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/
- Overview
- How to Play
- Resources
- Population
- Buildings
- Technologies (Research)
- Policies
- Markets
- Academy & Learning System
- Codex — Financial Encyclopedia
- Global Events
- Rival Nations
- Prestige System
- Achievements
- 3D City View
- News Feed
- Controls & Keyboard Shortcuts
- Saving & Resetting
- Self-Hosting
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:
- Click the city crest to generate Labour
- Spend Labour (and other resources) to construct buildings
- Buildings passively generate resources every second
- Grow and manage your population — citizens provide Labour and drive the economy
- Research technologies to unlock new buildings and multipliers
- Enact policies to shape your empire's economic doctrine
- Answer finance questions at the Academy to earn bonus resources
- Trade stocks, bonds, commodities, and currencies on the Markets
- Accumulate Influence to Prestige and carry permanent bonuses into a new run
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
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.
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
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 is a core mechanic that drives your workforce. Citizens are housed in residential buildings and their numbers grow or shrink based on several factors.
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 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.
- 85% capacity — Housing Shortage notification fires; expansion recommended
- 100% capacity — Housing Crisis; population stops growing and may decline
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.
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 are purchased in the Buildings tab. Click a building to open its detail panel, which shows costs, production rates, sell value, and description.
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
| 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 |
| 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 | — |
| 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 |
| 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 |
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.
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.
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
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.
| 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 |
| 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 |
| Policy | Effect |
|---|---|
| Protectionism | +25% domestic Goods production; −20% trade income |
| Free Trade | +40% Capital from trade; −10% Goods |
| Policy | Effect |
|---|---|
| Gold Standard | Stable Capital; +15% Capital value |
| Fiat Currency | +20% Capital flexibility; slight inflation |
| Cryptocurrency | +50% digital Capital; high volatility |
| Policy | Effect |
|---|---|
| Universal Education | +20% Knowledge; +population growth |
| Healthcare for All | +15% happiness; +Labour efficiency |
| Environmental Regulations | +20% Influence; −10% industrial output |
The Markets tab simulates live financial markets. Prices update in real time. You can buy and sell assets to generate Capital profit.
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 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 |
| 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 💨 | $3.50/MMBtu | High (8%) | Seasonal; volatile in winter |
Trade against the US Dollar base rate.
| Currency | Symbol | Base Rate vs USD |
|---|---|---|
| Euro 🇪🇺 | € | 1.08 |
| British Pound 🇬🇧 | £ | 1.26 |
| Japanese Yen 🇯🇵 | ¥ | 0.0067 |
| Chinese Yuan 🇨🇳 | ¥ | 0.138 |
| Brazilian Real 🇧🇷 | R$ | 0.19 |
The Academy tab is a financial quiz system that rewards you for answering questions correctly.
- 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
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.
Answering multiple questions correctly in a row builds a streak multiplier. Higher streaks give larger resource rewards.
Your Academy proficiency score tracks your overall performance. Higher proficiency unlocks harder (and more rewarding) questions.
The Codex tab is an in-game financial encyclopedia with full articles on economics and finance.
| 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.
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
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.
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.
| 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 |
| 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) | — |
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 | — |
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 |
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 |
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)
Once your empire accumulates enough Influence, you can Prestige — resetting most of your progress in exchange for permanent cross-run bonuses.
You need 500 Influence to Prestige (configurable in the game config). The Prestige button is in the Prestige tab.
- 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
- All buildings
- All technologies
- Market portfolio (stocks, bonds, commodities)
- All resources (you restart with 100 Capital + upgrade bonuses)
- Active events and event modifiers
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.
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 |
The Achievements tab tracks ~80 milestones. Unlocked achievements show their condition and reward; locked ones show a hint.
| 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 |
| 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 |
| 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 |
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
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Achievement | Condition |
|---|---|
| Policy Maker | Enact first policy |
| Ideologue | Have 3 policies active |
| Doctrine | Have all social policies active |
| Achievement | Condition |
|---|---|
| Crisis Manager | Survive a negative event |
| Opportunity Seized | Accept a positive choice event |
| Battle-Tested | Survive 10 negative events |
| Achievement | Condition |
|---|---|
| Reborn | First Prestige |
| Veteran | Prestige 3 times |
| Dynasty | Prestige 5 times |
| Eternal Empire | Prestige 10 times |
| Legend | Prestige 25 times |
| 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 |
The Empire tab features a live 3D city that grows as your empire advances, rendered with Three.js.
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.
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 |
- 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)
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.
- 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
See the Global Events section for the full list of atmospheric and particle effects that trigger in the city when events fire.
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.
| 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 |
The game autosaves every 30 seconds automatically.
- Press Ctrl+S at any time
- Click the Save button in the header
To reset your empire completely (all progress deleted):
- Find the Reset button in the header
- Hold it down for 3 seconds — a red progress bar fills the button
- 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 is stored in your browser's localStorage under the key prosperityEmpire. Clearing browser data will delete your save.
- Fork or clone this repository to your GitHub account
- Go to Settings → Pages
- Set Source to Deploy from a branch
- Select the
mainbranch, root folder (/) - Click Save — your site will be live at
https://<your-username>.github.io/<repo-name>/
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
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
- Vercel —
vercel --prodfrom the project root - Cloudflare Pages — connect your GitHub repo
- Any web server — copy files to
public_htmlor equivalent
| 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.
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
MIT License — free to use, modify, and redistribute.