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.
npx skills add HOPPINZQ/hoppinai-mcp-red95 --skill economygit clone --depth 1 https://github.com/HOPPINZQ/hoppinai-mcp-red95Wrote 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.
[](https://agentmods.dev/skills/hoppinzq/hoppinai-mcp-red95/economy)<a href="https://agentmods.dev/skills/hoppinzq/hoppinai-mcp-red95/economy"><img src="https://agentmods.dev/badge/skills/hoppinzq/hoppinai-mcp-red95/economy/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.
<a href="https://agentmods.dev/skills/hoppinzq/hoppinai-mcp-red95/economy"><img src="https://agentmods.dev/badge/skills/hoppinzq/hoppinai-mcp-red95/economy.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00022 | $0.01108 |
| Opus 5.5 | $0.00009 | $0.00443 |
| Sonnet 5.5 | $0.00004 | $0.00222 |
| Haiku 4.5 | $0.00002 | $0.00111 |
Grade A, and why
economy 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 2mo ago.
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.
What it actually says
红警95 经济管理指南
经济是战争的基础
没有钱就没有兵,没有兵就没有胜利。经济管理优先级永远最高。
资金监控
使用 get_game_state 或 query_player_info 查看:
- 金钱(Cash):当前可用资金
- 电力(Power):当前剩余电力
- 矿石(Resources):矿石储备
健康经济指标:
- 金钱持续增长(不为零)
- 电力 Power > 0(始终为正)
- 至少有1个矿厂和2辆矿车在运作
矿车管理
矿车是经济命脉,必须重点保护:
- 确保矿车数量:每个矿厂至少配2辆矿车
- 保护矿车:矿车被攻击时及时用军队保护
- 监控矿车状态:用
visible_units(type="己方", range="all")筛选矿车 - 矿车生产:
produce("矿车", 2)— 生产2辆矿车
矿车保护策略
- 在矿场周围放置防御塔
- 遇到攻击时调附近部队回防
- 矿车受损及时用维修厂修复
资源分配优先级
当资金有限时,按以下顺序分配:
| 优先级 | 投资方向 | 理由 | 操作 |
|---|---|---|---|
| P0 | 电力不足 | 没电一切停摆 | try_buy_building_and_build("电厂") |
| P0 | 矿车不足 | 经济命脉 | produce("矿车", quantity) |
| P1 | 扩展经济 | 增加收入 | try_buy_building_and_build("矿场") |
| P2 | 解锁兵种 | 提升战力 | try_buy_building_and_build("兵营/车间") |
| P3 | 生产军队 | 进攻防御 | produce("步兵/重坦", quantity) |
| P4 | 科技升级 | 高级兵种 | try_buy_building_and_build("科技中心") |
电力管理
电力监控
// 每3-5回合检查一次
query_player_info()
// 关注 Power 值
电力配置建议
- 开局:2个基础电厂
- 中期:3-4个基础电厂 + 1个核电站
- 后期:根据防御塔和生产建筑数量调整
电力不足处理
- 立即停止所有非必要建造
- 优先建造电厂或核电
- 电力恢复后再继续原计划
经济扩展策略
扩展时机
- 资金充足(Cash > 2000):可以考虑扩展
- 矿车满负荷:建造第二个矿场
- 电力充足:建造高级建筑
批量生产
// 批量生产更高效
produce("步兵", 10) // 一次造10个步兵
produce("重坦", 5) // 一次造5个重坦
集结点管理
使用 set_rally_point 设置生产建筑集结点:
- 兵营集结点:设在基地入口,方便集结
- 车间集结点:设在前线附近,快速支援
- 机场集结点:设在地图中心,全图支援
经济崩溃恢复
如果遭受严重经济损失:
- 立即评估:
get_game_state查看损失情况 - 保护剩余:保护现有矿场和矿车
- 恢复采矿:
- 如果矿车全灭:优先
produce("矿车", 2) - 如果矿场被毁:优先
try_buy_building_and_build("矿场")
- 如果矿车全灭:优先
- 暂停军事:停止生产作战单位
- 恢复电力:确保电力充足
- 重建经济:经济恢复后再重建军队
资金管理技巧
- 预留资金:始终保持至少500资金应急
- 分批建造:不要一次性花光所有钱
- 优先级明确:经济 > 防御 > 进攻
- 及时调整:根据战局变化调整投资重点
- 经济恢复后再重建军队
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.
- 2mo ago First seen · 112 lines · 22 tokens per session scan A 0720475019e4
economy is a skill published in the GitHub repository HOPPINZQ/hoppinai-mcp-red95 (21 stars, last pushed 3mo ago), licensed MIT. It adds 22 tokens to every session and 1,108 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-30.
economy compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| economyHOPPINZQ/hoppinai-mcp-red95 | Skill | 21 | 3mo ago | MIT | A | 22 | Claude Code, Codex |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 19d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 9d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |