LemonadeQuest

Roadmap: production assets

Ten stands per account is a limit, not the end of the game. This page is the plan for what a committed player grows into — and, more importantly, the rule that every future production asset must obey before it ships.

The tiers

  1. 3 stands per account at launch, until the 10,000th stand is sold.
  2. 10 stands per account after that.
  3. Mini farm — unlocked by an account running 10 stands plus at least one level-3 stand in the farm's city. A mini farm produces supplies (lemons, sugar) instead of lemonade: its output is sold for SEED, into the same supply demand the stands themselves create.
  4. Cup machine / ice plant — unlocked after retiring a mini farm. Machines produce the manufactured supplies (cups, ice) with the same logic.
  5. City farm — the top of the ladder, requiring a stand in the Commercial zone of that city. A city farm sells supplies directly to other players in its city.

The capped-asset rule

Every asset above obeys the same contract the stand does, with the same numbers:

  • It is bought in LEMON, and all of that LEMON goes to the Bank — none to the team.
  • Its output is capped per cycle at 200% of its cycle price, with the output valued at the price index of the day it is sold.
  • Its structural costs (inputs, maintenance, taxes) return at least 40% of gross to the Bank, like supplies do for a stand.
  • It takes the same major repairs (50% of the average price, four maximum), then retires, with level inheritance into the next asset.
  • No production asset will ever have a better return multiple than a stand. Farms and machines are for players who want more of the game, not a way around its cap. If an asset were allowed to beat the stand, it would become the only thing anyone buys — that is the balancing rule for equipment, applied at every scale.

The city-farm market

City farms sell supplies to the players of their city, with guardrails so the market cannot be cornered:

  • The owner sets the price freely inside a ±20% band around the indexed list price.
  • The game is always the seller of last resort at the band ceiling, so nobody can be starved of supplies or gouged beyond the band.
  • There is no visible order book — buyers see the best available price, not who is undercutting whom, which keeps the game about lemonade rather than market-making.
  • One farm per account per city.

When

None of this ships at launch. Production assets ship only after roughly six months of real data on what players actually spend on supplies, because every number above leans on the ≈40% structural-cost floor being true in practice, not just in the simulator. The tiers will arrive in order, each one priced from the data the previous one generated.

The promise that survives every tier: the Bank buys every asset's output cap in advance, at prices it already holds the LEMON for. More assets mean a bigger game, never a leakier one.