The Economics of Match Events

Nearly all economic activity in match-based or “saga”-based metas follows the fundamental relationship:
where,
Basic Match Model
$$ text{Revenue} = sum_{i}bigl(text{Attempts}{i} cdot text{Gold Sink Per Attempt}{i}bigr) $$
Event Uplift
$$ text{Event Uplift}{e} = Delta text{Attempts}{e} cdot Delta text{Gold Sink Per Attempt}_{e} $$
where (Delta text{Attempts}) and (Delta text{Gold Sink Per Attempt}) are increases due to the event.
Effective Rewards
$$ text{Effective Rewards}{e} = sum{s} Bigl(text{Reward Amount}{s,e} cdot text{Win Rate}{s,e}Bigr) $$
where: () (bullet) (text{Effective Rewards}{e}) is the effective gold rewards from event ((e)). () (bullet) (s) indexes different reward tracks, or stages in the event. () (bullet) (text{Reward Amount}{s,e}) is the gold amount granted at stage ((s)) of event ((e)). () (bullet) (text{Win Rate}_{s,e}) is the probability that a player reaches stage ((s)) and claims the reward in event ((e)).
Generally, games find that engagement is also strongest when the effective rewards are highest. Tracking either progression speed (win rate) or reward amounts amplify any event’s effect.
Event Effect: Net Source or Sink
The net economic effect of an event is determined by subtracting the total effective rewards from the total event uplift:
Not all events need to be net sinks. Events can function as planned gold sources, offsetting reductions in base saga rewards to maintain long-run economic stability. In this scenario, base saga victory rewards are reduced while event rewards compensate, ensuring that the total gold sourced per attempt remains stable but with different sources.
How Many Events to Run
[ text{Event Effect}_e = gamma^{(e-1)} cdot Bigl(text{Base Uplift} – text{Effective Rewards}_eBigr) ]
Where, () (bullet) (text{Base Uplift}) is the uplift if the event ran alone. () (bullet) (text{Effective Rewards}_e) is gold distributed by the event. () (bullet) (gamma) controls how quickly subsequent events’ net effect diminishes. () (bullet) As (e) increases, (gamma^{(e-1)}) becomes smaller, reflecting diminishing returns for each additional event. () () The optimal number of concurrent events occurs when:
[ sum_{e=1}^{n} text{Event Effect}_e = 0 ]
Beyond this point, an event is a net source, which is not sustainable in the long run without other economic adjustments. This should be how teams assess event stacking! Set up A/B tests to find this zero point; by all means, Royale Match suggests 5-6 events.
Conclusion
Match events should be rigorously modeled to understand their economic effects. Contrary to common belief, an event’s effectiveness is not solely determined by its ability to act as a net sink. Structuring events as alternative sources of rewards can be LTV-positive compared to embedding the same rewards in saga progression.
Balancing reward scalars—designing an event with the same Event Effect but significantly higher uplift and effective rewards—creates different economic trade-offs. Remember, these two are causally linked: offering more rewards increases attempts. Or consider experimenting with holding the effective rewards constant, increasing the win rate but lowering the prize.