team-economy
Skill0 starsChanged 4 months agoMITView on GitHub
Use when working on resource economy, loot tables, progression curves, reward balance, core-resource tuning, or in-game market design. Routes to the correct workflow pattern and executes step-by-step.
1 other project uses a version of this.
Adopted by
Most recently taken up by
- CodePhobiia/claude-roblox-game-studiotheir own version, first seen Apr 16, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 0
None found.
Wrote their own version · 1
- CodePhobiia/claude-roblox-game-studio★ 9same name
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
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- The first 60 shown.
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 1 is distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 29
Read production/workstreams/economy.md — what's done, in-progress, next
- Distinctive: line 30
Ask or infer: which ACTIVITY?
- Very specific: line 31
Follow the matching execution chain from team-orchestrator.md
≈ “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
Team Economy
🌱 ShiningPlague-authored. No upstream version exists. Team-orchestrator skill for the economy workstream.
Execution protocol: .claude/docs/templates/team-orchestrator.md
Workstream state: production/workstreams/economy.md
Domain code: EC
If an artifact named here is absent: say so plainly in one line, skip that step, and continue. Never invent the file to satisfy a checklist, and never fail a close because an optional artifact was never created.
Step 0: Load State + Select Activity
- Read
production/workstreams/economy.md— what's done, in-progress, next - Ask or infer: which ACTIVITY? (Design / Build / Content / Playtest / Review / Ship)
- Follow the matching execution chain from
team-orchestrator.md
Agent Routing — WHO to dispatch at each step
| Step in chain | Agent to dispatch | What they do |
| Design: brainstorm / spec | economy-designer | Resource flows, sink/faucet analysis, loot tables |
| Design: formulas / curves | systems-designer | Progression formulas, scaling curves |
| Design: core loop integration | game-designer | Core loop economy integration |
| Design: GDD authoring | economy-designer | 8-section GDD per /design-system |
| Build: implementation | gameplay-programmer | Economy system code, resource managers |
| Build: code quality | godot-gdscript-specialist | Static typing, signals, performance |
| Content: data authoring | Direct — in-engine data editor dock / JSON authoring | |
| Playtest: balance testing | qa-tester | Resource rate validation, progression curve checks |
| Review: design review | creative-director | Gate CD-GDD-ALIGN |
| Review: pillars check | creative-director | Gate CD-PILLARS |
Gates to Fire
| Gate | When | Director |
| CD-GDD-ALIGN | After economy GDD sections | creative-director |
| CD-PILLARS | If economy changes affect consequence/investment pillars | creative-director |
Templates
.claude/docs/templates/economy-model.md.claude/docs/templates/difficulty-curve.md
Project-Specific Context
Fill in for your project (examples):
- Core resources/currencies and the pressure each creates on the player
- Economy data files: {{CURRENCY_DATA}} (e.g.
data/economy/*.json, dock-editable) - Existing sinks and faucets (e.g. resource drain + loot only, no shop/market yet)
- Secondary economy pressures (e.g. companions or upkeep consuming resources)
- Economy design principles from the GDD (e.g. every choice should cost something)
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