Bank; monetary stability Capital Markets
Asset Management Unlocks Investment Firm; +30% investment returns Central Banking

Trade Branch (4 techs)

Technology Effect Prereq
Maritime Trade Unlocks Harbor; +20% trade income
Globalisation Unlocks Global Trade Hub Maritime Trade
Free Trade Agreements +30% all Capital Globalisation
Supply Chain Mastery −20% building resource consumption Free Trade Agreements

Knowledge Branch (4 techs)

Technology Effect Prereq
Scientific Method +25% Knowledge production
Higher Education Unlocks University Scientific Method
R&D Investment Unlocks Research Institute Higher Education
Academic Exchange +50% Knowledge, +20% question rewards R&D Investment

Social Branch (4 techs)

Technology Effect Prereq
Public Health Unlocks Hospital; +pop growth
Civil Society +20% Influence, +happiness Public Health
Mass Media Unlocks Media Empire Civil Society
Democracy +30% Influence; policy slots increase Mass Media

Digital Economy Branch (3 techs)

Technology Effect Prereq
Blockchain Unlocks Crypto Mining Farm Capital Markets
Digital Economy Unlocks Tech Park; +30% Knowledge Blockchain
AI & Automation +50% all production; reduces labour costs Digital Economy

Click Power Branch (3 techs)

Technology Effect Prereq
Efficient Labour +5 Labour per click
Ergonomic Tools +15 Labour per click Efficient Labour
Industrial Clicking +50 Labour per click Ergonomic Tools

Policies

The Policies tab lets you enact economic doctrines that permanently modify your production and gameplay. Policies are organised into 5 categories.

Some categories allow only one active policy (exclusive — you must deactivate one to activate another). The Social category allows all 3 simultaneously.

Economic Doctrine (choose one)

Policy Effect
Free Market Capitalism +40% Capital production; −10% Food production
State-Directed Economy +30% all production; −20% Capital
Mixed Economy +15% all production; +15% Capital — balanced approach

Fiscal Policy (choose one)

Policy Effect
Low Taxation +30% population happiness; −15% Capital from taxes
High Taxation +30% Capital; −15% population happiness
Progressive Taxation +20% Capital; +10% happiness — moderate balance

Trade Policy (choose one)

Policy Effect
Protectionism +25% domestic Goods production; −20% trade income
Free Trade +40% Capital from trade; −10% Goods

Monetary Policy (choose one)

Policy Effect
Gold Standard Stable Capital; +15% Capital value
Fiat Currency +20% Capital flexibility; slight inflation
Cryptocurrency +50% digital Capital; high volatility

Social Policy (all stackable)

Policy Effect
Universal Education +20% Knowledge; +population growth
Healthcare for All +15% happiness; +Labour efficiency
Environmental Regulations +20% Influence; −10% industrial output

Markets

The Markets tab simulates live financial markets. Prices update in real time. You can buy and sell assets to generate Capital profit.

Stocks (8 companies)

All stocks have live prices that fluctuate based on volatility and underlying trend.

Ticker Company Sector Base Price Volatility Dividend Yield
AGRI AgriCorp Holdings Agriculture $45 Low (3%) 3.0%
IWI Iron Works Industrial Manufacturing $78 Medium (5%) 1.5%
PWGR PowerGrid Utilities Energy $120 Very Low (2%) 4.5%
TRDW TradeWinds Commerce Commerce $95 Medium (4%) 1.0%
FIB First Imperial Bank Finance $210 Medium (4%) 2.0%
TECH TechVentures Inc. Technology $340 High (8%) 0.1%
GRNE GreenEnergy Corp Renewables $155 High (6%) 0.8%
GPHM GlobalPharma Ltd Healthcare $185 Low (3.5%) 2.5%

Bonds (6 instruments)

Bonds pay a fixed yield and are lower risk than stocks.

Bond Type Maturity Yield Risk
1-Year Government Bond Government 1 yr 2.0% Very Low
5-Year Government Bond Government 5 yr 3.5% Very Low
10-Year Treasury Bond Government 10 yr 4.5% Low
Investment Grade Corporate Corporate 5 yr 6.5% Low-Medium
High-Yield ("Junk") Bond Corporate 3 yr 12.0% High
Inflation-Linked Bond Government 5 yr 1.0% + inflation Low

Commodities (6 assets)

Commodity Base Price Volatility Notes
Gold 🥇 $1,800/oz Low (2%) Safe-haven; rises in uncertainty
Crude Oil 🛢️ $80/barrel High (6%) Cyclical; tracks industrial demand
Wheat 🌾 $7/bushel Medium (5%) Weather and geopolitics dependent
Copper 🔶 $4.20/lb Medium (4%) Economic indicator ("Dr. Copper")
Bitcoin ₿ $42,000/BTC Very High (15%) Extreme volatility; finite supply
Natural Gas 💨 $3.50/MMBtu High (8%) Seasonal; volatile in winter

Forex (6 currencies)

Trade against the US Dollar base rate.

Currency Symbol Base Rate vs USD
Euro 🇪🇺 1.08
British Pound 🇬🇧 £ 1.26
Japanese Yen 🇯🇵 ¥ 0.0067
Chinese Yuan 🇨🇳 ¥ 0.138
Brazilian Real 🇧🇷 R$ 0.19

Academy & Learning System

The Academy tab is a financial quiz system that rewards you for answering questions correctly.

How It Works

  • Questions appear automatically every few minutes, triggered by in-game events (building purchases, phase transitions, and time-based intervals)
  • Questions are themed around the concept related to whichever building you just constructed, or general finance for random triggers
  • You have 30 seconds to answer each multiple-choice question
  • Answer correctly → earn bonus resources (Capital, Knowledge, or both)
  • Answer incorrectly → you still learn — the correct answer is shown with an explanation

Difficulty Scaling

Questions get harder as you progress:

  • Early phase — basic concepts: Labour, trade, supply & demand
  • Mid phase — intermediate: compound interest, elasticity, inflation, monetary policy
  • Late phase — advanced: derivatives, central banking, portfolio theory, macroeconomics

The question bank contains 745+ questions covering population economics, fiscal policy, behavioural finance, international trade, financial crises, and more.

Streak Bonuses

Answering multiple questions correctly in a row builds a streak multiplier. Higher streaks give larger resource rewards.

Proficiency

Your Academy proficiency score tracks your overall performance. Higher proficiency unlocks harder (and more rewarding) questions.


Codex — Financial Encyclopedia

The Codex tab is an in-game financial encyclopedia with full articles on economics and finance.

Categories

Category Topics
📘 Economics Basics Scarcity, Opportunity Cost, Supply & Demand, Elasticity, Market Failure
💳 Personal Finance Budgeting, Compound Interest, Debt, Insurance, Retirement
🏢 Business Finance Revenue models, P&L, Cash Flow, Valuation, Equity
📈 Markets & Investing Stocks, Bonds, Portfolio Theory, Risk & Return, Diversification
🌍 Macroeconomics GDP, Inflation, Monetary Policy, Fiscal Policy, Business Cycles
🔬 Advanced Finance Derivatives, Options, Hedge Funds, Quantitative Finance

Each article is a full-length educational piece with formulas, examples, and real-world analogies — not just definitions.

Extended Content (recent additions)

Articles have been expanded with deeper coverage of:

  • Inflation — hyperinflation mechanics, deflation traps, the Fisher equation, stagflation
  • Unemployment — Okun's Law, the Great Depression, structural vs cyclical vs frictional unemployment
  • Fiscal Policy — the Laffer Curve, fiscal-monetary coordination, crowding out, multiplier effects
  • Trade Policy — currency wars, WTO dispute mechanisms, comparative advantage in practice, trade blocs

Global Events

Random events fire periodically and temporarily modify production. They appear in the top notification area with a countdown timer. Events are tied to your game phase.

3D Visual Effects

When a global event triggers, the 3D city reacts in real time with matching particle effects and atmospheric changes:

Event Type Visual Effect
Economic boom / harvest Golden upward burst particles
Drought / famine Orange-red falling embers from the sky
Disease / plague Green mist rising from the ground
Storm / flood Blue-white rain particles falling
Fire / energy crisis Bright red-orange rising sparks
Trade boom Cyan radial ring burst
Nuclear / tech events Purple-white flash and glow
Market crash Red flash with deep fog

The sky colour and fog atmosphere also shift to match the event's mood for its duration, then fade back to normal.

Positive Events

Event Effect Duration
Gold Rush! ⛏️ ×2 Stone & Coal 60s
Harvest Festival 🌾 ×3 Food 90s
Trade Boom 📦 ×2 Capital 120s
Brilliant Inventor Visits 💡 ×5 Knowledge 60s
Global Investor Conference 🤝 ×6 Capital + 1,000 Capital instantly 45s
Technological Breakthrough 🚀 ×1.5 all production 90s
Migration Wave 🚶 ×2 Labour 120s
Bull Market 🐂 ×3 Capital (Banks & Stock Exchanges) 60s
Technology Breakthrough 💡 ×2 Knowledge 90s
Tourism Boom 🗺️ ×1.8 Capital, ×2 Influence 120s
Energy Surplus ⚡ ×1.5 all production 60s
Immigration Wave 🚶 ×2 Labour, ×1.5 Knowledge 90s
Bull Market Rally 🐂 ×2.5 Capital 120s
Favourable Climate Season ☀️ ×2.5 Food 75s

Negative Events

Event Effect Duration
Drought ☀️ −70% Food 60s
Worker Strike ✊ −50% Goods & Labour 45s
Power Outage 🔌 −80% Energy, −40% Goods 30s
Economic Recession 📉 −50% all Capital 90s
Devastating Flood 🌊 −60% Food, −30% Goods 60s
Supply Chain Shock 🚢 −40% Wood & Stone 75s
Disease Outbreak 🦠 −60% Labour 120s
Bank Run 🏃 −80% Capital from Banks, −5% saved Capital 45s
Cyber Attack 💻 −70% Knowledge 60s
Trade War Escalation ⚔️ −50% Capital 90s
Market Crash 📉 −60% Capital 120s
Energy Crisis 🔋 −60% Energy 60s
General Strike ✊ −50% Labour 90s
Great Plague 🦠 −15% population, −50% Labour & Food 120s
Famine 🌾 −10% population, −80% Food 90s
War Draft ⚔️ −12% population, −40% Labour 60s
Emigration Crisis 🚶 −18% population (if happiness < 50)

Population Events (Direct Impact)

These events directly change your population count rather than just modifying production rates:

Event Population Effect Other Effect
Migration Wave 🚶 +up to 40 citizens ×2 Labour for 120s
Baby Boom 👶 +20% population ×1.3 Food for 90s
Refugee Flux 🚶 +60 citizens +20% Labour
Pandemic 🦠 −8% population
Great Plague 🦠 −15% population −50% Labour & Food
Famine 🌾 −10% population −80% Food
War Draft ⚔️ −12% population −40% Labour
Emigration Crisis 🚶 −18% population Triggers only if happiness < 50
Birth Rate Policy 📋 Choice event — see below

Choice Events (Neutral)

Some events give you a decision to make, with limited time to choose:

Event Choice Outcome
Diplomatic Mission 🤝 Accept or Decline +500 Capital instantly if accepted
Investment Opportunity 💰 Invest 200C or Pass 50/50: triple or lose investment
Natural Disaster Warning ⚠️ Fortify (−300C) or Risk it Prevents −70% production for 90s
Foreign Aid Request 🤲 Donate 1,000C or Decline +50 Influence if donated
Research Grant 🔬 Match grant (−500C) or Decline ×3 Knowledge for 120s if matched
Major Investment Offer 🏦 Accept or Decline 50/50: 5,000C or 500C
Birth Rate Policy 📋 Incentivise or Restrict +15% or −10% population growth rate

Rival Nations

The World tab shows five rival nations, each with a distinct economic personality and random diplomatic events.

Nation Flag Specialty GDP Disposition
Ironhaven ⚔️ Manufacturing & Trade 50,000 Neutral
Verdania 🌿 Agriculture & Green Energy 35,000 Friendly
Gold Coast Confederation 💰 Trade & Finance 120,000 Neutral
Techsylvania 💻 Technology & Innovation 200,000 Neutral
Stonewall Republic 🏔️ Mining & Resources 25,000 Hostile

Nation Events (examples)

Each nation fires periodic events affecting your economy:

  • Ironhaven — may impose tariffs (−20% trade income) or propose free trade deals (+15% goods price)
  • Verdania — may buy your surplus food (+500C) or share green research (+200 Knowledge)
  • Gold Coast — may offer investor capital (+2,000C) or demand transit fees (−10% Capital)
  • Techsylvania — may steal your research (−500 Knowledge) or license technology (+1,000 Knowledge)
  • Stonewall — may embargo Stone & Coal (−50% for 60s) or offer mining rights (+50% Stone for 120s)

Prestige System

Once your empire accumulates enough Influence, you can Prestige — resetting most of your progress in exchange for permanent cross-run bonuses.

Prestige Requirement

You need 500 Influence to Prestige (configurable in the game config). The Prestige button is in the Prestige tab.

What Carries Over

  • Your Prestige count (number of times you've prestiged)
  • Your Influence currency (accumulated across runs)
  • All purchased Prestige Upgrades
  • The permanent production multiplier from upgrades

What Resets

  • All buildings
  • All technologies
  • Market portfolio (stocks, bonds, commodities)
  • All resources (you restart with 100 Capital + upgrade bonuses)
  • Active events and event modifiers

Influence Gain Formula

When you Prestige, you gain Influence based on your empire's size:

Influence = floor( log10(Capital) × 5 + totalBuildings × 0.5 )

The larger your empire, the more Influence you earn from the reset.

Prestige Upgrades (8 total)

Spend accumulated Influence on permanent upgrades. Costs increase 50% per level.

Upgrade Max Level Effect Base Cost
Golden Inheritance 💰 5 +500 Capital at run start per level 100
Economic Legacy 📈 20 +5% all production per level (permanent) 50
Industrious Lineage 💪 10 +10 Labour per click per level 75
Scholar's Heritage 🎓 5 +50% Academy question rewards per level 200
Passive Empire 💤 4 +25% offline earnings per level 150
Market Wisdom 📊 5 +20% investment returns per level 250
Scholar's Foundation 🔬 5 +100 Knowledge at run start per level 100
Imperial Prestige ✨ 10 +10% Influence gain per level 300

Achievements

The Achievements tab tracks ~80 milestones. Unlocked achievements show their condition and reward; locked ones show a hint.

Clicks

Achievement Condition
First Click Click the crest for the first time
Clicker 100 total clicks
Dedicated Clicker 1,000 total clicks
Click Machine 10,000 total clicks
Click Legend 100,000 total clicks
Click God 1,000,000 total clicks

Capital Milestones

Achievement Condition
First Hundred 100 Capital
Thousand Club 1,000 Capital
Ten Thousand 10,000 Capital
Millionaire 1,000,000 Capital
Billionaire 1,000,000,000 Capital
Trillionaire 1,000,000,000,000 Capital
Infinite Wealth 1,000,000,000,000,000 Capital

Building Count

Achievement Condition
Builder 10 total buildings
Town Planner 50 total buildings
City Architect 100 total buildings
Metropolis 250 total buildings
Megalopolis 500 total buildings
World City 1,000 total buildings
Dyson City 10,000 total buildings

Specific Buildings (19)

Achievements for owning specific quantities of individual building types, e.g.:

  • Own 1, 10, 50 Huts
  • Own 1, 10 Farms
  • Own 1 Bank, 5 Banks
  • Own 1 Stock Exchange
  • Own 1 Space Port
  • … and more across all tiers

Production Rates

Achievement Condition
Labour Leader 10 Labour/sec
Food Security 5 Food/sec
Energy Empire 10 Energy/sec
Knowledge Hub 5 Knowledge/sec
Capital Engine 100 Capital/sec

Stockpile Achievements

Achievement Condition
Woodpile 1,000 Wood
Stone Age 1,000 Stone
Coal Baron 1,000 Coal
Food Bank 5,000 Food
Power Reserve 500 Energy

Research

Achievement Condition
Curious Mind First technology
Scholar 5 technologies
Researcher 10 technologies
Scientist 20 technologies
Polymath 30 technologies
Grand Theorist All 37 technologies
Branch Master Complete any full tech branch
Digital Pioneer Unlock Digital Economy branch

Education (Academy)

Achievement Condition
Student Answer 1 question
Attentive Answer 10 questions
Studious Answer 25 questions correctly
Knowledgeable Answer 50 correctly
Academic Answer 100 correctly
Professor Answer 250 correctly
Dean Answer 500 correctly
Nobel Laureate Answer 1,000 correctly
Perfect Score 5-question streak
Finance Genius 10-question streak
Legendary Streak 20-question streak
First Concept Learn any concept

Markets

Achievement Condition
Investor First trade
Day Trader 10 trades
Active Trader 50 trades
Market Veteran 100 trades
Profitable Investor First profitable trade
Consistent Returns 10 profitable trades
Market Expert 25 profitable trades
Warren Mode 50% profit on a single trade
Commodity King Own all 6 commodities

Population

Achievement Condition
Village Population 50
Town Population 200
City Population 1,000
Metropolis Population 5,000
Megacity Population 25,000
Ecumenopolis Population 100,000
World State Population 1,000,000
Kardashev I Population 10,000,000

Policies

Achievement Condition
Policy Maker Enact first policy
Ideologue Have 3 policies active
Doctrine Have all social policies active

Events

Achievement Condition
Crisis Manager Survive a negative event
Opportunity Seized Accept a positive choice event
Battle-Tested Survive 10 negative events

Prestige

Achievement Condition
Reborn First Prestige
Veteran Prestige 3 times
Dynasty Prestige 5 times
Eternal Empire Prestige 10 times
Legend Prestige 25 times

Special

Achievement Condition
Early Bird Play within the first 24 hours of game release
Night Owl Play between midnight and 4 AM
Speedrunner Reach mid-phase in under 10 minutes
Completionist Unlock 50 achievements
True Completionist Unlock all achievements
Pacifist Reach late-phase with 0 hostile nation events
Economist Have all 5 policy categories active simultaneously

3D City View

The Empire tab features a live 3D city that grows as your empire advances, rendered with Three.js.

Era-Aware Architecture

Buildings and landmarks change appearance based on your current game phase:

  • Early phase — primitive stone structures: rough-column treasury, stone temple library, ancient forge with clay chimneys, wooden-post bazaar, great hall with battlements, stone watchtower with torch fire
  • Mid phase — industrial-era brick and concrete buildings replace the stone primitives
  • Late phase — modern glass towers, tech campuses, and advanced infrastructure

The entire city rebuilds its landmark layer automatically when you transition between eras.

City Zones

The city is divided into 7 economic zones, each with colour-coded buildings:

Zone Colour Buildings
Residential Warm orange Huts, Cottages, Hospitals
Agricultural Green Farms, Fisheries
Industrial Cool blue-grey Workshops, Factories, Steel Mills
Commercial Amber Market Stalls, Trading Posts, Warehouses
Financial Gold Banks, Stock Exchanges, Mints
Knowledge Cyan Libraries, Schools, Universities
Advanced Deep purple Tech Parks, Space Ports

City Features

  • Era-aware landmarks — 7 landmark structures that evolve from primitive stone to modern architecture
  • Central monument — granite obelisk with gold tip, surrounded by an 8-pillar colonnade and reflecting pool
  • Zone flag markers — coloured flags at each zone's centre for navigation
  • Roads and sidewalks — layered road network with boundary walls and gateposts
  • Lamp posts — 16 street lights with angled arms
  • Trees — 52 trees in concentric rings throughout the city
  • Park areas — park benches, flower patches, and grass areas in the central plaza
  • Distant mountains — 10 snow-capped mountain peaks visible on the horizon
  • Clouds — 10 animated cloud clusters floating above the city
  • Pedestrians — Citizens walk around the city streets; the number of visible pedestrians scales with your actual population (1 pedestrian per 5 citizens)

Nav-Bar Camera

Each navigation tab zooms the camera to a representative landmark building for that section of the game — giving a sense of place as you switch between tabs.

Camera Controls

  • Click on a zone — camera zooms in to that zone's buildings
  • Click the background — camera returns to overview position
  • Drag to rotate — orbit the city view
  • The 3D city is always visible behind the game UI on all tabs

Event Visual Effects

See the Global Events section for the full list of atmospheric and particle effects that trigger in the city when events fire.


News Feed

The News tab is a live newspaper-style feed of everything that happens in your empire.

  • Build events — logged whenever you construct buildings
  • Research events — logged when technologies are unlocked
  • Economic events — logged when global events start and end
  • Diplomatic events — logged for nation interactions
  • Milestone events — logged when major thresholds are crossed

The feed is ordered newest-first and persists across sessions.


Controls & Keyboard Shortcuts

Action Control
Generate Labour Click the city crest (Empire tab)
Save game Ctrl+S or click the Save button
Reset game Hold the Reset button for 3 seconds
Navigate tabs Click any tab button at the top
Buy building Click building name in Buildings tab
Buy ×1 / ×5 / ×10 / Max Toggle multiplier buttons in Buildings tab
Sell building Open building panel → Sell ×1 or Sell ×5
Answer Academy question Click the correct answer button

Saving & Resetting

Autosave

The game autosaves every 30 seconds automatically.

Manual Save

  • Press Ctrl+S at any time
  • Click the Save button in the header

Reset

To reset your empire completely (all progress deleted):

  1. Find the Reset button in the header
  2. Hold it down for 3 seconds — a red progress bar fills the button
  3. A confirmation modal appears — click YES, RESET EVERYTHING to confirm

This cannot be undone. The reset deletes all buildings, technologies, resources, achievements, and market holdings.

Save Data

Save data is stored in your browser's localStorage under the key prosperityEmpire. Clearing browser data will delete your save.


Self-Hosting

GitHub Pages (Recommended — Free)

  1. Fork or clone this repository to your GitHub account
  2. Go to Settings → Pages
  3. Set Source to Deploy from a branch
  4. Select the main branch, root folder (/)
  5. Click Save — your site will be live at https://<your-username>.github.io/<repo-name>/

Local Development

Open index.html directly in any modern browser — no build step, no server required. All dependencies are loaded from CDN.

git clone https://github.com/BoyTiger-1/FinanceCivClicker.git
cd FinanceCivClicker
# Open index.html in your browser

Other Static Hosts

The game is a static site (HTML + CSS + JS only). It works on any static hosting platform:

  • Netlify — drag the folder into netlify.com/drop
  • Vercelvercel --prod from the project root
  • Cloudflare Pages — connect your GitHub repo
  • Any web server — copy files to public_html or equivalent

Technical Stack

Technology Usage
HTML5 / CSS3 Game UI, animations, layout
Vanilla JavaScript (ES6+) All game logic — no framework
Three.js r134 3D city rendering
localStorage Save/load system
CSS Custom Properties Theming and design tokens
requestAnimationFrame Game loop (60 fps)

No build tools. No bundlers. No npm. The entire game runs from a single index.html file with script tags.


Project Structure

FinanceCivClicker/
├── index.html              # Entry point — all UI structure
├── css/
│   └── game.css            # All styles
├── js/
│   ├── game.js             # Game state (GS) definition
│   ├── config.js           # Constants and configuration
│   ├── main.js             # Bootstrap and game loop
│   ├── data/
│   │   ├── buildings.js    # 36 building definitions
│   │   ├── technologies.js # 37 technology definitions
│   │   ├── policies.js     # 15 policy definitions
│   │   ├── achievements.js # 80+ achievement definitions
│   │   ├── market.js       # Stocks, bonds, commodities, forex
│   │   ├── events.js       # Global event definitions
│   │   ├── nations.js      # 5 rival nation definitions
│   │   ├── codex.js        # Financial encyclopedia articles
│   │   └── questions.js    # Academy question bank
│   ├── engine/
│   │   ├── buildingEngine.js   # Buy, sell, cost calculations
│   │   ├── productionEngine.js # Resource tick and recalculation
│   │   ├── researchEngine.js   # Technology effects
│   │   ├── marketEngine.js     # Price simulation
│   │   ├── eventsEngine.js     # Event spawning and management
│   │   ├── populationEngine.js # Population and happiness
│   │   ├── policyEngine.js     # Policy effects
│   │   ├── learningEngine.js   # Academy question logic
│   │   ├── achievementEngine.js # Achievement checking
│   │   ├── prestigeEngine.js   # Prestige and upgrades
│   │   ├── saveEngine.js       # Save / load / reset
│   │   └── newsEngine.js       # News log management
│   └── ui/
│       ├── empireUI.js         # Empire tab + city crest click
│       ├── buildingsUI.js      # Buildings tab
│       ├── researchUI.js       # Research tab
│       ├── marketsUI.js        # Markets tab
│       ├── academyUI.js        # Academy tab
│       ├── codexUI.js          # Codex tab
│       ├── worldUI.js          # World/Nations tab
│       ├── policiesUI.js       # Policies tab
│       ├── prestigeUI.js       # Prestige tab
│       ├── achievementsUI.js   # Achievements tab
│       ├── tutorialUI.js       # Tutorial overlay
│       ├── newsUI.js           # News feed tab
│       ├── cityScene.js        # Three.js 3D city
│       ├── tabs.js             # Tab navigation
│       ├── notifications.js    # Toast notifications
│       └── modals.js           # Confirmation dialogs
└── README.md

License

MIT License — free to use, modify, and redistribute.

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