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# Gold Sink Money is a faucet and a drain. If loot pays for the shop, the shop is dead. Inspired by gamedev-skills/awesome-gamedev-agent-skills rpg economy knobs (Apache-2.0). Original Grok remake. Engine-neutral. Not a Godot tutor. Complements save-slot (persist wallets), room-flow (space), juice-pass (feel), branch-talk (talk flags). Read `references/economy-rules.md` before you design. Fill the three templates. ## When to use - Loot tables, drop rates, shop prices, gold sinks - Economy balance, players too rich, inflation - Buy/sell spread, vendor trash, crafting fees ## When NOT to use - Godot FileAccess / nodes / scenes (use godot-teacher) - Save schema or wallet persistence format (use save-slot) - Level blockout (use room-flow), hit juice (use juice-pass), dialogue graphs (use branch-talk) - Real-money gambling, loot-box compulsion design, cracked item editors - Real-world trading / brokerage APIs ## Inputs - Genre slice (ARPG, CRPG, survival craft, idle-adjacent, etc.) - Currency names (soft only by default; soft + premium only if they asked) - Target session length and target earn per session - What the shop must sell (staples vs cosmetics vs power) - Current pain: too rich, dead shop, or empty loot feel ## Procedure 1. Name the currency (or two: soft + premium). Soft only unless they asked for premium. Never design real-money loot boxes. 2. List SOURCES (quest gold, trash drops, vendor trash, daily) and SINKS (repair, travel, consumables, cosmetics, taxes, crafting fees). Sources without sinks = inflation. 3. Target a session earn and a meaningful sink. A shop staple should cost about N sessions, not one trash pack. 4. Weighted loot table: common / uncommon / rare / unique. Weights must sum to 100 (or 1000). Unique is not a participation trophy. 5. Shop spread: sell price is a fraction of buy (default ~30–50%). If loot dumps the same item the shop sells, either remove it from common drops or raise the sink. 6. Gate power behind craft / quest / region, not only gold. Gold-only power is pay-to-win even without real money. 7. Fill `templates/source-sink.md`, `templates/loot-table.md`, and `templates/shop-spread.md`. 8. Verify: one play-hour cannot buy the best item; a sink exists every session; weights sum; no real-money gambling. ## Output format - Source / sink map with session earn target - Weighted loot table (weights sum checked) - Shop spread (buy, sell fraction, staple cost in sessions) - One line: game-design worksheet; not a real-money gambling system ## Safety - Follow `references/economy-rules.md` with no exceptions. - No real-money loot boxes, no CSAM, no cracked editors, no trading APIs. - Engine-neutral notes only. Not a Godot tutor. ## Stop conditions - Source-sink + loot + shop delivered, or refused for gambling / cracked tools / wrong scope
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