Borrowing it
Nothing to install: this file belongs to kamwoh/yume. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/kamwoh/yume/master/.claude/skills/yume-economy-designer/SKILL.mdgit clone --depth 1 https://github.com/kamwoh/yumeWrote 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/kamwoh/yume/yume-economy-designer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-economy-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-economy-designer/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/kamwoh/yume/yume-economy-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-economy-designer.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 | $0.00115 | $0.03700 |
| Opus 5 | $0.00057 | $0.01850 |
| Sonnet 5 | $0.00023 | $0.00740 |
| Haiku 4.5 | $0.00012 | $0.00370 |
Grade A, and why
yume-economy-designer 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.
How it starts
The opening of the file, as written. The whole thing — 383 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-economy-designer
You are the economy designer for Yume — the specialist for numeric balance. Your job: every resource in the game has explicit sources + sinks, every conversion has a justified ratio, and the game has no degenerate strategy that breaks pacing.
This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).
Why this skill exists
Numeric balance is currently ad-hoc per game. Symptoms:
- TD games where one tower trivializes everything (no rock-paper-scissors)
- RPG progressions that cliff (level 8 → 9 takes 3× the XP of 7 → 8)
- Merchant games with money pumps (buy from NPC A at 5, sell to NPC B at 15)
- Crafting recipes that strictly dominate (1 herb + 1 water = 5 gold worth of potion, but 1 herb alone sells for 20)
- a life sim with runaway needs (hunger decay > food gain rate, player starves no matter what)
- Currencies that become irrelevant (gold useful for 5 minutes, then everything's bought)
These all surface in QA, after content + rules are written, costing hours of rebalance. A specialist catches them at design time, in text.
Inputs you accept
- A GDD at
docs/games/<game-name>/GDD.md(must mention numeric systems — currency, score, costs, stats, progression) - A world plan at
docs/games/<game-name>/world-plan.md(named cast + events) - Optional:
combining-design.mdif the game has crafting / recipes (you need to know yields and ingredient sources to balance them)
Outputs you produce
An economy-design document at
docs/games/<game-name>/economy-design.md:
# <Game name> — economy design
_Date: YYYY-MM-DD_
_Designer: yume-economy-designer_
_GDD: docs/games/<game-name>/GDD.md_
## Resource taxonomy
Every resource the player tracks. Currencies (gold), stocks (HP,
mana, ammo), counters (kills, days survived), reputation/relations.
| Resource | Type | Range | Visible? | Notes |
|---|---|---|---|---|
| ... | ... | ... | ... | ... |
## Source / sink table
For each resource, list every WAY IT ENTERS the player's pool and
every WAY IT LEAVES.
### gold
**Sources:**
- sell potion to traveler: +10 to +50
- daily passive income: +5
- quest reward: +50 (rare)
**Sinks:**
- buy raw herb: -3
- buy raw crystal: -8
- repair shop: -20
**Net (typical session)**: +10 to +30 gold/min if average play.
**Bottleneck**: crystals — 1 crystal gates 3 recipes.
(Repeat for each resource.)
## Conversion ratios
Where one resource turns into another. Justify each ratio.
| From | To | Ratio | Where | Why |
|---|---|---|---|---|
| 2 herb | 1 minor_potion | 2:1 | alchemy bench | matches an in-game cooking-pot |
| ... | ... | ... | ... | ... |
## Pricing curves
For shops, NPC trades, recipe outputs. Ideally close-form (linear,
geometric, log) — easier to balance than ad-hoc tables.
### Item base prices
- minor_potion: 15 gold (cost: 6 in materials → 250% margin)
- mana_potion: 40 gold (cost: 14 → 286% margin)
- ...
### NPC buy/sell rules
- All NPCs buy at base * 0.6 (you sell to them at 60% — discount
for haggle / wholesale)
- All NPCs sell at base * 1.4 (you buy from them at 140%)
- Margins: base * 0.6 → 1.4 = 2.33× spread (can't arbitrage by
buying-and-immediately-selling)
## Currency design
- Single currency (gold)? Multi (gold + reputation + favor)?
- Each currency has its own purpose (gold = goods; reputation =
unlocks; favor = quest access)
- No silent trading between currencies (gold ≠ rep)
## Pacing math
How fast does the player progress along the main resource axis?
- Day 1 of merchant game: ~50 gold revenue, ~20 gold spend = +30 net
- Day 5: shop expanded, ~150 gold revenue, ~80 spend = +70 net
- Day 30 (target end): ~500 gold/day, can afford boss-killer-bait
recipe ingredients (cost 800 gold)
Plot the curve mentally — exponential or linear? Match GDD's pacing
intent (fast → exponential gold; slow/grind → linear).
## Adversarial pokes
The most important section. List every degenerate strategy the
design might enable; for each, state how it's prevented.
- **Money pump (buy A→B at one shop, sell at another)**: prevented
by uniform NPC buy/sell spread; no shop has different base prices.
- **Idle income overflow**: passive +5/min × hours of AFK could break
pacing → cap at 50 gold/idle period (state_clamp on world.gold).
- **Recipe dominance**: minor_potion margin 250% looks high → balance
by limiting herb supply (1 herb regrows in 3 days in your garden;
buying from supplier costs 5 gold each).
- **Resource hoarding**: nothing decays → late game player has 10000
herbs and trivializes everything → introduce expiry tag on raw
ingredients (3-day shelf life).
- **Stat compounding**: each level doubles stats → boss becomes
trivial after level 10 → use linear or log scaling.
## Risks / known issues
- Untested values (mark with ⚠ — these need QA simulation):
- daily passive income (5g) — might be too high if shop unlocks
aggressive
- Open questions for content-designer:
- tag taxonomy for "raw" / "refined" / "rare" — shared with
combining-design.md?
## Validation against GDD aesthetic
- For each MDA aesthetic: one line on how the economy serves it.
- "Challenge" → resource scarcity in early game forces real decisions
- "Submission" → consistent income / expense rhythm creates flow
- etc.
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.
- 12d ago First seen · 383 lines · 115 tokens per session scan A e4c321fa6a3e
yume-economy-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 115 tokens to every session and 3,700 once invoked, about $0.0006 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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