economy-source-sink-model

economy-source-sink-model is a skill for Codex from hoatv2211/GameStudio-CodexKIT. It costs 40 tokens per session (762 once invoked), scanned A, original, MIT.

A method for modelling a game economy by tracking where currencies and items enter and leave the system. A faucet creates or awards resources, while a sink removes or spends them.

In plain words
What is it for?
Use it to review progression economies, reward schedules, crafting costs, vendor prices, currency conversions, and monetisation-related economy designs.
Why use it?
It makes assumptions about rewards, costs, exchanges, player groups, and time periods explicit, so inflation and progression affordability can be reviewed.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to review progression economies, reward schedules, crafting costs, vendor prices, currency conversions, and monetisation-related economy designs.

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Install with agentmods
npx agentmods add skills/hoatv2211/gamestudio-codexkit/economy-source-sink-model
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add hoatv2211/GameStudio-CodexKIT --skill economy-source-sink-model
Clone the repo
git clone --depth 1 https://github.com/hoatv2211/GameStudio-CodexKIT

Made for: Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for economy-source-sink-model

README.md
[![agentmods](https://agentmods.dev/badge/skills/hoatv2211/gamestudio-codexkit/economy-source-sink-model/github.svg)](https://agentmods.dev/skills/hoatv2211/gamestudio-codexkit/economy-source-sink-model)
Your own site
<a href="https://agentmods.dev/skills/hoatv2211/gamestudio-codexkit/economy-source-sink-model"><img src="https://agentmods.dev/badge/skills/hoatv2211/gamestudio-codexkit/economy-source-sink-model/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for economy-source-sink-model

Your own site · 80×15
<a href="https://agentmods.dev/skills/hoatv2211/gamestudio-codexkit/economy-source-sink-model"><img src="https://agentmods.dev/badge/skills/hoatv2211/gamestudio-codexkit/economy-source-sink-model.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 40 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 762 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00040 $0.00762
Opus 5 $0.00020 $0.00381
Sonnet 5 $0.00008 $0.00152
Haiku 4.5 $0.00004 $0.00076

Measured 10d ago against content hash a90d266f06f8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

economy-source-sink-model scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.

The scan reads SKILL.md. This mod also ships 1 executable file (scripts/economy_model.py), listed below but not scanned — reading those needs a real analyzer, not pattern matching.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/economy-source-sink-model/SKILL.md · 79 lines

How it starts

The opening of the file, as written. The whole thing — 79 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Economy Source Sink Model

Overview

Make economy assumptions explicit by balancing normalized sources and sinks per currency, player segment, and time horizon.

When to use

Use for progression economies, reward calendars, crafting costs, vendor pricing, inflation reviews, currency conversions, and monetization-adjacent design analysis.

When NOT to use

Do not use to change live prices, grant currency, purchase items, or claim player behavior without telemetry or playtest evidence.

Required inputs and context discovery

Collect currency and item definitions, source and sink events, rates, caps, exchange rules, player segments, session cadence, progression targets, telemetry window, and uncertainty ranges.

Safety and risk level

Read-only modeling. Real-money pricing, regulated loot systems, or live economy changes require legal, product, and human review outside this skill.

Workflow

  1. Normalize currencies, items, sources, sinks, and conversion edges. Completion criterion: every flow has a unit, direction, frequency, and owning system.
  2. Define representative player segments and time horizons. Completion criterion: assumptions and evidence sources are explicit for each segment.
  3. Calculate net flow, stock accumulation, affordability, and sink coverage. Completion criterion: observed inputs are separate from forecast values and uncertainty.
  4. Identify inflation, starvation, dead-currency, and exploit risks. Completion criterion: each risk cites the flows or conversion loop that causes it.
  5. Propose bounded tuning experiments and telemetry needs. Completion criterion: no live value changes occur and every proposal has a measurable outcome.

Evidence and output contract

Produce economy-source-sink-model.json with definitions, segments, normalized flows, net values, affordability, risks, assumptions, sensitivity ranges, and proposed experiments.

Handoff contract

Record model version, input sources, uncertain assumptions, high-risk loops, proposed owners, telemetry gaps, and approval needs for any live change.

Read the full file on GitHub · 79 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 10d ago First seen · 79 lines · 40 tokens per session scan A a90d266f06f8

Subscribe to this mod's changes

economy-source-sink-model is a skill published in the GitHub repository hoatv2211/GameStudio-CodexKIT (3 stars, last pushed 3d ago), licensed MIT. It adds 40 tokens to every session and 762 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.

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