team-economy-team

team-economy-team is a skill for Claude Code from saemihemma/lead-producer-oss. It costs 43 tokens per session (594 once invoked), scanned A, original, MIT.

A review process for in-game economies, including currencies, rewards, marketplaces, crafting, and player trading. It examines money flows, player behavior, inflation, exploit risks, product goals, and measurement.

In plain words
What is it for?
Use it to design or review reward systems, currencies, marketplaces, crafting economies, economic changes, inflation, wealth distribution, or economy-related experiments.
Why use it?
It checks whether an economy remains healthy under real player behavior and attempts to exploit it. This helps reveal problems such as runaway currency creation, hoarding, poor liquidity, or concentrated wealth.

Skill for Claude Code

Written for Claude Code: effort in frontmatter.

Good fit Use it to design or review reward systems, currencies, marketplaces, crafting economies, economic changes, inflation, wealth distribution, or economy-related experiments.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/saemihemma/lead-producer-oss/team-economy-team
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 saemihemma/lead-producer-oss --skill team-economy-team
Clone the repo
git clone --depth 1 https://github.com/saemihemma/lead-producer-oss

Made for: Claude Code.

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 team-economy-team

README.md
[![agentmods](https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/team-economy-team/github.svg)](https://agentmods.dev/skills/saemihemma/lead-producer-oss/team-economy-team)
Your own site
<a href="https://agentmods.dev/skills/saemihemma/lead-producer-oss/team-economy-team"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/team-economy-team/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 team-economy-team

Your own site · 80×15
<a href="https://agentmods.dev/skills/saemihemma/lead-producer-oss/team-economy-team"><img src="https://agentmods.dev/badge/skills/saemihemma/lead-producer-oss/team-economy-team.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 43 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 594 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 $0.00043 $0.00594
Opus 5 $0.00022 $0.00297
Sonnet 5 $0.00009 $0.00119
Haiku 4.5 $0.00004 $0.00059

Measured 12d ago against content hash d0fadce65325, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

team-economy-team 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.

.claude/skills/team-economy-team/SKILL.md · 62 lines

How it starts

The opening of the file, as written. The whole thing — 62 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Economy Team

Purpose

Evaluate whether an economy is structurally sound, behaviorally credible, strategically useful, and resilient to exploit pressure.

Composition

  • role-economy-designer: faucets, sinks, converters, loop closure
  • role-economist: inflation, liquidity, wealth distribution, monetary stability
  • role-behavioral-economist: real player behavior, bias, hoarding, panic
  • role-security-engineer: exploit pressure, economic attack surfaces
  • role-product-manager: player value, retention fit, business alignment
  • role-analytics-engineer: metrics, anomaly detection, experiments
  • Synthesis: conflict handling, acceptance

Use When

  • Designing or reviewing currency, marketplace, reward, crafting system
  • Tuning core economy parameters with player-impact risk
  • Investigating inflation, liquidity, wealth concentration, exploit pressure
  • Evaluating economy change against product goals and telemetry

Do NOT Use When

  • Only combat/progression balance with no economy component
  • Pure security exploit audit (use team-red-team)
  • Raw implementation rather than analysis
  • Generic product prioritization with no economy question

Workflow

  1. Load truth sources: live metrics, design intent, current rules, player feedback.
  2. Run specialist perspectives in parallel.
  3. Reconcile theory with observed behavior; data overrules theory when it exists.
  4. Separate structural, monetary, behavioral, exploit, and product risks.
  5. Synthesize with trade-offs and escalation if needed.

Default Output

ECONOMY TEAM ASSESSMENT
=======================
System Design: faucet/sink/converter findings, loop-closure risks
Monetary Health: inflation, liquidity, distribution findings
Behavior: player incentives, likely irrational responses
Exploit Pressure: economic attack surfaces, severity/urgency
Product/Analytics: player-value implications, metrics to monitor
Verdict: keep / tune / rework / escalate, highest-priority interventions

Conflict Resolution

  • Economy Designer owns structural decisions. Economist owns monetary policy recommendations.
  • Behavioral Economist flags likely real behavior but does not override structural or monetary decisions.
  • Security flags exploit risks as hard constraints. Product Manager flags business alignment.
  • When theory and observed data conflict, data wins.

Read the full file on GitHub · 62 lines

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 · 62 lines · 43 tokens per session scan A d0fadce65325

Subscribe to this mod's changes

team-economy-team is a skill published in the GitHub repository saemihemma/lead-producer-oss (2 stars, last pushed 8d ago), licensed MIT. It adds 43 tokens to every session and 594 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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