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pixelheros/.claude/docs/templates/economy-model.md
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Economy Model: [System Name]

Created: [Date] Owner: economy-designer Status: [Draft / Balanced / Live]


Overview

[What resources, currencies, and exchange systems does this economy cover? What player behaviors does it incentivize?]


Currencies

Currency Type Earn Rate Sink Rate Cap Notes
[Gold] Soft [per hour] [per hour] [max or none] [Primary transaction currency]
[Gems] Premium [per day F2P] [varies] [max] [Premium currency, purchasable]
[XP] Progression [per action] [level-up cost] [none] [Cannot be traded]

Currency Rules

  • [Rule 1 — e.g., "Soft currency has no cap but inflation is controlled via sinks"]
  • [Rule 2 — e.g., "Premium currency cannot be converted back to real money"]
  • [Rule 3]

Sources (Faucets)

Source Currency Amount Frequency Conditions
[Quest completion] Gold [50-200] [per quest] [Scales with quest difficulty]
[Enemy drops] Gold [1-10] [per kill] [Modified by luck stat]
[Daily login] Gems [5] [daily] [Streak bonus: +1 per consecutive day]
[Achievement] XP [100-500] [one-time] [Per achievement tier]

Sinks (Drains)

Sink Currency Cost Frequency Purpose
[Equipment purchase] Gold [100-5000] [as needed] [Power progression]
[Repair costs] Gold [10-100] [per death] [Death penalty, gold drain]
[Cosmetic shop] Gems [50-500] [optional] [Vanity, premium sink]
[Respec] Gold [1000] [rare] [Build experimentation tax]

Balance Targets

Metric Target Rationale
Time to first meaningful purchase [X minutes] [Player should feel spending power early]
Hourly gold earn rate (mid-game) [X gold/hr] [Based on session length and purchase cadence]
Days to max level (F2P) [X days] [Enough to retain, not so long it frustrates]
Sink-to-source ratio [0.7-0.9] [Slight surplus keeps players feeling wealthy]
Premium currency F2P earn rate [X/week] [Enough to buy something monthly, not everything]

Progression Curves

Level XP Requirements

Level XP Required Cumulative XP Estimated Time
1→2 [100] [100] [10 min]
5→6 [500] [1,500] [2 hrs]
10→11 [1,500] [7,500] [8 hrs]
20→21 [5,000] [50,000] [40 hrs]

Formula: XP(n) = [formula, e.g., 100 * n^1.5]

Item Price Scaling

Formula: Price(tier) = [formula, e.g., base_price * 2^(tier-1)]


Loot Tables

[Drop Source Name]

Item Rarity Drop Rate Pity Timer Notes
[Common item] Common [60%] [N/A] [Always useful, never feels bad]
[Uncommon item] Uncommon [25%] [N/A] [Noticeable upgrade]
[Rare item] Rare [12%] [10 drops] [Exciting, build-defining]
[Legendary item] Legendary [3%] [30 drops] [Game-changing, celebration moment]

Pity System

[Describe how the pity system works to prevent extreme bad luck streaks.]


Economy Health Metrics

Metric Healthy Range Warning Threshold Action if Breached
Average player gold [X-Y at level Z] [>Y or <X] [Adjust faucets/sinks]
Gold Gini coefficient [<0.4] [>0.5] [Wealth too concentrated]
% players hitting currency cap [<5%] [>10%] [Raise cap or add sinks]
Premium conversion rate [2-5%] [<1% or >10%] [Rebalance F2P earn rate]
Average time between purchases [X minutes] [>Y minutes] [Nothing worth buying]

Ethical Guardrails

  • [No pay-to-win: premium currency cannot buy gameplay power advantages]
  • [Pity timers on all random drops: guaranteed outcome within X attempts]
  • [Transparent drop rates displayed to players]
  • [Spending limits for minor accounts]
  • [No artificial scarcity pressure (FOMO timers) on essential items]

Simulation Results

[Include results from economy simulations if available: player wealth distribution over time, sink effectiveness, inflation rate, etc.]


Dependencies

  • Depends on: [combat balance, quest design, crafting system]
  • Affects: [difficulty curve, player retention, monetization]
  • Must coordinate with: game-designer, live-ops-designer, analytics-engineer