economy-balancing
Skill105 starsChanged 8 months agoMITView on GitHub
Design and tune currencies, sinks, rewards, prices, and inflation control so the economy supports progression and retention.
In this repository117 other files it gives its agents.
- AGENTS.mdAGENTS.md
- .codex/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- .github/copilot-instructions.mdCopilot instructions
- .cursor/rules/00-project-context.mdcCursor rule
- .cursor/rules/01-engine-isolation.mdcCursor rule
- .cursor/rules/02-workflow.mdcCursor rule
- .cursor/rules/03-doc-sync.mdcCursor rule
- .cursor/rules/README.mdCursor rule
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
2 rules. About 0 are common, 2 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 58
Keep this skill aligned with the relevant rules layer and current project documentation.
- Distinctive: line 59
If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Economy Balancing
Purpose
Design and tune currencies, sinks, rewards, prices, and inflation control so the economy supports progression and retention.
Use When
- the game has currencies, crafting, shop systems, or upgrade economies
- reward pacing feels too generous or too punishing
- live tuning is required
Inputs
- progression model
- reward sources
- sink list
- target session and retention goals
Process
- define currency roles and allowed flows
- map sources, sinks, and exchange paths
- set baseline values and anti-inflation controls
- identify abuse cases, softlocks, and over-reward loops
- instrument economy-critical events for monitoring
Outputs
- economy model
- balance sheet
- source/sink matrix
- tuning plan
Quality Bar
- supports the core fantasy and player goals
- defines readable rules, edge cases, and feedback
- creates concrete hooks for tuning, telemetry, and QA
Common Failure Modes
- adding systems that do not serve the core loop
- shipping vague rules that QA and engineering must guess at
- tuning without instrumentation or hypotheses
Related Agents
- economy-designer
- systems-designer
- mobile-f2p-analyst
Related Commands
- economy-balance
- telemetry-plan
- liveops-brief
Notes
- Keep this skill aligned with the relevant rules layer and current project documentation.
- If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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