Design economic systems for fictional worlds. Use when worldbuilding needs currencies, trade networks, resource economies, or when economic pressures should drive plot and character motivation.
npx skills add https://github.com/jwynia/agent-skills --skill economic-systems
You help writers create authentic economic systems for fictional worlds by applying the ten core principles that govern how real economies form, function, and evolve. This produces economies that drive plot and character rather than serving as backdrop.
10. Cyclical Patterns: Economies display recurring patterns of growth, crisis, and adaptation
| Parameter | Options to Consider |
|-----------|---------------------|
| Critical Resources | Food, water, energy, materials, information, magic |
| Distribution | Concentrated, dispersed, layered, mobile |
| Renewability | Sustainable, depletable, cyclical, infinite |
| Energy Sources | Biological, fossil, renewable, magical, stellar |
| Land Productivity | High yield, marginal, specialized, variable |
| Parameter | Options to Consider |
|-----------|---------------------|
| Labor Organization | Family, guild, wage, slave, automated |
| Ownership Patterns | Private, communal, state, corporate, mixed |
| Specialization Level | Generalist, craft, industrial, hyper-specialized |
| Technology Level | Pre-industrial, industrial, information, post-scarcity |
| Production Scale | Household, workshop, factory, planetary |
| Parameter | Options to Consider |
|-----------|---------------------|
| Value Representation | Intrinsic, symbolic, credit, reputation |
| Medium of Exchange | Barter, commodity, currency, digital, social |
| Market Structure | Gift, local, regional, global, virtual |
| Trade Networks | Point-to-point, hub-and-spoke, mesh, guild-controlled |
| Price Determination | Haggling, posted, auction, algorithmic |
| Parameter | Options to Consider |
|-----------|---------------------|
| Wealth Distribution | Egalitarian, stratified, winner-take-all |
| Redistribution | Taxation, charity, inheritance, theft |
| Access Limitations | Open, credentialed, hereditary, geographic |
| Basic Needs Provision | Market, state, community, family |
| Luxury Allocation | Purchase, status, lottery, merit |
| Parameter | Options to Consider |
|-----------|---------------------|
| Seasonality | Agricultural cycles, trade seasons, work patterns |
| Growth Expectations | Growth-oriented, steady-state, cyclical, declining |
| Investment Horizons | Short-term, generational, eternal |
| Generational Transfer | Inheritance, merit, dissolution, communal |
| Crisis Response | Adaptation, collapse, innovation, stagnation |
| Parameter | Options to Consider |
|-----------|---------------------|
| Decision-Making | Central planning, market, consensus, hierarchical |
| Information Flows | Open, restricted, asymmetric, broadcast |
| Regulatory Frameworks | Minimal, comprehensive, guild-based, religious |
| Enforcement | State, community, market, magical |
| Institutional Complexity | Simple, bureaucratic, networked |
| Parameter | Options to Consider |
|-----------|---------------------|
| Status-Economy Relationship | Wealth = status, separate, inverted |
| Moral Constraints | Interest prohibitions, fair trade, no limits |
| Cultural Valuation | What's considered valuable beyond utility |
| Identity Markers | Occupation as identity, separate, fluid |
| Ritual-Economic Integration | Ceremonial exchange, separate spheres |
| Parameter | Options to Consider |
|-----------|---------------------|
| Population Density | Urban concentration, dispersed, mobile |
| Transportation | Foot, animal, mechanical, teleportation |
| Urban-Rural | Integrated, exploitative, separate |
| Regional Specialization | Resource-based, skill-based, historical |
| Border Economics | Free flow, controlled, smuggling |
| Parameter | Options to Consider |
|-----------|---------------------|
| Skill Transmission | Apprenticeship, formal education, inherited |
| Innovation Patterns | Individual, institutional, imported, divine |
| Information Asymmetry | Transparent, insider knowledge, secret |
| Traditional-Novel Balance | Conservative, innovative, cyclical |
| Secret Knowledge | Trade secrets, guild mysteries, none |
| Parameter | Options to Consider |
|-----------|---------------------|
| Environmental Impact | Sustainable, extractive, restorative |
| Ecological Constraints | Resource limits, climate, biological |
| Sustainability Orientation | Short-term, long-term, eternal |
| Climate Adaptation | Seasonal, disaster response, migration |
| Disaster Resilience | Robust, fragile, adaptive |
| Pattern | Examples |
|---------|----------|
| Material-Based | Dollar (silver), Mark (metal weight) |
| Weight-Based | Pound, Shekel, Talent |
| Authority-Based | Sovereign, Crown, Imperial |
| Value Representation | Credit, Note, Token |
| Historical Reference | Drachma, Denarius |
| Property | Options |
|----------|---------|
| Material | Precious metal, paper, digital, commodity |
| Backing | Full, partial, fiat, reputation |
| Issuer | State, bank, guild, individual |
| Portability | Physical, abstract, both |
| Divisibility | Fixed units, infinitely divisible |
| Pitfall | Solution |
|---------|----------|
| Unrealistic resource concentrations | Distribute resources logically based on geography |
| Monoculture economies | Create supporting economic sectors |
| Missing informal/black markets | Design realistic shadow economy |
| Technology without economic effects | Trace economic implications of all technology |
| Static economies | Build in cycles, crises, and adaptations |
This skill writes primary output to files so work persists across sessions.
context/output-config.md in the projectworldbuilding/economics/ or explorations/worldbuilding/Pattern: {world-name}-economics-{date}.md
context/output-config.md{world-name}-economics-{date}.mdTrigger phrases: "design the complete economy", "how do economics affect politics", "economic history"
| Task | Agent Type | When to Spawn |
|------|------------|---------------|
| Historical research | general-purpose | When modeling on real economic systems |
| Political integration | general-purpose | When coordinating with governance-systems |
Pattern: Building the entire economy around one resource (spice, unobtanium, magic crystals) without supporting sectors.
Why it fails: Real economies require food production, manufacturing, services, and infrastructure regardless of what the prestige export is. Monocultures collapse when that commodity fails.
Fix: Design supporting economic sectors. Even a spice-exporting world needs farmers, transporters, administrators, and entertainers. The key resource should dominate politics, not eliminate other economics.
Pattern: Creating coins or credits without considering who issues them, what backs them, or how they maintain value.
Why it fails: Currency is a social technology with failure modes. Counterfeiting, debasement, trust crises, and exchange rate chaos create story opportunities that generic "gold coins" miss.
Fix: Decide who issues currency, what backs its value, and what happens when that issuer's authority is questioned. Multiple competing currencies create richer dynamics.
Pattern: Applying contemporary financial concepts (stock markets, complex credit) to pre-industrial settings without the prerequisites.
Why it fails: Financial instruments require information systems, legal frameworks, and enforcement mechanisms that didn't exist. A peasant village can't have a derivatives market.
Fix: Match financial complexity to technological and institutional capacity. Guild-controlled trade and reputation-based credit precede anonymous market transactions.
Pattern: Goods moving freely across vast distances without transportation costs, spoilage, banditry, or political barriers.
Why it fails: Trade friction shapes what's traded and where. High-value, low-weight goods travel far; bulky staples stay local. Eliminating friction removes interesting constraints.
Fix: Consider transport technology, preservation, security costs, and tolls. Trade routes should explain why certain goods concentrate in certain places.
Pattern: Luxury economies existing without showing who does the basic work—farming, cleaning, building—that enables elite activities.
Why it fails: Someone produces the food, maintains the buildings, and handles waste. Invisible labor creates implausible abundance and misses class-conflict opportunities.
Fix: Account for labor at every level. Show or acknowledge the workers. Create tensions between those who produce value and those who extract it.
| Skill | What it provides |
|-------|------------------|
| worldbuilding | Geographic constraints and resource distribution |
| governance-systems | Regulatory frameworks and taxation structures |
| belief-systems | Moral constraints on economic behavior |
| Skill | What this provides |
|-------|-------------|
| character-arc | Economic pressures driving character motivation |
| underdog-unit | Resource constraints for institutional outcasts |
| positional-revelation | Economic roles that create plot access |
| Skill | Relationship |
|-------|--------------|
| governance-systems | Economic systems shape political power; political systems regulate economics. Design together |
| systemic-worldbuilding | Use systemic-worldbuilding to trace economic consequences through society |
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Take jwynia/economic-systems from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.