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progression-economylisted

Systems architecture blueprint for game progression and economy: stat curves, XP families, skill trees, soft caps, stat aggregation, wallets, faucets/sinks, energy gates, battle passes, seasons, server-authoritative transactions, idempotency, and int64 currencies. Use when designing leveling, XP curves, talents, prestige, currencies, economy balance, stamina, reward grants, or when balances drift, grants duplicate, inflation appears, or curve edits break saves.
Firzus/agent-skills · ★ 1 · API & Backend · score 72
Install: claude install-skill Firzus/agent-skills
# Progression & Economy Build the progression/economy layer — **systems architecture plus the live-ops economy discipline** (not monetization ethics or gacha-pull psychology, which live in `loot-drop-system`). Primary references: Genshin Impact (datamined configs + the Grasscutter server reimplementation as architectural evidence), EVE Online and WoW (the virtual-economy management craft), plus the broad RPG/MMO/idle canon for curve and skill-tree patterns. Counterpoint: BotW (the no-server, materials-as-progression model with a datamined hidden world level). ## The architecture rule **Progression is tables, the wallet is a ledger, and the server (or the save) is the only authority.** ``` PROGRESSION stat(level) = base × curve[level]; curves are SHARED data; breakpoints/ascension as table rows; multi-track, cross-gated; the written aggregation contract WALLET typed currencies + a one-way conversion graph; a ledger, not a number; faucets vs sinks balanced to control money supply ENERGY a currency with temporal auto-grant; lazy recompute from server time, never a tick loop TRANSACTIONS client requests intent → server validates → commits spend+grant ATOMICALLY → notifies; idempotency keys; int64 minor units ``` ## Reference map | File | Covers | | --- | --- | | [progression.md](./progression.md) | Curve tables (the Grasscutter-proven pattern), the XP-curve families (Pokémon groups, RuneS