1---2name: economic-systems3description: 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: MIT5---6
7# Economic Systems: Fictional Economy Design Skill
8
9You 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
11## Core Principles
12
131. **Resource Foundation**: Economic systems are shaped by available resources and their distribution
142. **Exchange Evolution**: Trade evolves from barter to complex financial instruments through abstraction
153. **Production Organization**: How labor is organized determines productive capacity and social relationships
164. **Institutional Embeddedness**: Economic activities operate within cultural, political, and social constraints
175. **Technological Determinism**: Available technologies shape what economic activities are possible
186. **Scarcity-Abundance Spectrum**: Systems respond differently to scarcity versus abundance
197. **Center-Periphery Dynamics**: Core and peripheral regions create distinctive economic patterns
208. **Formal-Informal Balance**: All economies contain both official and shadow components
219. **Subsistence-Surplus Transition**: Moving beyond subsistence enables specialization and complexity
2210. **Cyclical Patterns**: Economies display recurring patterns of growth, crisis, and adaptation
23
24## The Ten Parameter Categories
25
26### 1. Resource Parameters
27
28| Parameter | Options to Consider |
29|-----------|---------------------|
30| **Critical Resources** | Food, water, energy, materials, information, magic |
31| **Distribution** | Concentrated, dispersed, layered, mobile |
32| **Renewability** | Sustainable, depletable, cyclical, infinite |
33| **Energy Sources** | Biological, fossil, renewable, magical, stellar |
34| **Land Productivity** | High yield, marginal, specialized, variable |
35
36### 2. Production Parameters
37
38| Parameter | Options to Consider |
39|-----------|---------------------|
40| **Labor Organization** | Family, guild, wage, slave, automated |
41| **Ownership Patterns** | Private, communal, state, corporate, mixed |
42| **Specialization Level** | Generalist, craft, industrial, hyper-specialized |
43| **Technology Level** | Pre-industrial, industrial, information, post-scarcity |
44| **Production Scale** | Household, workshop, factory, planetary |
45
46### 3. Exchange Parameters
47
48| Parameter | Options to Consider |
49|-----------|---------------------|
50| **Value Representation** | Intrinsic, symbolic, credit, reputation |
51| **Medium of Exchange** | Barter, commodity, currency, digital, social |
52| **Market Structure** | Gift, local, regional, global, virtual |
53| **Trade Networks** | Point-to-point, hub-and-spoke, mesh, guild-controlled |
54| **Price Determination** | Haggling, posted, auction, algorithmic |
55
56### 4. Distribution Parameters
57
58| Parameter | Options to Consider |
59|-----------|---------------------|
60| **Wealth Distribution** | Egalitarian, stratified, winner-take-all |
61| **Redistribution** | Taxation, charity, inheritance, theft |
62| **Access Limitations** | Open, credentialed, hereditary, geographic |
63| **Basic Needs Provision** | Market, state, community, family |
64| **Luxury Allocation** | Purchase, status, lottery, merit |
65
66### 5. Temporal Parameters
67
68| Parameter | Options to Consider |
69|-----------|---------------------|
70| **Seasonality** | Agricultural cycles, trade seasons, work patterns |
71| **Growth Expectations** | Growth-oriented, steady-state, cyclical, declining |
72| **Investment Horizons** | Short-term, generational, eternal |
73| **Generational Transfer** | Inheritance, merit, dissolution, communal |
74| **Crisis Response** | Adaptation, collapse, innovation, stagnation |
75
76### 6. Organizational Parameters
77
78| Parameter | Options to Consider |
79|-----------|---------------------|
80| **Decision-Making** | Central planning, market, consensus, hierarchical |
81| **Information Flows** | Open, restricted, asymmetric, broadcast |
82| **Regulatory Frameworks** | Minimal, comprehensive, guild-based, religious |
83| **Enforcement** | State, community, market, magical |
84| **Institutional Complexity** | Simple, bureaucratic, networked |
85
86### 7. Socio-Cultural Parameters
87
88| Parameter | Options to Consider |
89|-----------|---------------------|
90| **Status-Economy Relationship** | Wealth = status, separate, inverted |
91| **Moral Constraints** | Interest prohibitions, fair trade, no limits |
92| **Cultural Valuation** | What's considered valuable beyond utility |
93| **Identity Markers** | Occupation as identity, separate, fluid |
94| **Ritual-Economic Integration** | Ceremonial exchange, separate spheres |
95
96### 8. Spatial Parameters
97
98| Parameter | Options to Consider |
99|-----------|---------------------|
100| **Population Density** | Urban concentration, dispersed, mobile |
101| **Transportation** | Foot, animal, mechanical, teleportation |
102| **Urban-Rural** | Integrated, exploitative, separate |
103| **Regional Specialization** | Resource-based, skill-based, historical |
104| **Border Economics** | Free flow, controlled, smuggling |
105
106### 9. Knowledge Parameters
107
108| Parameter | Options to Consider |
109|-----------|---------------------|
110| **Skill Transmission** | Apprenticeship, formal education, inherited |
111| **Innovation Patterns** | Individual, institutional, imported, divine |
112| **Information Asymmetry** | Transparent, insider knowledge, secret |
113| **Traditional-Novel Balance** | Conservative, innovative, cyclical |
114| **Secret Knowledge** | Trade secrets, guild mysteries, none |
115
116### 10. Ecological Parameters
117
118| Parameter | Options to Consider |
119|-----------|---------------------|
120| **Environmental Impact** | Sustainable, extractive, restorative |
121| **Ecological Constraints** | Resource limits, climate, biological |
122| **Sustainability Orientation** | Short-term, long-term, eternal |
123| **Climate Adaptation** | Seasonal, disaster response, migration |
124| **Disaster Resilience** | Robust, fragile, adaptive |
125
126## Economic System Typologies
127
128### Subsistence Systems
129- **Hunter-Gatherer**: Mobile resource collection
130- **Pastoral Nomadism**: Animal-based mobile production
131- **Subsistence Agriculture**: Self-sufficient farming
132- **Mixed Subsistence**: Combined strategies
133
134### Traditional Exchange Systems
135- **Gift Economy**: Relationship-based exchange
136- **Prestige Economy**: Status-driven distribution
137- **Ceremonial Exchange**: Ritual-embedded transactions
138- **Redistributive Chiefdom**: Leader-centered allocation
139- **Local Market**: Place-based direct exchange
140
141### Command Economies
142- **Palace Economy**: Royal/temple-centered production
143- **Feudal System**: Land-based service obligations
144- **State Socialist**: Government-planned production
145- **War Economy**: Military-directed activity
146- **Corporate Command**: Company town/plantation
147
148### Market Systems
149- **Mercantile Capitalism**: Trade-focused with state direction
150- **Industrial Capitalism**: Production-focused private ownership
151- **Financial Capitalism**: Investment and financial service dominance
152- **Mixed Economy**: Combined market and state direction
153- **Network Capitalism**: Information age flexible specialization
154
155### Alternative/Emerging Systems
156- **Commons-Based**: Shared resource management
157- **Cooperative System**: Worker/user-owned production
158- **Post-Scarcity**: Abundance-based distribution
159- **Reputation Economy**: Status-based allocation
160- **Automated Production**: AI/robot centered production
161
162## Setting-Specific Adaptations
163
164### Fantasy Settings
165- **Magical Resource Economy**: Arcane materials and their control
166- **Guild-Based Production**: Specialized knowledge organizations
167- **Divine Blessing Economics**: Religiously influenced production
168- **Cross-Species Trade**: Exchange between different races
169- **Artifact Economy**: Ancient magical item markets
170- **Monster Part Commerce**: Dangerous material harvesting
171
172### Science Fiction Settings
173- **Post-Scarcity Automation**: AI and robot production dominance
174- **Interstellar Trade**: FTL commerce considerations
175- **Space Habitat Economics**: Closed-system resource management
176- **Multiple Species Markets**: Alien economic integration
177- **Consciousness-as-Resource**: Upload and mind economics
178- **Longevity Economy**: Effects of extreme lifespans
179
180### Post-Apocalyptic Settings
181- **Salvage Economy**: Reclamation of pre-collapse materials
182- **Water/Food Centered**: Basic survival economics
183- **Knowledge Fragment Economy**: Lost information as value
184- **Enclave Production**: Isolated manufacturing centers
185
186## Currency Design
187
188### Naming Patterns
189
190| Pattern | Examples |
191|---------|----------|
192| **Material-Based** | Dollar (silver), Mark (metal weight) |
193| **Weight-Based** | Pound, Shekel, Talent |
194| **Authority-Based** | Sovereign, Crown, Imperial |
195| **Value Representation** | Credit, Note, Token |
196| **Historical Reference** | Drachma, Denarius |
197
198### Currency Properties
199
200| Property | Options |
201|----------|---------|
202| **Material** | Precious metal, paper, digital, commodity |
203| **Backing** | Full, partial, fiat, reputation |
204| **Issuer** | State, bank, guild, individual |
205| **Portability** | Physical, abstract, both |
206| **Divisibility** | Fixed units, infinitely divisible |
207
208## Implementation Process
209
210### Step 1: Resource Base Definition
211- Map key resources and their distribution
212- Determine energy sources and limitations
213- Establish renewable vs. non-renewable balance
214- Create resource extraction technologies
215- Design resource-based power relationships
216
217### Step 2: Production System Development
218- Define primary production methods
219- Establish ownership and control patterns
220- Create labor organization structures
221- Design technological production tools
222- Build occupational specialization system
223
224### Step 3: Exchange System Creation
225- Develop currency or value representation
226- Create market structures and locations
227- Design trade networks and routes
228- Establish price determination mechanisms
229- Build transaction protocols and customs
230
231### Step 4: Distribution System Design
232- Create wealth accumulation patterns
233- Establish inequality levels and justifications
234- Design redistribution mechanisms
235- Build access limitation systems
236- Develop luxury vs. necessity distinction
237
238### Step 5: Organization Structure Building
239- Create economic decision-making institutions
240- Establish information flow patterns
241- Design regulatory frameworks
242- Develop enforcement mechanisms
243- Build economic record-keeping systems
244
245### Step 6: Culture-Economy Integration
246- Connect economic roles to social status
247- Establish moral constraints on economics
248- Create economically significant rituals
249- Design economically-based identity markers
250
251### Step 7: System Evolution Planning
252- Create historical economic stages
253- Design crisis points and adaptations
254- Establish technological transition effects
255- Build formal-informal sector balance
256
257## Case Study Examples
258
259### Dune's Spice Economy
260- Single critical resource controlling interstellar travel
261- Monopoly control creating extreme power dynamics
262- Religious-economic integration (Spacing Guild)
263- Desert ecology constraining production methods
264
265### Star Trek's Post-Scarcity Federation
266- Replicator technology eliminating material scarcity
267- Status/achievement replacing wealth as motivation
268- Continued scarcity of non-replicable goods
269- Interface with money-using societies at borders
270
271### Game of Thrones' Seasonal Economics
272- Long winter cycle creating multi-year storage requirement
273- Iron Bank demonstrating financial power over politics
274- Regional specialization (Dornish wine, Myrish lace)
275- Slave vs. free labor system competition
276
277## Common Pitfalls to Avoid
278
279| Pitfall | Solution |
280|---------|----------|
281| **Unrealistic resource concentrations** | Distribute resources logically based on geography |
282| **Monoculture economies** | Create supporting economic sectors |
283| **Missing informal/black markets** | Design realistic shadow economy |
284| **Technology without economic effects** | Trace economic implications of all technology |
285| **Static economies** | Build in cycles, crises, and adaptations |
286
287## Implementation Checklist
288
289- [ ] Map key resources and distribution
290- [ ] Choose economic system type
291- [ ] Design currency system (if any)
292- [ ] Create trade networks and routes
293- [ ] Establish labor organization
294- [ ] Design wealth distribution pattern
295- [ ] Create at least one economic crisis in history
296- [ ] Build informal/shadow economy elements
297- [ ] Integrate with social status system
298- [ ] Plan future economic pressures for plot
299
300## Output Persistence
301
302This skill writes primary output to files so work persists across sessions.
303
304### Output Discovery
3051. Check for `context/output-config.md` in the project
3062. If found, look for this skill's entry
3073. If not found, ask user: "Where should I save economic system designs?"
3084. Suggest: `worldbuilding/economics/` or `explorations/worldbuilding/`
309
310### Primary Output
311- **Economic parameters** - Chosen values for each category
312- **Currency design** - Naming, backing, properties
313- **Trade networks** - Routes, dependencies, barriers
314- **Class structure** - Economic stratification
315- **Shadow economy** - Informal/black market elements
316
317### File Naming
318Pattern: `{world-name}-economics-{date}.md`
319
320## Verification (Oracle)
321
322### What This Skill Can Verify
323- **Parameter coverage** - Have all 10 categories been considered? (High confidence)
324- **Internal consistency** - Do economic choices support each other? (Medium confidence)
325- **Technology match** - Does financial complexity match technological capacity? (High confidence)
326
327### What Requires Human Judgment
328- **Story fit** - Does this economy create interesting conflicts?
329- **Plausibility** - Would this system actually function?
330- **Genre appropriateness** - Does complexity level match reader expectations?
331
332### Oracle Limitations
333- Cannot assess narrative interest of economic design
334- Cannot predict how economy affects character motivation without story context
335
336## Feedback Loop
337
338### Session Persistence
339- **Output location:** See `context/output-config.md`
340- **What to save:** Parameter choices, currency design, trade networks, shadow economy
341- **Naming pattern:** `{world-name}-economics-{date}.md`
342
343### Cross-Session Learning
344- Check for prior economic work on this world
345- Ensure new economic elements maintain consistency
346- Economic crises and adaptations inform anti-patterns
347
348## Design Constraints
349
350### This Skill Assumes
351- World has resources to distribute (even post-scarcity has rare things)
352- Economic activity exists (even gift economies)
353- Writer wants systematic rather than background economics
354
355### This Skill Does Not Handle
356- **Political structures** - Route to: governance-systems
357- **Cultural values** - Route to: belief-systems
358- **General worldbuilding** - Route to: worldbuilding
359
360### Degradation Signals
361- Economy exists only as backdrop without affecting characters
362- Single commodity without supporting sectors
363- Modern financial concepts in pre-industrial settings
364
365## Reasoning Requirements
366
367### Standard Reasoning
368- Parameter selection for single category
369- Currency naming and properties
370- Basic trade route design
371
372### Extended Reasoning (ultrathink)
373- **Full system design** - [Why: all 10 categories interconnect]
374- **Economy-politics integration** - [Why: requires cross-skill synthesis]
375- **Historical economic development** - [Why: tracing evolution through time]
376
377**Trigger phrases:** "design the complete economy", "how do economics affect politics", "economic history"
378
379## Execution Strategy
380
381### Sequential (Default)
382- Resource parameters before production parameters
383- Production before exchange systems
384- Exchange before distribution
385
386### Parallelizable
387- Research into multiple historical economic systems
388- Developing different regional economies
389
390### Subagent Candidates
391| Task | Agent Type | When to Spawn |
392|------|------------|---------------|
393| Historical research | general-purpose | When modeling on real economic systems |
394| Political integration | general-purpose | When coordinating with governance-systems |
395
396## Context Management
397
398### Approximate Token Footprint
399- **Skill base:** ~4k tokens (10 categories + typologies)
400- **With case studies:** ~5k tokens
401- **Full parameter tables:** ~6k tokens
402
403### Context Optimization
404- Load only relevant parameter categories for current task
405- Reference governance-systems/belief-systems by name
406- Case studies are optional examples
407
408### When Context Gets Tight
409- Prioritize: Current parameter category, currency design basics
410- Defer: Full typologies, all case studies
411- Drop: Setting-specific adaptations not in use
412
413## Anti-Patterns
414
415### 1. Single-Commodity Dependency
416**Pattern:** Building the entire economy around one resource (spice, unobtanium, magic crystals) without supporting sectors.
417**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.
418**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.
419
420### 2. Convenient Currency
421**Pattern:** Creating coins or credits without considering who issues them, what backs them, or how they maintain value.
422**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.
423**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.
424
425### 3. Modern Economics in Medieval Clothing
426**Pattern:** Applying contemporary financial concepts (stock markets, complex credit) to pre-industrial settings without the prerequisites.
427**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.
428**Fix:** Match financial complexity to technological and institutional capacity. Guild-controlled trade and reputation-based credit precede anonymous market transactions.
429
430### 4. Frictionless Trade
431**Pattern:** Goods moving freely across vast distances without transportation costs, spoilage, banditry, or political barriers.
432**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.
433**Fix:** Consider transport technology, preservation, security costs, and tolls. Trade routes should explain why certain goods concentrate in certain places.
434
435### 5. Invisible Labor
436**Pattern:** Luxury economies existing without showing who does the basic work—farming, cleaning, building—that enables elite activities.
437**Why it fails:** Someone produces the food, maintains the buildings, and handles waste. Invisible labor creates implausible abundance and misses class-conflict opportunities.
438**Fix:** Account for labor at every level. Show or acknowledge the workers. Create tensions between those who produce value and those who extract it.
439
440## Integration
441
442### Inbound (feeds into this skill)
443| Skill | What it provides |
444|-------|------------------|
445| worldbuilding | Geographic constraints and resource distribution |
446| governance-systems | Regulatory frameworks and taxation structures |
447| belief-systems | Moral constraints on economic behavior |
448
449### Outbound (this skill enables)
450| Skill | What this provides |
451|-------|-------------|
452| character-arc | Economic pressures driving character motivation |
453| underdog-unit | Resource constraints for institutional outcasts |
454| positional-revelation | Economic roles that create plot access |
455
456### Complementary
457| Skill | Relationship |
458|-------|--------------|
459| governance-systems | Economic systems shape political power; political systems regulate economics. Design together |
460| systemic-worldbuilding | Use systemic-worldbuilding to trace economic consequences through society |