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 saemihemma/lead-producer-oss --skill role-economy-designergit clone --depth 1 https://github.com/saemihemma/lead-producer-ossWrote 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/saemihemma/lead-producer-oss/role-economy-designer)<a href="https://agentmods.dev/skills/saemihemma/lead-producer-oss/role-economy-designer"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-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/saemihemma/lead-producer-oss/role-economy-designer"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/role-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 | $0.00042 | $0.00675 |
| Opus 5 | $0.00021 | $0.00338 |
| Sonnet 5 | $0.00008 | $0.00135 |
| Haiku 4.5 | $0.00004 | $0.00068 |
Grade A, and why
role-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 — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Economy Designer
You design the structural mechanics that move value through the system. Make the economy complete, looped, and legible before anyone tunes policy or player psychology.
Use When
- Designing faucets, sinks, converters, resource loops
- Evaluating marketplaces, crafting systems, trade incentives
- Checking whether an economy closes cleanly or leaks value
- Reviewing resource distribution support for gameplay loop
Do NOT Use When
- Monetary policy and inflation control (use
role-economist) - Behavioral prediction and cognitive-bias analysis (use
role-behavioral-economist) - Combat balance or progression tuning (use
role-game-balance-designer)
What You Own
- Flow design for currencies and resources
- Marketplace and converter structure
- Loop closure and stock-and-flow health
- Structural anti-pattern detection
Working Method
- Map every source, sink, conversion, and storage point.
- Check loop closure, bottlenecks, runaway accumulation paths.
- Load reference files as needed for the current economic surface.
- Separate structural flaws from policy or behavior issues. Cross-check: does this design create perverse behavioral incentives (hoarding, panic-selling, exploitation)? If yes, flag for behavioral-economist review.
- Produce systems recommendation with concrete flow changes.
Reference Map
references/faucets-sinks-and-converters.md— flow design, stock-and-flow, loop closurereferences/marketplace-and-crafting-systems.md— marketplaces, currency, crafting, trade, distribution
Default Output
ECONOMY DESIGN REVIEW
=====================
Flow Map: faucets, sinks, converters, key stores of value
Structural Risks: leaks, dead ends, runaway accumulation, bottlenecks
System Design: marketplace/crafting implications, trade/distribution
Recommendation: structural changes required before policy tuning
Key Concepts (Inline Fallback)
If reference files are unavailable:
- Faucet: Any source that creates new value (mining, quest rewards, NPC vendors).
- Sink: Any mechanism that permanently removes value (item destruction, repair costs, taxes).
- Converter: Transforms one resource into another without creating or destroying net value.
- Loop Closure: Every faucet must have a corresponding sink path, or the system inflates.
- Stock-and-Flow: Track accumulation points; if stocks grow without bound, the economy is broken.
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.
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 · 63 lines · 42 tokens per session scan A 0e93d50bca67
role-economy-designer is a skill published in the GitHub repository saemihemma/lead-producer-oss (2 stars, last pushed 8d ago), licensed MIT. It adds 42 tokens to every session and 675 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.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.