generate-economy
npx skills add https://github.com/hopeoverture/worldbuilding-system --skill generate-economy
Agent 安装分布
Skill 文档
Generate Economy
Generate economic systems for: $ARGUMENTS
Overview
Creates comprehensive economic infrastructure for a world including:
- Trade routes connecting settlements
- Resource extraction and production sites
- Merchant guilds and trading companies
- Black markets and smuggling networks
- Price variations by region
- Commercial relationships and trade agreements
- Currency flow and economic powers
- Market hubs and trade fairs
Instructions
Step 1: Survey the World
-
Parse
$ARGUMENTSfor world name -
Read World Overview for:
- Technology level
- Geography layout
- Major powers
- Existing currencies
- Known trade goods
-
Scan Settlements:
- List all cities and towns
- Note coastal vs. inland
- Identify capitals and trade hubs
-
Scan Geography:
- List regions and terrain
- Identify natural resources implied
- Note mountain passes, rivers, coasts
-
Scan Organizations:
- Existing guilds
- Governments (tax and trade policies)
- Criminal organizations (smuggling)
Step 2: Present Economic Development Plan
=== ECONOMY GENERATION: [World Name] ===
World Survey:
- Settlements: [X] cities, [Y] towns, [Z] villages
- Regions: [X] distinct areas
- Existing Trade Entities: [list]
- Currency: [[Currency Name]]
Proposed Economic System:
1. RESOURCE NODES ([X] to create)
- [Region]: [Resource type]
- [Region]: [Resource type]
2. TRADE ROUTES ([X] to create)
Major:
- [City A] â [City B]: [Primary goods]
- [City C] â [City D]: [Primary goods]
Minor:
- [Town] â [City]: [Goods]
3. MERCHANT ORGANIZATIONS ([X] to create/expand)
- [Guild/Company 1]: [Specialty]
- [Guild/Company 2]: [Specialty]
4. TRADE HUBS ([X] to designate)
- [[City 1]]: [Type of hub]
- [[City 2]]: [Type of hub]
5. BLACK MARKETS ([X] if appropriate)
- [Location 1]: [Illegal goods]
- [Location 2]: [Illegal goods]
6. PRICE VARIATIONS
- Regional differences explained
- Seasonal fluctuations
7. TRADE RELATIONSHIPS
- [[Nation A]] â [[Nation B]]: [Terms]
Proceed? (yes/customize)
Step 3: Identify and Create Resource Nodes
Map resources by region:
Common Resource Types:
| Category | Resources | Found In |
|---|---|---|
| Metals | Iron, copper, gold, silver, mithril | Mountains, hills |
| Gems | Diamonds, rubies, emeralds, opals | Mountains, caves |
| Stone | Marble, granite, limestone | Mountains, quarries |
| Timber | Oak, pine, exotic woods | Forests |
| Agriculture | Grain, vegetables, fruits | Plains, valleys |
| Livestock | Cattle, sheep, horses, exotic | Plains, hills |
| Textiles | Wool, silk, cotton, linen | Various |
| Fish/Sea | Fish, pearls, coral, salt | Coasts, rivers |
| Exotic | Spices, dyes, magical components | Jungles, specific |
For each region, create resource section:
## Economic Resources: [[Region Name]]
### Primary Exports
| Resource | Extraction Site | Quality | Annual Output | Value |
|----------|-----------------|---------|---------------|-------|
| [Resource 1] | [[Location]] | [High/Med/Low] | [Amount] | [GP/unit] |
| [Resource 2] | [[Location]] | [High/Med/Low] | [Amount] | [GP/unit] |
### Secondary Resources
- [Resource]: [Notes on availability]
### Resource Control
- [[Organization/Government]]: Controls [resources]
- Rights disputes: [Contested resources]
### Extraction Sites
**[[Mine/Farm/etc. Name]]:**
- Location: [Specific place in region]
- Resource: [What's extracted]
- Workers: [Number, type]
- Controlled by: [[Entity]]
- Output: [Amount per season]
- Challenges: [Dangers, difficulties]
Step 4: Create Trade Routes
Connect settlements with logical trade flows:
Trade Route Principles:
- Follow rivers where possible
- Pass through minimum mountain passes
- Connect production to consumption
- Build on existing roads
For each major route:
### [Route Name] Trade Road
**Connects:** [[City A]] â [[City B]]
**Distance:** [X] miles
**Travel Time:** [X] days by horse, [Y] days by wagon
**Route Type:** [Road/River/Sea/Caravan trail]
**Path:**
[[City A]] â [[Waypoint 1]] â [[Waypoint 2]] â [[City B]] (2 days) (3 days) (2 days)
**Primary Goods:**
| Direction | Goods | Volume | Season |
|-----------|-------|--------|--------|
| A â B | [Goods from A] | [Heavy/Moderate/Light] | [Year-round/Seasonal] |
| B â A | [Goods from B] | [Heavy/Moderate/Light] | [Year-round/Seasonal] |
**Route Control:**
- [[Government/Guild]]: Maintains and taxes
- Toll stations: [[Location 1]], [[Location 2]]
- Patrol frequency: [Description]
**Hazards:**
- [Hazard 1]: [Location, danger level]
- [Hazard 2]: [Location, danger level]
- Bandit activity: [Description]
**Services Along Route:**
| Waypoint | Services | Notable |
|----------|----------|---------|
| [[Stop 1]] | Inn, stables, smithy | [Hook/detail] |
| [[Stop 2]] | Caravansary | [Hook/detail] |
**Seasonal Variations:**
- Spring: [Conditions]
- Summer: [Conditions]
- Autumn: [Conditions]
- Winter: [Conditions - passable?]
**Adventure Hooks:**
- [Hook related to route]
Sea Routes (if applicable):
### [Sea Route Name]
**Connects:** [[Port A]] â [[Port B]]
**Distance:** [X] nautical miles
**Voyage Time:** [X] days favorable, [Y] days typical
**Season:** [When safe to sail]
**Navigation:**
- Follow coast / Open sea crossing
- Key landmarks: [Navigation points]
- Dangerous waters: [[Hazard area]]
**Common Cargo:**
[Same format as land routes]
**Vessels:**
- Typical ships: [Ship types]
- Fleet size: [Estimate]
- Notable ships: [[Ship Name]]
**Pirates/Threats:**
- [[Pirate Group]]: Active in [area]
- Sea monsters: [[Creature]] reported
Step 5: Create/Expand Merchant Organizations
Merchant Guild Types:
- General Merchants’ Guild – All traders, broad power
- Specialty Guilds – Single trade (goldsmiths, weavers, etc.)
- Trading Companies – Long-distance trade, quasi-governmental
- Cartels – Price-fixing groups
- Merchant Houses – Family businesses with reach
For each organization:
- Read
Templates/Organizations/Guild.mdorBusiness.md - Generate with:
- Trade specialty
- Territory/routes controlled
- Key NPCs (3-5)
- Relationship with government
- Rivals and allies
- Secret operations
- Save to Organizations folder
Economic Organization Section:
## Trade Operations
### Routes Controlled
- [[Route 1]]: [Monopoly/Major presence/Minor presence]
- [[Route 2]]: [Control level]
### Trade Posts
| Location | Type | Staff | Function |
|----------|------|-------|----------|
| [[City A]] | Headquarters | [X] | Main operations |
| [[City B]] | Warehouse | [X] | Storage/distribution |
| [[City C]] | Factor's office | [X] | Local trading |
### Annual Revenue
- Estimated: [X] gold pieces
- Primary source: [Trade type]
- Growth: [Increasing/Stable/Declining]
### Trade Agreements
- [[Organization 1]]: [Nature of agreement]
- [[Government]]: [Licenses, monopolies]
### Rivals
- [[Competitor]]: [Nature of competition]
### Illegal Activities
[If applicable - smuggling, price fixing, etc.]
Step 6: Designate Trade Hubs
Identify and detail major commercial centers:
Hub Types:
- Entrepôt – Transshipment center, goods pass through
- Production Hub – Manufacturing center
- Consumption Hub – Wealthy buyer market
- Market Town – Regional distribution
- Port – Sea/river trade gateway
For each hub, add to settlement file:
## Commerce & Trade
### Trade Hub Status: [Type]
**Economic Role:**
[2-3 sentences on the settlement's commercial importance]
### Markets
**The [[Market Name]]** (Main Market)
- Location: [District]
- Days: [When active]
- Size: [Stalls/capacity]
- Specialty: [What's primarily traded]
- Atmosphere: [Description]
**[[Secondary Market]]**
- Type: [Specialty market]
- Notable for: [Unique goods/services]
### Trade Facilities
| Facility | Location | Capacity | Operator |
|----------|----------|----------|----------|
| Main Warehouse District | [Area] | [Tons] | [[Guild]] |
| Customs House | [Location] | - | [[Government]] |
| Money Changers | [Location] | - | Various |
| Auction House | [Location] | - | [[Operator]] |
### Merchant Presence
| Organization | Office | Interests |
|--------------|--------|-----------|
| [[Guild 1]] | [[Building]] | [Trade focus] |
| [[Company 1]] | [[Building]] | [Trade focus] |
### Trade Laws
- Tariffs: [Rate on goods]
- Forbidden goods: [List]
- Market regulations: [Key rules]
- Dispute resolution: [How handled]
### Trade Calendar
| Event | When | Description |
|-------|------|-------------|
| [[Trade Fair]] | [Season] | [Major commercial event] |
| [Market Day] | [Weekly] | [Regular market] |
| [Auction] | [Frequency] | [What's sold] |
Step 7: Create Black Markets
If world has illegal goods, create underground economy:
## Black Market: [[Location]]
### The [Nickname/Name]
**Location:** [Where hidden]
**Operator:** [[Criminal Organization]]
**Access:** [How to find it, who knows]
### Illegal Goods Available
| Good | Source | Price | Risk |
|------|--------|-------|------|
| [Contraband 1] | [Origin] | [X gp] | [Danger level] |
| [Contraband 2] | [Origin] | [X gp] | [Danger level] |
| [Stolen goods] | Various | [% of value] | [Danger level] |
### Services
- Fencing stolen goods
- Forged documents
- Smuggling arrangements
- Information brokering
- [Other illegal services]
### Key Figures
- [[Fence NPC]]: Primary goods handler
- [[Broker NPC]]: Information and connections
- [[Muscle NPC]]: Security and enforcement
### Law Enforcement
- Awareness: [Unknown/Suspected/Known but tolerated/Actively hunted]
- [[Guard/Official]]: [Their involvement - corrupt, hunting, etc.]
- Raids: [Frequency, results]
### Smuggling Routes
- Into city: [Methods, routes]
- Out of city: [Methods, routes]
- Key chokepoints: [Where contraband is vulnerable]
Step 8: Calculate Price Variations
Create regional pricing differences:
## Regional Price Variations
### Base Prices
[Use standard D&D equipment prices as baseline]
### Regional Modifiers
| Region | Modifier | Reason |
|--------|----------|--------|
| [[Region 1]] | -20% on [goods] | Production center |
| [[Region 2]] | +50% on [goods] | Remote, imported |
| [[Region 3]] | +30% on all | Trade blockade |
| [[Region 4]] | -10% on food | Agricultural surplus |
### Specific Goods
**[[Resource/Good]]**
| Location | Price | Notes |
|----------|-------|-------|
| [[Production area]] | X gp (-30%) | Source |
| [[Trade hub]] | X gp (base) | Standard |
| [[Remote area]] | X gp (+50%) | Transport costs |
| [[Restricted area]] | X gp (+100%) | Illegal/taxed |
### Seasonal Variations
| Good | Season | Change | Reason |
|------|--------|--------|--------|
| Grain | Harvest | -30% | Abundance |
| Grain | Spring | +40% | Pre-harvest scarcity |
| Furs | Winter | -20% | Peak hunting |
| Furs | Summer | +30% | Off-season |
### Supply Disruption Scenarios
| Event | Affected Goods | Price Change | Duration |
|-------|----------------|--------------|----------|
| War | All | +20-50% | Duration of conflict |
| Drought | Food, animals | +50-100% | 1-2 years |
| Trade route blocked | Route goods | +100%+ | Until resolved |
| Monster infestation | Local goods | +30-50% | Until cleared |
### Adventure Hooks
- [Price spike as adventure hook]
- [Smuggling opportunity]
- [Trade war scenario]
Step 9: Map Trade Relationships
Document inter-power commerce:
## International Trade
### [[Nation A]] â [[Nation B]]
**Trade Balance:** [A favored / B favored / Balanced]
**A Exports to B:**
| Good | Volume | Value | Notes |
|------|--------|-------|-------|
| [Good 1] | [Amount] | [GP/year] | [Details] |
**B Exports to A:**
| Good | Volume | Value | Notes |
|------|--------|-------|-------|
| [Good 1] | [Amount] | [GP/year] | [Details] |
**Trade Agreement:** [[Treaty Name]] (if exists)
- Terms: [Key provisions]
- Tariffs: [Rates]
- Disputes: [How resolved]
**Trade History:**
- [Historical context]
- [Past conflicts or cooperation]
**Current Tensions:**
- [Economic friction points]
---
### Trade Dependency Map
| Nation | Depends On | For | Vulnerability |
|--------|------------|-----|---------------|
| [[A]] | [[B]] | [Goods] | [High/Med/Low] |
| [[B]] | [[C]] | [Goods] | [High/Med/Low] |
### Embargo Scenarios
[What happens if trade is cut off between powers]
Step 10: Create Trade Fairs & Markets
## Major Trade Events
### [[Fair Name]] Fair
**Location:** [[City/Town]]
**Timing:** [Season/Month]
**Duration:** [X] days
**Frequency:** [Annual/Biannual/etc.]
**History:**
[Origin and significance]
**Attendance:**
- Merchants: [Estimate]
- Visitors: [Estimate]
- From: [Regions represented]
**Goods Traded:**
- Primary: [Main commodities]
- Specialty: [Unique offerings]
- Forbidden: [What's not allowed]
**Events & Activities:**
- [Trading event 1]
- [Competition/show]
- [Entertainment]
- [Ceremony]
**Fair Courts:**
- Disputes resolved by: [[Official/Guild]]
- Special fair laws: [Protections, rules]
**Fair Grounds:**
| Area | Purpose | Notable |
|------|---------|---------|
| [Area 1] | [Type of trading] | [Detail] |
| [Area 2] | [Type of trading] | [Detail] |
**Adventure Hooks:**
- [Hook 1]
- [Hook 2]
Step 11: Update World Files
- Update World Overview with economic summary
- Add trade sections to each settlement
- Update region files with resources
- Create new organization files for guilds/companies
- Add trade route entities as Road entities
- Update existing organizations with economic roles
- Connect NPCs to trade activities
Step 12: Summary Report
=== ECONOMY GENERATION COMPLETE: [World Name] ===
RESOURCE NODES: [X]
Regions mapped with resources:
- [[Region 1]]: [Primary resources]
- [[Region 2]]: [Primary resources]
TRADE ROUTES: [X]
Major Routes:
- [[Route 1]]: [[City A]] â [[City B]]
- [[Route 2]]: [[City C]] â [[City D]]
Minor Routes: [Y] created
Sea Routes: [Z] created
MERCHANT ORGANIZATIONS: [X]
- [[Guild/Company 1]] - [Specialty]
- [[Guild/Company 2]] - [Specialty]
TRADE HUBS: [X] designated
- [[City 1]] - [Hub type]
- [[City 2]] - [Hub type]
BLACK MARKETS: [X] (if created)
- [[Location]] - [Contraband type]
TRADE FAIRS: [X]
- [[Fair 1]] at [[Location]]
PRICE VARIATIONS:
- [X] regional modifiers documented
- [Y] seasonal variations noted
TRADE RELATIONSHIPS:
- [X] international relationships mapped
- [Y] treaties/agreements referenced
NPCs CREATED: [X]
- Merchants: [X]
- Guild leaders: [X]
- Smugglers: [X]
Files Created: [X]
Files Updated: [X]
Economic Complexity Rating: [Simple/Moderate/Complex]
Suggested Next Steps:
- Create adventure around [[Trade Route]] dangers
- Develop [[Guild]] faction conflict
- Use [[Trade Fair]] as session setting
- Explore [[Black Market]] criminal network
- Create price disruption adventure hook
Quality Guidelines
- Geographic Logic – Trade follows terrain and water
- Economic Realism – Supply and demand make sense
- Power Integration – Economy ties to politics
- Adventure Potential – Every element can be a quest
- NPC Connections – Real people drive trade
- Historical Basis – Economy reflects world history
- Conflict Sources – Economic tensions create drama
Examples
# Generate economy for a world
/generate-economy "Eldermyr"
# Focus on specific aspect
/generate-economy "Valdros" --focus "black markets"
# Expand existing trade
/generate-economy "The Northern Kingdoms" --focus "trade routes"