Community
Product
Solutions
Academia
Resources
Pricing
Company

Build a simple deterministic...

Deep Mande

About

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.

Tags

This diagram doesn’t have any tags yet
Edited 16 days ago
0
10

Enjoying what you see?
Show your appreciation by saving it with a click!

Be the first to this diagram

Top trending diagrams