economic-systems by jwynia/agent-skills
npx skills add https://github.com/jwynia/agent-skills --skill economic-systems你通过应用支配真实经济如何形成、运作和演变的十大核心原则,帮助作家为虚构世界创建真实的经济体系。这能创造出推动情节和角色发展的经济体系,而非仅仅作为背景。
| 参数 | 可考虑的选项 |
|---|---|
| 关键资源 | 食物、水、能源、材料、信息、魔法 |
| 分布 | 集中、分散、分层、流动 |
| 可再生性 | 可持续、可耗尽、循环、无限 |
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| 能源来源 | 生物、化石、可再生、魔法、恒星 |
| 土地生产力 | 高产、边际、专业化、可变 |
| 参数 | 可考虑的选项 |
|---|---|
| 劳动组织 | 家庭、行会、雇佣、奴隶、自动化 |
| 所有权模式 | 私有、公有、国有、公司、混合 |
| 专业化水平 | 通才、手工业、工业、超专业化 |
| 技术水平 | 前工业、工业、信息、后稀缺 |
| 生产规模 | 家庭、作坊、工厂、行星级 |
| 参数 | 可考虑的选项 |
|---|---|
| 价值表征 | 内在、象征、信用、声誉 |
| 交换媒介 | 物物交换、商品、货币、数字、社会 |
| 市场结构 | 礼物、本地、区域、全球、虚拟 |
| 贸易网络 | 点对点、中心辐射、网状、行会控制 |
| 价格决定 | 讨价还价、标价、拍卖、算法 |
| 参数 | 可考虑的选项 |
|---|---|
| 财富分配 | 平等、分层、赢家通吃 |
| 再分配 | 税收、慈善、继承、盗窃 |
| 获取限制 | 开放、凭资质、世袭、地理 |
| 基本需求供给 | 市场、国家、社区、家庭 |
| 奢侈品分配 | 购买、地位、抽签、功绩 |
| 参数 | 可考虑的选项 |
|---|---|
| 季节性 | 农业周期、贸易季节、工作模式 |
| 增长预期 | 增长导向、稳态、周期性、衰退 |
| 投资期限 | 短期、代际、永恒 |
| 代际转移 | 继承、功绩、解散、公有 |
| 危机应对 | 适应、崩溃、创新、停滞 |
| 参数 | 可考虑的选项 |
|---|---|
| 决策制定 | 中央计划、市场、共识、等级制 |
| 信息流 | 开放、受限、不对称、广播 |
| 监管框架 | 最小化、全面、行会制、宗教 |
| 执行 | 国家、社区、市场、魔法 |
| 制度复杂性 | 简单、官僚、网络化 |
| 参数 | 可考虑的选项 |
|---|---|
| 地位与经济关系 | 财富=地位、分离、倒置 |
| 道德约束 | 禁止利息、公平贸易、无限制 |
| 文化价值 | 超越实用性的价值观念 |
| 身份标识 | 职业即身份、分离、流动 |
| 仪式与经济整合 | 仪式性交换、分离领域 |
| 参数 | 可考虑的选项 |
|---|---|
| 人口密度 | 城市集中、分散、流动 |
| 交通运输 | 步行、动物、机械、传送 |
| 城乡关系 | 一体化、剥削性、分离 |
| 区域专业化 | 基于资源、基于技能、历史性 |
| 边境经济 | 自由流动、受控、走私 |
| 参数 | 可考虑的选项 |
|---|---|
| 技能传承 | 学徒制、正规教育、世袭 |
| 创新模式 | 个人、机构、引进、神授 |
| 信息不对称 | 透明、内部知识、秘密 |
| 传统与创新平衡 | 保守、创新、周期性 |
| 秘密知识 | 商业秘密、行会秘术、无 |
| 参数 | 可考虑的选项 |
|---|---|
| 环境影响 | 可持续、掠夺性、恢复性 |
| 生态约束 | 资源限制、气候、生物 |
| 可持续性导向 | 短期、长期、永恒 |
| 气候适应 | 季节性、灾害应对、迁移 |
| 灾害恢复力 | 强健、脆弱、适应性 |
| 模式 | 示例 |
|---|---|
| 基于材料 | Dollar(银)、Mark(金属重量) |
| 基于重量 | Pound、Shekel、Talent |
| 基于权威 | Sovereign、Crown、Imperial |
| 价值表征 | Credit、Note、Token |
| 历史参考 | Drachma、Denarius |
| 属性 | 选项 |
|---|---|
| 材料 | 贵金属、纸张、数字、商品 |
| 支持 | 全额、部分、法定、声誉 |
| 发行者 | 国家、银行、行会、个人 |
| 便携性 | 物理、抽象、两者兼具 |
| 可分性 | 固定单位、无限可分 |
| 陷阱 | 解决方案 |
|---|---|
| 不切实际的资源集中 | 根据地理逻辑分布资源 |
| 单一经济 | 创建支持性经济部门 |
| 缺失非正规/黑市 | 设计真实的影子经济 |
| 技术没有经济效应 | 追踪所有技术的经济影响 |
| 静态经济 | 构建周期、危机和适应机制 |
此技能将主要输出写入文件,以便工作在不同会话间持久保存。
context/output-config.mdworldbuilding/economics/ 或 explorations/worldbuilding/模式:{world-name}-economics-{date}.md
context/output-config.md{world-name}-economics-{date}.md触发短语: "设计完整的经济体系"、"经济如何影响政治"、"经济史"
| 任务 | 代理类型 | 何时生成 |
|---|---|---|
| 历史研究 | general-purpose | 当基于真实经济体系建模时 |
| 政治整合 | general-purpose | 当与 governance-systems 协调时 |
模式: 整个经济围绕一种资源(香料、稀有矿、魔法水晶)构建,没有支持性部门。失败原因: 真实经济无论其声望出口品是什么,都需要粮食生产、制造业、服务业和基础设施。单一经济在该商品失败时会崩溃。修复: 设计支持性经济部门。即使是香料出口世界也需要农民、运输者、管理者和娱乐业者。关键资源应主导政治,而非消除其他经济活动。
模式: 创造硬币或信用点,而不考虑谁发行它们、什么支持它们或它们如何保持价值。失败原因: 货币是一种社会技术,存在失效模式。伪造、贬值、信任危机和汇率混乱创造了通用"金币"所错失的故事机会。修复: 决定谁发行货币、什么支持其价值,以及当发行者权威受到质疑时会发生什么。多种竞争性货币能创造更丰富的动态。
模式: 将当代金融概念(股票市场、复杂信贷)应用于前工业设定,而不具备先决条件。失败原因: 金融工具需要当时不存在的信息系统、法律框架和执行机制。一个农民村庄不可能有衍生品市场。修复: 使金融复杂性与技术和制度能力相匹配。行会控制的贸易和基于声誉的信贷先于匿名市场交易。
模式: 商品在没有运输成本、腐败、强盗或政治障碍的情况下自由跨越广阔距离流动。失败原因: 贸易摩擦决定了交易什么以及在哪里交易。高价值、低重量的商品传播得远;笨重的主食则留在本地。消除摩擦会移除有趣的约束。修复: 考虑运输技术、保存、安全成本和通行费。贸易路线应解释为什么某些商品集中在某些地方。
模式: 奢侈经济存在,却不展示谁在做基本工作——耕种、清洁、建造——这些工作使得精英活动成为可能。失败原因: 有人生产食物、维护建筑和处理废物。隐形劳动创造了不切实际的丰裕,并错失了阶级冲突的机会。修复: 在每个层面都考虑劳动力。展示或承认工人。在创造价值的人和提取价值的人之间制造张力。
| 技能 | 提供内容 |
|---|---|
| worldbuilding | 地理约束和资源分布 |
| governance-systems | 监管框架和税收结构 |
| belief-systems | 经济行为的道德约束 |
| 技能 | 此技能提供内容 |
|---|---|
| character-arc | 驱动角色动机的经济压力 |
| underdog-unit | 机构弃儿的资源约束 |
| positional-revelation | 创造情节访问权限的经济角色 |
| 技能 | 关系 |
|---|---|
| governance-systems | 经济体系塑造政治权力;政治体系规范经济。一起设计 |
| systemic-worldbuilding | 使用 systemic-worldbuilding 追踪经济后果在社会中的传播 |
每周安装数
105
仓库
GitHub 星标数
37
首次出现
Jan 20, 2026
安全审计
安装于
opencode92
gemini-cli91
codex91
cursor86
github-copilot86
cline77
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.
| 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 |
Weekly Installs
105
Repository
GitHub Stars
37
First Seen
Jan 20, 2026
Security Audits
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Installed on
opencode92
gemini-cli91
codex91
cursor86
github-copilot86
cline77
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