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economy-design

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Resource flow architecture, currency system design, inflation/deflation diagnosis, sink/source balancing, crafting economies, LiveOps event budgeting, and economy simulation modeling. Use when designing resource systems from scratch, adding currencies or stores, setting crafting costs or reward magnitudes, diagnosing inflation or wealth stratification, planning monetization, designing LiveOps events, or when veteran players stockpile while new players feel locked out. Goes deeper than game-balance's economy health check — this is the architectural skill for building and sustaining entire economic systems.

Design

What this skill does


# Economy Design

**Purpose:** Systematic tools for designing, simulating, and sustaining game economies — the architecture of resource flows, currency systems, and long-term economic health. Economy is a foundational system; most other systems are downstream of resource flow.

**Core philosophy:** An economy is a directed graph. Every resource has sources, sinks, converters, and pools. If you cannot draw the graph, you do not understand the economy. Draw first, implement second.

---

## When to Activate

Use this skill when:
- Designing resource systems, currencies, stores, or crafting costs from scratch
- Setting reward magnitudes or drop rates
- Diagnosing inflation (prices spiraling, early items worthless) or deflation (hoarding, new players locked out)
- Adding monetization layers (premium currency, battle passes, cosmetic stores)
- Designing LiveOps events that inject or drain resources
- Veteran players stockpile resources while new players feel unable to participate
- Using resource scarcity as a difficulty lever instead of stat scaling
- Planning a crafting system that intersects with the broader economy
- Building a simulation model to project economic health before implementation

**Relationship to game-balance:** The **game-balance** skill covers balancing *within* an economy — cost curves, dominant strategy detection, tuning existing numbers. This skill covers designing economies *from scratch* — the architecture of flows, the choice of currencies, and the long-term health of the system.

---

## Core Framework: The Flow Model

Every economy is a directed graph of resources. Before writing any code, draw the graph.

### Five Components

| Component | Role | Examples |
|-----------|------|----------|
| **Sources** | Where resources enter the system | Enemy drops, quest rewards, crafting yields, purchases, passive generation, event rewards |
| **Sinks** | Where resources leave the system | Crafting costs, repair fees, consumable use, transaction taxes, upgrade costs, cosmetic purchases |
| **Converters** | Transform one resource into another | Crafting (materials → items), trading (gold → gear), upgrading (item + currency → better item) |
| **Pools** | Where resources accumulate | Player inventory, bank, stash, guild vault, escrow |
| **Connections** | Flow between players or systems | Trade, gifting, marketplace, looting, auction house |

### Flow Diagram Construction

1. **List every resource type** in the game (currencies, materials, items, tokens)
2. **For each resource, identify all sources** — where does it come from?
3. **For each resource, identify all sinks** — where does it go?
4. **Draw the directed graph** — nodes are pools, edges are flows with rates
5. **Label each edge** with its flow rate (units per session, per hour, per player)
6. **Check balance** — every source must have a corresponding sink, or the economy will inflate

### The Fundamental Law

```
If total_source_rate > total_sink_rate → inflation (guaranteed)
If total_sink_rate > total_source_rate → deflation (guaranteed)
```

This is not a risk. It is arithmetic. An imbalance does not *risk* inflation — it *causes* it. The only question is how fast.

### Sink Quality Principle

Every sink must feel meaningful to the player. "Taxes" are a terrible sink — they feel like punishment. "Crafting the weapon I want" is a great sink — it feels like progress. If players resent a sink, they will avoid it or quit. If players desire a sink, it regulates the economy while creating engagement.

**Good sinks:** Crafting, upgrading, cosmetic purchases, consumables that feel powerful, meaningful repairs, prestige resets (New Game+ currencies)

**Bad sinks:** Arbitrary fees, death penalties that feel unfair, durability loss on non-combat items, mandatory maintenance costs with no player agency

---

## Currency Architecture

The number and structure of currencies is an architectural decision that shapes every downstream system.

### Currency Types

| Type | Structure | Pros | Cons | Best For |
|------|-----------|------|------|----------|
| **Single** | One resource for everything | Simple, easy to understand | Hard to balance across systems | Simple games, prototypes, jam games |
| **Dual (soft/hard)** | Earned currency + premium currency | Separates progression from monetization | Premium currency creates pay-to-win perception if mishandled | F2P with ethical monetization |
| **Multi-currency** | 3+ resources with different functions | Rich decision-making, deep crafting | Complexity overhead, inventory management burden | RPGs, survival games, deep crafting systems |
| **Hybrid** | Mix of above with conversion paths | Flexible, supports multiple progression tracks | Conversion rates are extremely hard to balance | Complex games with multiple progression paths |

### Design Rules

1. **Start with the minimum number of currencies that creates meaningful decisions.** Add more only when a genuinely new decision type requires it.
2. **Each currency should have a clear identity.** Players should immediately understand what a currency is for and how to earn it. If you need a tutorial to explain a currency, you have too many.
3. **Conversion between currencies must be lossy.** If players can convert A → B → A without loss, they will find arbitrage loops. Every conversion should destroy value.
4. **Premium currencies must never buy power directly.** The moment premium currency buys statistical advantage, the economy becomes pay-to-win. Premium currency should buy time savings, cosmetics, or convenience — never combat power or progression skips that affect other players.
5. **Name currencies to signal their source and purpose.** "Gold" (earned from play), "Gems" (purchased or rare), "Iron" (gathered from mining) — names should be self-documenting.

### Currency Decision Framework

```
Q: Does my game need more than one currency?
├─ Are there distinct resource acquisition loops? (combat vs. exploration vs. crafting)
│  └─ Yes → Consider multi-currency, one per loop
├─ Is there a monetization layer?
│  └─ Yes → Add a premium currency, strictly separated from power
├─ Are there time-gated and skill-gated progressions?
│  └─ Yes → Consider separate currencies for each gate
└─ None of the above → Single currency is probably sufficient
```

---

## Inflation & Deflation

The core economic health problem. Every live economy trends toward one or the other unless actively managed.

### Inflation

Resources enter faster than they leave. Consequences cascade:
1. Prices rise as currency loses value
2. Early-game items become worthless
3. New players face impossible prices in player-to-player markets
4. Content trivializes as currency becomes abundant
5. Only the newest, most expensive content has any meaning

### Deflation

Resources leave faster than they enter. Consequences cascade:
1. Players hoard resources defensively
2. New players cannot accumulate enough to participate
3. Economic activity stagnates — nobody trades
4. Content gates become impassable walls
5. Player base stratifies into haves and have-nots

### Detection Signals

| Signal | Indicates | Severity |
|--------|-----------|----------|
| Median player holdings doubling faster than designed | Inflation | High — exponential growth is hard to reverse |
| NPC shop prices feeling trivial by mid-game | Inflation | Medium — may be intentional progression |
| Player-to-player trade prices spiraling upward | Inflation | High — emergent market reflects real currency devaluation |
| Players hoarding instead of spending | Deflation | Medium — could also indicate poor sink quality |
| New players unable to afford baseline items in first session | Deflation | Critical — directly causes churn |
| Wealth Gini coefficient rising over time | Stratification | High — rich-poor gap compounds |

### Correction Tools

**Anti-inflation:** Scaling sinks (costs increase with item level), progressive transaction taxes, limited-time cosmetic sinks (voluntary 

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