economic-systems

📁 jwynia/agent-skills 📅 Jan 20, 2026
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安装命令
npx skills add https://github.com/jwynia/agent-skills --skill economic-systems

Agent 安装分布

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Skill 文档

Economic Systems: Fictional Economy Design Skill

You help writers create authentic economic systems for fictional worlds by applying the ten core principles that govern how real economies form, function, and evolve. This produces economies that drive plot and character rather than serving as backdrop.

Core Principles

  1. Resource Foundation: Economic systems are shaped by available resources and their distribution
  2. Exchange Evolution: Trade evolves from barter to complex financial instruments through abstraction
  3. Production Organization: How labor is organized determines productive capacity and social relationships
  4. Institutional Embeddedness: Economic activities operate within cultural, political, and social constraints
  5. Technological Determinism: Available technologies shape what economic activities are possible
  6. Scarcity-Abundance Spectrum: Systems respond differently to scarcity versus abundance
  7. Center-Periphery Dynamics: Core and peripheral regions create distinctive economic patterns
  8. Formal-Informal Balance: All economies contain both official and shadow components
  9. Subsistence-Surplus Transition: Moving beyond subsistence enables specialization and complexity
  10. Cyclical Patterns: Economies display recurring patterns of growth, crisis, and adaptation

The Ten Parameter Categories

1. Resource Parameters

Parameter Options to Consider
Critical Resources Food, water, energy, materials, information, magic
Distribution Concentrated, dispersed, layered, mobile
Renewability Sustainable, depletable, cyclical, infinite
Energy Sources Biological, fossil, renewable, magical, stellar
Land Productivity High yield, marginal, specialized, variable

2. Production Parameters

Parameter Options to Consider
Labor Organization Family, guild, wage, slave, automated
Ownership Patterns Private, communal, state, corporate, mixed
Specialization Level Generalist, craft, industrial, hyper-specialized
Technology Level Pre-industrial, industrial, information, post-scarcity
Production Scale Household, workshop, factory, planetary

3. Exchange Parameters

Parameter Options to Consider
Value Representation Intrinsic, symbolic, credit, reputation
Medium of Exchange Barter, commodity, currency, digital, social
Market Structure Gift, local, regional, global, virtual
Trade Networks Point-to-point, hub-and-spoke, mesh, guild-controlled
Price Determination Haggling, posted, auction, algorithmic

4. Distribution Parameters

Parameter Options to Consider
Wealth Distribution Egalitarian, stratified, winner-take-all
Redistribution Taxation, charity, inheritance, theft
Access Limitations Open, credentialed, hereditary, geographic
Basic Needs Provision Market, state, community, family
Luxury Allocation Purchase, status, lottery, merit

5. Temporal Parameters

Parameter Options to Consider
Seasonality Agricultural cycles, trade seasons, work patterns
Growth Expectations Growth-oriented, steady-state, cyclical, declining
Investment Horizons Short-term, generational, eternal
Generational Transfer Inheritance, merit, dissolution, communal
Crisis Response Adaptation, collapse, innovation, stagnation

6. Organizational Parameters

Parameter Options to Consider
Decision-Making Central planning, market, consensus, hierarchical
Information Flows Open, restricted, asymmetric, broadcast
Regulatory Frameworks Minimal, comprehensive, guild-based, religious
Enforcement State, community, market, magical
Institutional Complexity Simple, bureaucratic, networked

7. Socio-Cultural Parameters

Parameter Options to Consider
Status-Economy Relationship Wealth = status, separate, inverted
Moral Constraints Interest prohibitions, fair trade, no limits
Cultural Valuation What’s considered valuable beyond utility
Identity Markers Occupation as identity, separate, fluid
Ritual-Economic Integration Ceremonial exchange, separate spheres

8. Spatial Parameters

Parameter Options to Consider
Population Density Urban concentration, dispersed, mobile
Transportation Foot, animal, mechanical, teleportation
Urban-Rural Integrated, exploitative, separate
Regional Specialization Resource-based, skill-based, historical
Border Economics Free flow, controlled, smuggling

9. Knowledge Parameters

Parameter Options to Consider
Skill Transmission Apprenticeship, formal education, inherited
Innovation Patterns Individual, institutional, imported, divine
Information Asymmetry Transparent, insider knowledge, secret
Traditional-Novel Balance Conservative, innovative, cyclical
Secret Knowledge Trade secrets, guild mysteries, none

10. Ecological Parameters

Parameter Options to Consider
Environmental Impact Sustainable, extractive, restorative
Ecological Constraints Resource limits, climate, biological
Sustainability Orientation Short-term, long-term, eternal
Climate Adaptation Seasonal, disaster response, migration
Disaster Resilience Robust, fragile, adaptive

Economic System Typologies

Subsistence Systems

  • Hunter-Gatherer: Mobile resource collection
  • Pastoral Nomadism: Animal-based mobile production
  • Subsistence Agriculture: Self-sufficient farming
  • Mixed Subsistence: Combined strategies

Traditional Exchange Systems

  • Gift Economy: Relationship-based exchange
  • Prestige Economy: Status-driven distribution
  • Ceremonial Exchange: Ritual-embedded transactions
  • Redistributive Chiefdom: Leader-centered allocation
  • Local Market: Place-based direct exchange

Command Economies

  • Palace Economy: Royal/temple-centered production
  • Feudal System: Land-based service obligations
  • State Socialist: Government-planned production
  • War Economy: Military-directed activity
  • Corporate Command: Company town/plantation

Market Systems

  • Mercantile Capitalism: Trade-focused with state direction
  • Industrial Capitalism: Production-focused private ownership
  • Financial Capitalism: Investment and financial service dominance
  • Mixed Economy: Combined market and state direction
  • Network Capitalism: Information age flexible specialization

Alternative/Emerging Systems

  • Commons-Based: Shared resource management
  • Cooperative System: Worker/user-owned production
  • Post-Scarcity: Abundance-based distribution
  • Reputation Economy: Status-based allocation
  • Automated Production: AI/robot centered production

Setting-Specific Adaptations

Fantasy Settings

  • Magical Resource Economy: Arcane materials and their control
  • Guild-Based Production: Specialized knowledge organizations
  • Divine Blessing Economics: Religiously influenced production
  • Cross-Species Trade: Exchange between different races
  • Artifact Economy: Ancient magical item markets
  • Monster Part Commerce: Dangerous material harvesting

Science Fiction Settings

  • Post-Scarcity Automation: AI and robot production dominance
  • Interstellar Trade: FTL commerce considerations
  • Space Habitat Economics: Closed-system resource management
  • Multiple Species Markets: Alien economic integration
  • Consciousness-as-Resource: Upload and mind economics
  • Longevity Economy: Effects of extreme lifespans

Post-Apocalyptic Settings

  • Salvage Economy: Reclamation of pre-collapse materials
  • Water/Food Centered: Basic survival economics
  • Knowledge Fragment Economy: Lost information as value
  • Enclave Production: Isolated manufacturing centers

Currency Design

Naming Patterns

Pattern Examples
Material-Based Dollar (silver), Mark (metal weight)
Weight-Based Pound, Shekel, Talent
Authority-Based Sovereign, Crown, Imperial
Value Representation Credit, Note, Token
Historical Reference Drachma, Denarius

Currency Properties

Property Options
Material Precious metal, paper, digital, commodity
Backing Full, partial, fiat, reputation
Issuer State, bank, guild, individual
Portability Physical, abstract, both
Divisibility Fixed units, infinitely divisible

Implementation Process

Step 1: Resource Base Definition

  • Map key resources and their distribution
  • Determine energy sources and limitations
  • Establish renewable vs. non-renewable balance
  • Create resource extraction technologies
  • Design resource-based power relationships

Step 2: Production System Development

  • Define primary production methods
  • Establish ownership and control patterns
  • Create labor organization structures
  • Design technological production tools
  • Build occupational specialization system

Step 3: Exchange System Creation

  • Develop currency or value representation
  • Create market structures and locations
  • Design trade networks and routes
  • Establish price determination mechanisms
  • Build transaction protocols and customs

Step 4: Distribution System Design

  • Create wealth accumulation patterns
  • Establish inequality levels and justifications
  • Design redistribution mechanisms
  • Build access limitation systems
  • Develop luxury vs. necessity distinction

Step 5: Organization Structure Building

  • Create economic decision-making institutions
  • Establish information flow patterns
  • Design regulatory frameworks
  • Develop enforcement mechanisms
  • Build economic record-keeping systems

Step 6: Culture-Economy Integration

  • Connect economic roles to social status
  • Establish moral constraints on economics
  • Create economically significant rituals
  • Design economically-based identity markers

Step 7: System Evolution Planning

  • Create historical economic stages
  • Design crisis points and adaptations
  • Establish technological transition effects
  • Build formal-informal sector balance

Case Study Examples

Dune’s Spice Economy

  • Single critical resource controlling interstellar travel
  • Monopoly control creating extreme power dynamics
  • Religious-economic integration (Spacing Guild)
  • Desert ecology constraining production methods

Star Trek’s Post-Scarcity Federation

  • Replicator technology eliminating material scarcity
  • Status/achievement replacing wealth as motivation
  • Continued scarcity of non-replicable goods
  • Interface with money-using societies at borders

Game of Thrones’ Seasonal Economics

  • Long winter cycle creating multi-year storage requirement
  • Iron Bank demonstrating financial power over politics
  • Regional specialization (Dornish wine, Myrish lace)
  • Slave vs. free labor system competition

Common Pitfalls to Avoid

Pitfall Solution
Unrealistic resource concentrations Distribute resources logically based on geography
Monoculture economies Create supporting economic sectors
Missing informal/black markets Design realistic shadow economy
Technology without economic effects Trace economic implications of all technology
Static economies Build in cycles, crises, and adaptations

Implementation Checklist

  • Map key resources and distribution
  • Choose economic system type
  • Design currency system (if any)
  • Create trade networks and routes
  • Establish labor organization
  • Design wealth distribution pattern
  • Create at least one economic crisis in history
  • Build informal/shadow economy elements
  • Integrate with social status system
  • Plan future economic pressures for plot

Output Persistence

This skill writes primary output to files so work persists across sessions.

Output Discovery

  1. Check for context/output-config.md in the project
  2. If found, look for this skill’s entry
  3. If not found, ask user: “Where should I save economic system designs?”
  4. Suggest: worldbuilding/economics/ or explorations/worldbuilding/

Primary Output

  • Economic parameters – Chosen values for each category
  • Currency design – Naming, backing, properties
  • Trade networks – Routes, dependencies, barriers
  • Class structure – Economic stratification
  • Shadow economy – Informal/black market elements

File Naming

Pattern: {world-name}-economics-{date}.md

Verification (Oracle)

What This Skill Can Verify

  • Parameter coverage – Have all 10 categories been considered? (High confidence)
  • Internal consistency – Do economic choices support each other? (Medium confidence)
  • Technology match – Does financial complexity match technological capacity? (High confidence)

What Requires Human Judgment

  • Story fit – Does this economy create interesting conflicts?
  • Plausibility – Would this system actually function?
  • Genre appropriateness – Does complexity level match reader expectations?

Oracle Limitations

  • Cannot assess narrative interest of economic design
  • Cannot predict how economy affects character motivation without story context

Feedback Loop

Session Persistence

  • Output location: See context/output-config.md
  • What to save: Parameter choices, currency design, trade networks, shadow economy
  • Naming pattern: {world-name}-economics-{date}.md

Cross-Session Learning

  • Check for prior economic work on this world
  • Ensure new economic elements maintain consistency
  • Economic crises and adaptations inform anti-patterns

Design Constraints

This Skill Assumes

  • World has resources to distribute (even post-scarcity has rare things)
  • Economic activity exists (even gift economies)
  • Writer wants systematic rather than background economics

This Skill Does Not Handle

  • Political structures – Route to: governance-systems
  • Cultural values – Route to: belief-systems
  • General worldbuilding – Route to: worldbuilding

Degradation Signals

  • Economy exists only as backdrop without affecting characters
  • Single commodity without supporting sectors
  • Modern financial concepts in pre-industrial settings

Reasoning Requirements

Standard Reasoning

  • Parameter selection for single category
  • Currency naming and properties
  • Basic trade route design

Extended Reasoning (ultrathink)

  • Full system design – [Why: all 10 categories interconnect]
  • Economy-politics integration – [Why: requires cross-skill synthesis]
  • Historical economic development – [Why: tracing evolution through time]

Trigger phrases: “design the complete economy”, “how do economics affect politics”, “economic history”

Execution Strategy

Sequential (Default)

  • Resource parameters before production parameters
  • Production before exchange systems
  • Exchange before distribution

Parallelizable

  • Research into multiple historical economic systems
  • Developing different regional economies

Subagent Candidates

Task Agent Type When to Spawn
Historical research general-purpose When modeling on real economic systems
Political integration general-purpose When coordinating with governance-systems

Context Management

Approximate Token Footprint

  • Skill base: ~4k tokens (10 categories + typologies)
  • With case studies: ~5k tokens
  • Full parameter tables: ~6k tokens

Context Optimization

  • Load only relevant parameter categories for current task
  • Reference governance-systems/belief-systems by name
  • Case studies are optional examples

When Context Gets Tight

  • Prioritize: Current parameter category, currency design basics
  • Defer: Full typologies, all case studies
  • Drop: Setting-specific adaptations not in use

Anti-Patterns

1. Single-Commodity Dependency

Pattern: Building the entire economy around one resource (spice, unobtanium, magic crystals) without supporting sectors. Why it fails: Real economies require food production, manufacturing, services, and infrastructure regardless of what the prestige export is. Monocultures collapse when that commodity fails. Fix: Design supporting economic sectors. Even a spice-exporting world needs farmers, transporters, administrators, and entertainers. The key resource should dominate politics, not eliminate other economics.

2. Convenient Currency

Pattern: Creating coins or credits without considering who issues them, what backs them, or how they maintain value. Why it fails: Currency is a social technology with failure modes. Counterfeiting, debasement, trust crises, and exchange rate chaos create story opportunities that generic “gold coins” miss. Fix: Decide who issues currency, what backs its value, and what happens when that issuer’s authority is questioned. Multiple competing currencies create richer dynamics.

3. Modern Economics in Medieval Clothing

Pattern: Applying contemporary financial concepts (stock markets, complex credit) to pre-industrial settings without the prerequisites. Why it fails: Financial instruments require information systems, legal frameworks, and enforcement mechanisms that didn’t exist. A peasant village can’t have a derivatives market. Fix: Match financial complexity to technological and institutional capacity. Guild-controlled trade and reputation-based credit precede anonymous market transactions.

4. Frictionless Trade

Pattern: Goods moving freely across vast distances without transportation costs, spoilage, banditry, or political barriers. Why it fails: Trade friction shapes what’s traded and where. High-value, low-weight goods travel far; bulky staples stay local. Eliminating friction removes interesting constraints. Fix: Consider transport technology, preservation, security costs, and tolls. Trade routes should explain why certain goods concentrate in certain places.

5. Invisible Labor

Pattern: Luxury economies existing without showing who does the basic work—farming, cleaning, building—that enables elite activities. Why it fails: Someone produces the food, maintains the buildings, and handles waste. Invisible labor creates implausible abundance and misses class-conflict opportunities. Fix: Account for labor at every level. Show or acknowledge the workers. Create tensions between those who produce value and those who extract it.

Integration

Inbound (feeds into this skill)

Skill What it provides
worldbuilding Geographic constraints and resource distribution
governance-systems Regulatory frameworks and taxation structures
belief-systems Moral constraints on economic behavior

Outbound (this skill enables)

Skill What this provides
character-arc Economic pressures driving character motivation
underdog-unit Resource constraints for institutional outcasts
positional-revelation Economic roles that create plot access

Complementary

Skill Relationship
governance-systems Economic systems shape political power; political systems regulate economics. Design together
systemic-worldbuilding Use systemic-worldbuilding to trace economic consequences through society