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economy-design

Designing a resource economy from scratch: the source/sink/converter flow graph, currency architecture, sink quality, inflation and deflation, feedback loops, scarcity as a difficulty lever, and simulating it in a spreadsheet before writing code. Use when designing currencies, stores, crafting costs or drop rates, when prices spiral or players hoard, when veterans break the economy for newcomers, or when deciding how many currencies a game needs. Positive feedback for skill, negative feedback for time. For tuning numbers inside an economy that already works use game-balance; where accumulation is the entire loop use incremental-design.

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Source facts

Repository
rbergman/dark-matter-marketplace
Last source activity
August 8, 2026 at 17:56
Detected SKILL.md language
English
Stars
11
Forks
5

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