Create a Machinations diagram...

About this model

Create a Machinations diagram for a mobile F2P game economy called "Word Architect".

Goal: Model a sustainable economy loop for a word puzzle + social build meta-game with infinite world progression. The diagram must be simulation-ready and structured for balancing progression, bottlenecks, retention, and monetization.

Core game modes: 1. Campaign - Consumes 1 Energy per run - Produces Gold - Produces Hints - Small chance to produce secondary utility rewards - Average session target: 6 to 8 minutes per meaningful early upgrade contribution

2. Multiplayer - Consumes 2 Energy per run - Produces Chests - Chests contain semantic resources - Rewards improve with league, win streak, word difficulty, and completion speed - Multiplayer must never be infinitely farmable without cost

3. Social Layer - Controlled player-to-player marketplace between friends - Only common and selected uncommon resources are tradable - Rare and legendary progression resources must be restricted or account-bound - Marketplace must include taxes, burn, cooldowns, and anti-abuse limits

Currencies and assets: - Gold (soft currency) - Gems (premium currency) - Energy - Resources: - Paper (common) - Ink (common) - Vowels (uncommon) - Consonants (uncommon) - Syllables (rare) - Grammar (high rare, mostly bound) - Etymology (legendary, account-bound, not tradable) - Collectible Cards - Hints: - Reveal Letter - Reveal Word - Freeze Time - 2x Rewards

Economic design rules: - Gold is the universal construction currency and market tax currency - Energy is the session limiter for both Campaign and Multiplayer - Paper and Ink are high-volume common resources and must have permanent re-sinks - Vowels and Consonants are mid-game progression resources - Syllables and Grammar are high-value bottlenecks - Etymology is a final progression resource and must never become a common commodity - Buildings do not generate passive resources - Progression happens by upgrading buildings inside infinite themed worlds called Books - Completing a Book grants a World Chest, collectible cards, and bootstrap rewards for the next Book

Create the following node groups: A. Sources - Campaign Runs - Multiplayer Matches - Daily Energy Regen - Events - Shop Purchases - World Completion Rewards

B. Resource Pools - Gold Pool - Gems Pool - Energy Pool - Paper Pool - Ink Pool - Vowels Pool - Consonants Pool - Syllables Pool - Grammar Pool - Etymology Pool - Cards Pool - Hints Pool

C. Sinks - Building Upgrade Sink - Marketplace Tax Sink - Crafting Sink - Book Publication Sink - Chest Reroll Sink - Seasonal Donation Sink - Cosmetic / Convenience Sink

D. Converters - Campaign Reward Converter - Multiplayer Chest Converter - Chest Open Converter - Resource Crafting Converter - Marketplace Trade Converter - Book Completion Converter - Offer / Monetization Converter

Simulation requirements: - Use stock-and-flow logic where possible - Show separate inflow and outflow for Gold, Energy, and each resource tier - Include formulas or placeholders for: - Gold upgrade cost scaling by building level - Resource scaling by level and world - Chest drop tables by rarity - Marketplace burn rate - Crafting inefficiency - Energy regeneration

Suggested formulas: - Gold cost by level: GoldCost = BaseCost * (1.34^(Level-1)) * (1.22^(World-1)) - Common resource demand: CommonDemand = BaseCommon * (1 + 0.45*(Level-1)) * (1.15^(World-1)) - Uncommon resource demand: UncommonDemand = BaseUncommon * (1 + 0.50*max(Level-3,0)) * (1.14^(World-1)) - Rare resource demand: RareDemand = BaseRare * (1 + 0.60*max(Level-6,0)) * (1.13^(World-1)) - Etymology demand: EtymologyDemand = if(Level 10,0,1+floor((World-1)/4))

Chest logic: - Common Chest favors Paper and Ink - Rare Chest increases Vowels, Consonants, and Syllables - Epic Chest can include Grammar - League Chest can include Etymology shards - World Chest guarantees cards and high-tier progress value

Marketplace logic: - Tradable: Paper, Ink, duplicate Cards - Limited tradable: Vowels, Consonants, Syllables - Non-tradable: Gold, Gems, Energy, Grammar, Etymology, Hints - Add 10% to 20% burn depending on rarity - Add Gold transaction tax - Add cooldown and daily trade cap - Prevent positive infinite resource conversion loops

Anti-inflation logic: - Add re-sinks for Paper and Ink: - Crafting upward - Chest rerolls - Seasonal donations - Book publication cost - Cosmetic polish sink - No crafting path should create positive infinite value - No social loop should mint premium currency

Retention and monetization logic: - Energy depletion should create natural session breaks but not hard-lock the player - Add optional monetization nodes for: - Gems pack - Energy refill - Resource wildcard - Bottleneck offer - Season Pass - World Completion bundle - Do not create direct pay-to-win match outcomes

Required outputs to track: - Gold balance over time - Energy balance over time - Paper and Ink inflation risk - Average upgrade time - Bottleneck frequency by resource - Share of players blocked by Gold vs Resources - Marketplace usage pressure - Late-game scarcity of Grammar and Etymology

Add labels for: - Early game - Mid game - Late game - World transition

Build the diagram so it is easy to simulate in step mode and batch prediction mode. Keep the layout readable and modular.

"Create a Machinations diagram..." is a public Machinations diagram shared in the Community by a20116, with 35 components.

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

Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.