Create a game economy...
About this model
Create a game economy simulation diagram for a 30-day progression loop with the following nodes and logic:
1. Sources (Inputs): - Create a Source named "Daily_Base_Income" producing 5 Tokens per interval. - Create a Source named "Rewarded_Ads" producing 1 Token per interval, connected to a Pool named "Ad_Cap" with a maximum capacity of 3. - Create a Source named "Shard_Generation" that pushes 3 Shards per interval into a Pool named "Shard_Inventory".
2. Repositories (Pools): - Create a Pool named "Token_Wallet" to accumulate Tokens from "Daily_Base_Income" and "Rewarded_Ads". - Create a Pool named "Shard_Inventory" to accumulate Shards. - Create a Pool named "Upgrade_Queue" to track items ready for upgrade but blocked by Token scarcity.
3. Core Logic & Upgrades (Converters & Gates): - Create a Converter named "Uncommon_Upgrade". It requires 10 Tokens from "Token_Wallet" and 10 Shards from "Shard_Inventory" to produce 1 "Uncommon_Item" in a new Pool. - Create a Converter named "Rare_Upgrade". It requires 40 Tokens (4x scaling multiplier) from "Token_Wallet" and 10 Shards from "Shard_Inventory" to produce 1 "Rare_Item".
4. Friction & Conditions: - Connect "Shard_Inventory" to "Upgrade_Queue" using a state connection. If "Shard_Inventory" has enough shards for 3 items but "Token_Wallet" has = 3, trigger a state named "Player_Frustration_Wall".
Layout this diagram horizontally from left (Sources) to right (Upgrades and End Conditions).
"Create a game economy..." is a public Machinations diagram shared in the Community by Lucie, with 29 components.
It was created in June 2026 and last edited in June 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.