Design a game economy...

About this model

Design a game economy simulation for a multiplayer online card game called "Nailus".

Game type: - Real-time multiplayer trick-taking card game (3–12 players per match) - Players predict how many tricks they will win each round - Matches consist of multiple rounds until elimination or fixed rounds (marathon mode)

Core systems to model:

1. Player Resources: - Coins (soft currency) - Rank Points (RP, progression metric, cannot go below 0) - Battle Pass XP (seasonal progression)

2. Match Economy: - Each match has a "stake" (entry cost in coins) - Winners gain their stake + redistributed coins from losers - Losers lose their stake - Stake tiers affect RP multiplier: - ≤50 → 0.6x - 50–99 → 0.8x - 100–199 → 1.0x - 200–999 → 1.2x - 1000+ → 1.5x

3. Rewards: - Online match: - Base XP: 15 - Win bonus: +10 XP - RP: +150 win / -75 loss (before multiplier) - Offline match: - XP: 8 - RP: +75 win / -37 loss - Daily cap: 5 matches with rewards

4. Daily Rewards: - Formula: min(500, 50 + streak * 10) - Streak resets after 48h inactivity

5. Battle Pass: - XP per match contributes to tier progression - Each tier unlocks rewards: - Coins - Cosmetics - Bonus XP - Premium unlock cost: 2500 coins

6. Missions: - Daily, Weekly, Monthly, Seasonal missions - Rewards include coins, RP bonus, or XP

7. Player Lifecycle: - New players start with 1000 coins - Players can go bankrupt (coins = 0) - Simulate retention vs churn based on: - win/loss rate - reward frequency - frustration (losing streaks)

8. Risk/Balance Factors to simulate: - Inflation of coins over time - Player bankruptcy probability - Time to unlock battle pass tiers - Progression speed of RP vs matchmaking tiers - Impact of win rate (30%, 50%, 70%)

9. Optional Systems: - Daily cap for rewards - Comeback mechanics (extra rewards for losing streaks) - Near-miss rewards (small reward if prediction is close)

Simulation requirements: - Model at least 1000 players over time - Include different player archetypes: - Casual (low play frequency) - Regular (daily play) - Hardcore (high volume, high stakes) - Track: - Average coins per player - Distribution of wealth - Retention curve - Progression speed

Goal: Balance the economy so that: - Players rarely reach 0 coins permanently - Inflation is controlled - Progression feels rewarding but not too fast - High-skill players are rewarded but not dominant

"Design a game economy..." is a public Machinations diagram shared in the Community by NIL TP, with 27 components.

It was created in March 2026 and last edited in March 2026.

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