economy

economy is a skill for Claude Code, Codex from HOPPINZQ/hoppinai-mcp-red95. It costs 22 tokens per session (1,108 once invoked), scanned A, original, MIT.

An economy-management guide for Red Alert 95, a real-time strategy game. It covers money, ore, mining vehicles, resource spending, and electricity balance.

In plain words
What is it for?
Use it to monitor the game state, manage mining vehicles, decide what to build or produce, protect the economy, and respond to power shortages.
Why use it?
It gives the agent a clear order for handling scarce resources, so military production does not stop because of missing money, ore, or power.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to monitor the game state, manage mining vehicles, decide what to build or produce, protect the economy, and respond to power shortages.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/hoppinzq/hoppinai-mcp-red95/economy
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 HOPPINZQ/hoppinai-mcp-red95 --skill economy
Clone the repo
git clone --depth 1 https://github.com/HOPPINZQ/hoppinai-mcp-red95

Made for: Claude Code, 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

README.md
[![agentmods](https://agentmods.dev/badge/skills/hoppinzq/hoppinai-mcp-red95/economy/github.svg)](https://agentmods.dev/skills/hoppinzq/hoppinai-mcp-red95/economy)
Your own site
<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.

agentmods 80×15 button for economy

Your own site · 80×15
<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>
Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,108 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 $0.00022 $0.01108
Opus 5 $0.00011 $0.00554
Sonnet 5 $0.00004 $0.00222
Haiku 4.5 $0.00002 $0.00111

Measured 12d ago against content hash 0720475019e4, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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 12d 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.

agent-red95/src/main/resources/skills/economy/SKILL.md · 112 lines

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_statequery_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:

  1. 确保矿车数量:每个矿厂至少配2辆矿车
  2. 保护矿车:矿车被攻击时及时用军队保护
  3. 监控矿车状态:用 visible_units(type="己方", range="all") 筛选矿车
  4. 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

  1. 立即停止所有非必要建造
  2. 优先建造电厂或核电
  3. 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:

  1. 立即评估get_game_state 查看损失情况
  2. 保护剩余:保护现有矿场和矿车
  3. 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")
  4. 暂停军事:停止生产作战单位
  5. 恢复电力:确保电力充足
  6. 重建经济:经济恢复后再重建军队

资金管理技巧

  1. 预留资金:始终保持至少500资金应急
  2. 分批建造:不要一次性花光所有钱
  3. 优先级明确:经济 > 防御 > 进攻
  4. 及时调整:根据战局变化调整投资重点
  5. 经济恢复后再重建军队
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. 12d ago First seen · 112 lines · 22 tokens per session scan A 0720475019e4

Subscribe to this mod's changes

economy is a skill published in the GitHub repository HOPPINZQ/hoppinai-mcp-red95 (21 stars, last pushed 1mo ago), licensed MIT. It adds 22 tokens to every session and 1,108 once invoked, about $0.0001 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 2026-08-30.

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