Build a simple deterministic economy simulation for my game Showdown.
IMPORTANT:
- Only model DAILY MISSIONS for now.
- Do not invent any rewards, multipliers, bonuses, probabilities, progression rules, or other economy systems.
- Do not include Daily Login Rewards, Playtime Rewards, Battle Pass, Contracts, Ninja Journey, cosmetics, spending, or any other currency source.
- Use the exact mission reward values I provide below.
- Do not average mission rewards. Each mission has its own reward value.
GOAL
I want to simulate how many Coins a player earns from Daily Missions and how many days it takes them to afford a selected Weapon or Jutsu.
PLAYER INPUTS
Create parameters for:
1. Player Level Range
Options:
- 1–5
- 6–10
- 11–20
- 21–30
- 31–40
- 41–50
2. Starting Wallet
- Editable integer
- Default: 0 Coins
3. Target Price
- Editable integer
- Represents the price of the Weapon/Jutsu the player is saving for
4. Mission completion toggles
Create one TRUE/FALSE or 0/1 control for each mission:
- Regular Mission 1
- Regular Mission 2
- Regular Mission 3
- Bonus Mission 1
- Bonus Mission 2
- Bonus Mission 3
A completed mission awards its exact Coin reward once per simulated day.
An incomplete mission awards 0 Coins.
DAILY MISSION REWARD TABLE
Use this exact data:
LEVEL 1–5
Regular Mission 1 = 10 Coins
Regular Mission 2 = 10 Coins
Regular Mission 3 = 20 Coins
Bonus Mission 1 = 25 Coins
Bonus Mission 2 = 25 Coins
Bonus Mission 3 = 30 Coins
LEVEL 6–10
Regular Mission 1 = 15 Coins
Regular Mission 2 = 15 Coins
Regular Mission 3 = 20 Coins
Bonus Mission 1 = 30 Coins
Bonus Mission 2 = 30 Coins
Bonus Mission 3 = 35 Coins
LEVEL 11–20
Regular Mission 1 = 15 Coins
Regular Mission 2 = 20 Coins
Regular Mission 3 = 25 Coins
Bonus Mission 1 = 35 Coins
Bonus Mission 2 = 40 Coins
Bonus Mission 3 = 45 Coins
LEVEL 21–30
Regular Mission 1 = 20 Coins
Regular Mission 2 = 25 Coins
Regular Mission 3 = 30 Coins
Bonus Mission 1 = 40 Coins
Bonus Mission 2 = 50 Coins
Bonus Mission 3 = 50 Coins
LEVEL 31–40
Regular Mission 1 = 20 Coins
Regular Mission 2 = 30 Coins
Regular Mission 3 = 35 Coins
Bonus Mission 1 = 50 Coins
Bonus Mission 2 = 60 Coins
Bonus Mission 3 = 60 Coins
LEVEL 41–50
Regular Mission 1 = 35 Coins
Regular Mission 2 = 40 Coins
Regular Mission 3 = 40 Coins
Bonus Mission 1 = 60 Coins
Bonus Mission 2 = 75 Coins
Bonus Mission 3 = 75 Coins
SIMULATION LOGIC
The selected Player Level Range determines the reward value of all six missions.
For every simulated day:
Regular Mission Coins =
Regular Mission 1 reward if completed
+ Regular Mission 2 reward if completed
+ Regular Mission 3 reward if completed
Bonus Mission Coins =
Bonus Mission 1 reward if completed
+ Bonus Mission 2 reward if completed
+ Bonus Mission 3 reward if completed
Total Daily Mission Coins =
Regular Mission Coins + Bonus Mission Coins
Wallet at end of day =
Previous Wallet + Total Daily Mission Coins
The player saves 100% of earned Coins.
There is NO spending before purchasing the target.
Continue the simulation until:
Wallet >= Target Price
Then output the first day on which the target becomes affordable.
OUTPUTS
Clearly display:
- Selected Level Range
- Starting Wallet
- Target Price
- Number of missions completed per day
- Regular Mission Coins per day
- Bonus Mission Coins per day
- Total Mission Coins per day
- Days Until Target Is Affordable
- Total Missions Completed Until Unlock
- Total Coins Earned Until Unlock
- Wallet Balance on Unlock Day
Also create a simple day-by-day output:
Day
Regular Mission Coins
Bonus Mission Coins
Total Coins Earned That Day
Wallet Balance
Target Affordable? TRUE/FALSE
STRUCTURE
Please make the Machinations diagram easy to understand visually.
Recommended flow:
Level Range Parameter
↓
Daily Mission Reward Lookup
↓
6 Individual Mission Reward Sources
↓
Mission Completion Controls
↓
Regular Mission Income + Bonus Mission Income
↓
Total Daily Mission Income
↓
Player Wallet Pool
↓
Target Price Comparison
↓
Days Until Unlock
Keep Regular Missions and Bonus Missions visually separated.
Do not create a generic "average mission reward" node.
Do not add a Daily Completion Reward.
Do not add a multiplier.
Do not add a login streak.
Do not assume anything that is not written in this prompt.
If Machinations requires a mechanic or value that has not been provided, flag it as undefined instead of inventing one.