Using AFK Arena as an example, this model simulates the upgrading of heroes (units) in a mobile RPG.
This is a simplified version of a larger diagram, whose general goal is to observe the rate of progression in terms of levelling heroes. It also identifies the key bottleneck moments where a particular currency is limiting the ability to upgrade heroes further.
This simplified version is used specifically to model the early levels and the player's first one or two sessions, determining how much levelling of heroes can be performed in the short-term. For this reason, this version looks only at currencies rewarded for finishing levels, and deliberately omits idle rewards (i.e. currency generated over time).