| name | economy-balance |
| description | Design or rebalance currencies, sinks, progression prices, drop rates, and anti-exploit safeguards. Use for shops, crafting, meta loops, or F2P economies. |
Economy Balance
When to use
Design or rebalance currencies, sinks, progression prices, drop rates, and anti-exploit safeguards. Use for shops, crafting, meta loops, or F2P economies.
Inputs to gather
- economy goals
- sources/sinks
- retention or session length goals
- exploit concerns
Recommended roles
economy_designer
progression_designer
analytics_engineer
Primary docs / outputs
studio/docs/templates/economy-tuning.md
studio/docs/templates/telemetry-schema.md
Workflow
- Inspect the current repo/docs state first and cite concrete evidence.
- Choose the smallest useful output that moves the project forward.
- Express the work as a feature, mechanic, or content contract that engineering and QA can consume.
- Update or create durable docs when the result should persist.
- Recommend the next best role or skill if more work remains.
Category rules
- Lead with player outcome, then define scope, acceptance criteria, and edge cases.
- Keep mechanics and content contracts buildable by engineering and testable by QA.
- Surface tradeoffs among clarity, depth, scope, and production cost.
Deliverables
- economy model
- pricing assumptions
- telemetry needs
- risk flags
Validation bar
- acceptance criteria present
- risks/dependencies surfaced
- next implementation or test path clear