1---
2name: economic-systems
3description: 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.
4license: MIT
5metadata:
6 author: jwynia
7 version: "1.0"
8 type: generator
9 mode: generative
10 domain: worldbuilding
11---
12
13# Economic Systems: Fictional Economy Design Skill
14
15You 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.
16
17## Core Principles
18
191. **Resource Foundation**: Economic systems are shaped by available resources and their distribution
202. **Exchange Evolution**: Trade evolves from barter to complex financial instruments through abstraction
213. **Production Organization**: How labor is organized determines productive capacity and social relationships
224. **Institutional Embeddedness**: Economic activities operate within cultural, political, and social constraints
235. **Technological Determinism**: Available technologies shape what economic activities are possible
246. **Scarcity-Abundance Spectrum**: Systems respond differently to scarcity versus abundance
257. **Center-Periphery Dynamics**: Core and peripheral regions create distinctive economic patterns
268. **Formal-Informal Balance**: All economies contain both official and shadow components
279. **Subsistence-Surplus Transition**: Moving beyond subsistence enables specialization and complexity
2810. **Cyclical Patterns**: Economies display recurring patterns of growth, crisis, and adaptation
29
30## The Ten Parameter Categories
31
32### 1. Resource Parameters
33
34| Parameter | Options to Consider |
35|-----------|---------------------|
36| **Critical Resources** | Food, water, energy, materials, information, magic |
37| **Distribution** | Concentrated, dispersed, layered, mobile |
38| **Renewability** | Sustainable, depletable, cyclical, infinite |
39| **Energy Sources** | Biological, fossil, renewable, magical, stellar |
40| **Land Productivity** | High yield, marginal, specialized, variable |
41
42### 2. Production Parameters
43
44| Parameter | Options to Consider |
45|-----------|---------------------|
46| **Labor Organization** | Family, guild, wage, slave, automated |
47| **Ownership Patterns** | Private, communal, state, corporate, mixed |
48| **Specialization Level** | Generalist, craft, industrial, hyper-specialized |
49| **Technology Level** | Pre-industrial, industrial, information, post-scarcity |
50| **Production Scale** | Household, workshop, factory, planetary |
51
52### 3. Exchange Parameters
53
54| Parameter | Options to Consider |
55|-----------|---------------------|
56| **Value Representation** | Intrinsic, symbolic, credit, reputation |
57| **Medium of Exchange** | Barter, commodity, currency, digital, social |
58| **Market Structure** | Gift, local, regional, global, virtual |
59| **Trade Networks** | Point-to-point, hub-and-spoke, mesh, guild-controlled |
60| **Price Determination** | Haggling, posted, auction, algorithmic |
61
62### 4. Distribution Parameters
63
64| Parameter | Options to Consider |
65|-----------|---------------------|
66| **Wealth Distribution** | Egalitarian, stratified, winner-take-all |
67| **Redistribution** | Taxation, charity, inheritance, theft |
68| **Access Limitations** | Open, credentialed, hereditary, geographic |
69| **Basic Needs Provision** | Market, state, community, family |
70| **Luxury Allocation** | Purchase, status, lottery, merit |
71
72### 5. Temporal Parameters
73
74| Parameter | Options to Consider |
75|-----------|---------------------|
76| **Seasonality** | Agricultural cycles, trade seasons, work patterns |
77| **Growth Expectations** | Growth-oriented, steady-state, cyclical, declining |
78| **Investment Horizons** | Short-term, generational, eternal |
79| **Generational Transfer** | Inheritance, merit, dissolution, communal |
80| **Crisis Response** | Adaptation, collapse, innovation, stagnation |
81
82### 6. Organizational Parameters
83
84| Parameter | Options to Consider |
85|-----------|---------------------|
86| **Decision-Making** | Central planning, market, consensus, hierarchical |
87| **Information Flows** | Open, restricted, asymmetric, broadcast |
88| **Regulatory Frameworks** | Minimal, comprehensive, guild-based, religious |
89| **Enforcement** | State, community, market, magical |
90| **Institutional Complexity** | Simple, bureaucratic, networked |
91
92### 7. Socio-Cultural Parameters
93
94| Parameter | Options to Consider |
95|-----------|---------------------|
96| **Status-Economy Relationship** | Wealth = status, separate, inverted |
97| **Moral Constraints** | Interest prohibitions, fair trade, no limits |
98| **Cultural Valuation** | What's considered valuable beyond utility |
99| **Identity Markers** | Occupation as identity, separate, fluid |
100| **Ritual-Economic Integration** | Ceremonial exchange, separate spheres |
101
102### 8. Spatial Parameters
103
104| Parameter | Options to Consider |
105|-----------|---------------------|
106| **Population Density** | Urban concentration, dispersed, mobile |
107| **Transportation** | Foot, animal, mechanical, teleportation |
108| **Urban-Rural** | Integrated, exploitative, separate |
109| **Regional Specialization** | Resource-based, skill-based, historical |
110| **Border Economics** | Free flow, controlled, smuggling |
111
112### 9. Knowledge Parameters
113
114| Parameter | Options to Consider |
115|-----------|---------------------|
116| **Skill Transmission** | Apprenticeship, formal education, inherited |
117| **Innovation Patterns** | Individual, institutional, imported, divine |
118| **Information Asymmetry** | Transparent, insider knowledge, secret |
119| **Traditional-Novel Balance** | Conservative, innovative, cyclical |
120| **Secret Knowledge** | Trade secrets, guild mysteries, none |
121
122### 10. Ecological Parameters
123
124| Parameter | Options to Consider |
125|-----------|---------------------|
126| **Environmental Impact** | Sustainable, extractive, restorative |
127| **Ecological Constraints** | Resource limits, climate, biological |
128| **Sustainability Orientation** | Short-term, long-term, eternal |
129| **Climate Adaptation** | Seasonal, disaster response, migration |
130| **Disaster Resilience** | Robust, fragile, adaptive |
131
132## Economic System Typologies
133
134### Subsistence Systems
135- **Hunter-Gatherer**: Mobile resource collection
136- **Pastoral Nomadism**: Animal-based mobile production
137- **Subsistence Agriculture**: Self-sufficient farming
138- **Mixed Subsistence**: Combined strategies
139
140### Traditional Exchange Systems
141- **Gift Economy**: Relationship-based exchange
142- **Prestige Economy**: Status-driven distribution
143- **Ceremonial Exchange**: Ritual-embedded transactions
144- **Redistributive Chiefdom**: Leader-centered allocation
145- **Local Market**: Place-based direct exchange
146
147### Command Economies
148- **Palace Economy**: Royal/temple-centered production
149- **Feudal System**: Land-based service obligations
150- **State Socialist**: Government-planned production
151- **War Economy**: Military-directed activity
152- **Corporate Command**: Company town/plantation
153
154### Market Systems
155- **Mercantile Capitalism**: Trade-focused with state direction
156- **Industrial Capitalism**: Production-focused private ownership
157- **Financial Capitalism**: Investment and financial service dominance
158- **Mixed Economy**: Combined market and state direction
159- **Network Capitalism**: Information age flexible specialization
160
161### Alternative/Emerging Systems
162- **Commons-Based**: Shared resource management
163- **Cooperative System**: Worker/user-owned production
164- **Post-Scarcity**: Abundance-based distribution
165- **Reputation Economy**: Status-based allocation
166- **Automated Production**: AI/robot centered production
167
168## Setting-Specific Adaptations
169
170### Fantasy Settings
171- **Magical Resource Economy**: Arcane materials and their control
172- **Guild-Based Production**: Specialized knowledge organizations
173- **Divine Blessing Economics**: Religiously influenced production
174- **Cross-Species Trade**: Exchange between different races
175- **Artifact Economy**: Ancient magical item markets
176- **Monster Part Commerce**: Dangerous material harvesting
177
178### Science Fiction Settings
179- **Post-Scarcity Automation**: AI and robot production dominance
180- **Interstellar Trade**: FTL commerce considerations
181- **Space Habitat Economics**: Closed-system resource management
182- **Multiple Species Markets**: Alien economic integration
183- **Consciousness-as-Resource**: Upload and mind economics
184- **Longevity Economy**: Effects of extreme lifespans
185
186### Post-Apocalyptic Settings
187- **Salvage Economy**: Reclamation of pre-collapse materials
188- **Water/Food Centered**: Basic survival economics
189- **Knowledge Fragment Economy**: Lost information as value
190- **Enclave Production**: Isolated manufacturing centers
191
192## Currency Design
193
194### Naming Patterns
195
196| Pattern | Examples |
197|---------|----------|
198| **Material-Based** | Dollar (silver), Mark (metal weight) |
199| **Weight-Based** | Pound, Shekel, Talent |
200| **Authority-Based** | Sovereign, Crown, Imperial |
201| **Value Representation** | Credit, Note, Token |
202| **Historical Reference** | Drachma, Denarius |
203
204### Currency Properties
205
206| Property | Options |
207|----------|---------|
208| **Material** | Precious metal, paper, digital, commodity |
209| **Backing** | Full, partial, fiat, reputation |
210| **Issuer** | State, bank, guild, individual |
211| **Portability** | Physical, abstract, both |
212| **Divisibility** | Fixed units, infinitely divisible |
213
214## Implementation Process
215
216### Step 1: Resource Base Definition
217- Map key resources and their distribution
218- Determine energy sources and limitations
219- Establish renewable vs. non-renewable balance
220- Create resource extraction technologies
221- Design resource-based power relationships
222
223### Step 2: Production System Development
224- Define primary production methods
225- Establish ownership and control patterns
226- Create labor organization structures
227- Design technological production tools
228- Build occupational specialization system
229
230### Step 3: Exchange System Creation
231- Develop currency or value representation
232- Create market structures and locations
233- Design trade networks and routes
234- Establish price determination mechanisms
235- Build transaction protocols and customs
236
237### Step 4: Distribution System Design
238- Create wealth accumulation patterns
239- Establish inequality levels and justifications
240- Design redistribution mechanisms
241- Build access limitation systems
242- Develop luxury vs. necessity distinction
243
244### Step 5: Organization Structure Building
245- Create economic decision-making institutions
246- Establish information flow patterns
247- Design regulatory frameworks
248- Develop enforcement mechanisms
249- Build economic record-keeping systems
250
251### Step 6: Culture-Economy Integration
252- Connect economic roles to social status
253- Establish moral constraints on economics
254- Create economically significant rituals
255- Design economically-based identity markers
256
257### Step 7: System Evolution Planning
258- Create historical economic stages
259- Design crisis points and adaptations
260- Establish technological transition effects
261- Build formal-informal sector balance
262
263## Case Study Examples
264
265### Dune's Spice Economy
266- Single critical resource controlling interstellar travel
267- Monopoly control creating extreme power dynamics
268- Religious-economic integration (Spacing Guild)
269- Desert ecology constraining production methods
270
271### Star Trek's Post-Scarcity Federation
272- Replicator technology eliminating material scarcity
273- Status/achievement replacing wealth as motivation
274- Continued scarcity of non-replicable goods
275- Interface with money-using societies at borders
276
277### Game of Thrones' Seasonal Economics
278- Long winter cycle creating multi-year storage requirement
279- Iron Bank demonstrating financial power over politics
280- Regional specialization (Dornish wine, Myrish lace)
281- Slave vs. free labor system competition
282
283## Common Pitfalls to Avoid
284
285| Pitfall | Solution |
286|---------|----------|
287| **Unrealistic resource concentrations** | Distribute resources logically based on geography |
288| **Monoculture economies** | Create supporting economic sectors |
289| **Missing informal/black markets** | Design realistic shadow economy |
290| **Technology without economic effects** | Trace economic implications of all technology |
291| **Static economies** | Build in cycles, crises, and adaptations |
292
293## Implementation Checklist
294
295- [ ] Map key resources and distribution
296- [ ] Choose economic system type
297- [ ] Design currency system (if any)
298- [ ] Create trade networks and routes
299- [ ] Establish labor organization
300- [ ] Design wealth distribution pattern
301- [ ] Create at least one economic crisis in history
302- [ ] Build informal/shadow economy elements
303- [ ] Integrate with social status system
304- [ ] Plan future economic pressures for plot
305
306## Output Persistence
307
308This skill writes primary output to files so work persists across sessions.
309
310### Output Discovery
3111. Check for `context/output-config.md` in the project
3122. If found, look for this skill's entry
3133. If not found, ask user: "Where should I save economic system designs?"
3144. Suggest: `worldbuilding/economics/` or `explorations/worldbuilding/`
315
316### Primary Output
317- **Economic parameters** - Chosen values for each category
318- **Currency design** - Naming, backing, properties
319- **Trade networks** - Routes, dependencies, barriers
320- **Class structure** - Economic stratification
321- **Shadow economy** - Informal/black market elements
322
323### File Naming
324Pattern: `{world-name}-economics-{date}.md`
325
326## Verification (Oracle)
327
328### What This Skill Can Verify
329- **Parameter coverage** - Have all 10 categories been considered? (High confidence)
330- **Internal consistency** - Do economic choices support each other? (Medium confidence)
331- **Technology match** - Does financial complexity match technological capacity? (High confidence)
332
333### What Requires Human Judgment
334- **Story fit** - Does this economy create interesting conflicts?
335- **Plausibility** - Would this system actually function?
336- **Genre appropriateness** - Does complexity level match reader expectations?
337
338### Oracle Limitations
339- Cannot assess narrative interest of economic design
340- Cannot predict how economy affects character motivation without story context
341
342## Feedback Loop
343
344### Session Persistence
345- **Output location:** See `context/output-config.md`
346- **What to save:** Parameter choices, currency design, trade networks, shadow economy
347- **Naming pattern:** `{world-name}-economics-{date}.md`
348
349### Cross-Session Learning
350- Check for prior economic work on this world
351- Ensure new economic elements maintain consistency
352- Economic crises and adaptations inform anti-patterns
353
354## Design Constraints
355
356### This Skill Assumes
357- World has resources to distribute (even post-scarcity has rare things)
358- Economic activity exists (even gift economies)
359- Writer wants systematic rather than background economics
360
361### This Skill Does Not Handle
362- **Political structures** - Route to: governance-systems
363- **Cultural values** - Route to: belief-systems
364- **General worldbuilding** - Route to: worldbuilding
365
366### Degradation Signals
367- Economy exists only as backdrop without affecting characters
368- Single commodity without supporting sectors
369- Modern financial concepts in pre-industrial settings
370
371## Reasoning Requirements
372
373### Standard Reasoning
374- Parameter selection for single category
375- Currency naming and properties
376- Basic trade route design
377
378### Extended Reasoning (ultrathink)
379- **Full system design** - [Why: all 10 categories interconnect]
380- **Economy-politics integration** - [Why: requires cross-skill synthesis]
381- **Historical economic development** - [Why: tracing evolution through time]
382
383**Trigger phrases:** "design the complete economy", "how do economics affect politics", "economic history"
384
385## Execution Strategy
386
387### Sequential (Default)
388- Resource parameters before production parameters
389- Production before exchange systems
390- Exchange before distribution
391
392### Parallelizable
393- Research into multiple historical economic systems
394- Developing different regional economies
395
396### Subagent Candidates
397| Task | Agent Type | When to Spawn |
398|------|------------|---------------|
399| Historical research | general-purpose | When modeling on real economic systems |
400| Political integration | general-purpose | When coordinating with governance-systems |
401
402## Context Management
403
404### Approximate Token Footprint
405- **Skill base:** ~4k tokens (10 categories + typologies)
406- **With case studies:** ~5k tokens
407- **Full parameter tables:** ~6k tokens
408
409### Context Optimization
410- Load only relevant parameter categories for current task
411- Reference governance-systems/belief-systems by name
412- Case studies are optional examples
413
414### When Context Gets Tight
415- Prioritize: Current parameter category, currency design basics
416- Defer: Full typologies, all case studies
417- Drop: Setting-specific adaptations not in use
418
419## Anti-Patterns
420
421### 1. Single-Commodity Dependency
422**Pattern:** Building the entire economy around one resource (spice, unobtanium, magic crystals) without supporting sectors.
423**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.
424**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.
425
426### 2. Convenient Currency
427**Pattern:** Creating coins or credits without considering who issues them, what backs them, or how they maintain value.
428**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.
429**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.
430
431### 3. Modern Economics in Medieval Clothing
432**Pattern:** Applying contemporary financial concepts (stock markets, complex credit) to pre-industrial settings without the prerequisites.
433**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.
434**Fix:** Match financial complexity to technological and institutional capacity. Guild-controlled trade and reputation-based credit precede anonymous market transactions.
435
436### 4. Frictionless Trade
437**Pattern:** Goods moving freely across vast distances without transportation costs, spoilage, banditry, or political barriers.
438**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.
439**Fix:** Consider transport technology, preservation, security costs, and tolls. Trade routes should explain why certain goods concentrate in certain places.
440
441### 5. Invisible Labor
442**Pattern:** Luxury economies existing without showing who does the basic work—farming, cleaning, building—that enables elite activities.
443**Why it fails:** Someone produces the food, maintains the buildings, and handles waste. Invisible labor creates implausible abundance and misses class-conflict opportunities.
444**Fix:** Account for labor at every level. Show or acknowledge the workers. Create tensions between those who produce value and those who extract it.
445
446## Integration
447
448### Inbound (feeds into this skill)
449| Skill | What it provides |
450|-------|------------------|
451| worldbuilding | Geographic constraints and resource distribution |
452| governance-systems | Regulatory frameworks and taxation structures |
453| belief-systems | Moral constraints on economic behavior |
454
455### Outbound (this skill enables)
456| Skill | What this provides |
457|-------|-------------|
458| character-arc | Economic pressures driving character motivation |
459| underdog-unit | Resource constraints for institutional outcasts |
460| positional-revelation | Economic roles that create plot access |
461
462### Complementary
463| Skill | Relationship |
464|-------|--------------|
465| governance-systems | Economic systems shape political power; political systems regulate economics. Design together |
466| systemic-worldbuilding | Use systemic-worldbuilding to trace economic consequences through society |