My leveling curve doubles XP...
About this model
My leveling curve doubles XP requirements each level. Simulate 40 levels of progression and test whether this creates exponential grind.Create a complex full economy system for an RPG Adventure game called "Realm of Echoes". The economy must simulate a living world with currency flow, trading, crafting, and player progression. Use the following nodes: Source, Pool, Drain, Converter, Trader, and Gate.
Build the complete diagram with these systems:
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SYSTEM 1 — CURRENCY GENERATION (Income Loop) - SOURCE [Gold Income]: Automatically generates Gold every tick. Rate = 3 Gold/tick. Label it "World Gold Faucet". - SOURCE [Quest Rewards]: Fires Gold in burst mode (interval = 5 ticks, amount = 15 Gold). Label it "Quest Completion Reward". - SOURCE [Dungeon Drop]: Fires randomly (chance 40% per tick, amount 1–10 Gold). Label it "Enemy Loot Drop". - All three Sources feed into POOL [Player Wallet]. Label pool "Player Wallet | start=50 | max=500".
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SYSTEM 2 — PLAYER RESOURCE POOLS - POOL [Player Wallet]: Holds Gold. Start=50, Max=500. - POOL [Inventory: Raw Materials]: Holds crafting materials (Wood, Ore, Herbs). Start=10, Max=200. Label it "Raw Material Storage". - POOL [Inventory: Crafted Items]: Holds potions, weapons, armor. Start=0, Max=100. Label it "Crafted Item Storage". - POOL [Player XP]: Holds experience points. Start=0, Max=1000. Label it "Experience Pool". - POOL [Player Health]: Start=100, Max=100. Label it "HP Pool".
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SYSTEM 3 — MARKET & TRADING (Trader Nodes) - TRADER [General Shop]: Buys from player: Raw Materials at rate 1 material → 5 Gold. Sells to player: Health Potion at cost 20 Gold → 1 Potion. Connect: Player Wallet ↔ General Shop ↔ Raw Material Storage. Connect: General Shop → Crafted Item Storage (for potions bought). Label it "NPC General Shop".
- TRADER [Blacksmith]: Sells to player: Iron Sword at cost 80 Gold → 1 Weapon. Sells to player: Iron Armor at cost 100 Gold → 1 Armor. Connect: Player Wallet → Blacksmith (Gold out). Connect: Blacksmith → Crafted Item Storage (items in). Label it "Blacksmith NPC".
- TRADER [Black Market]: High-risk high-reward trader. Sells rare items at 50% chance success. Cost: 150 Gold → (50% chance) 1 Rare Item OR (50% chance) nothing. Connect: Player Wallet → Black Market. Connect: Black Market → Crafted Item Storage (on success). Label it "Black Market (Risky Trade)".
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SYSTEM 4 — CRAFTING SYSTEM (Converter Nodes) - CONVERTER [Alchemy Table]: Input: 3 Herbs (from Raw Material Storage) + 10 Gold (from Player Wallet). Output: 2 Health Potions → goes to Crafted Item Storage. Label it "Alchemy Crafting".
- CONVERTER [Forge]: Input: 5 Ore (from Raw Material Storage) + 20 Gold (from Player Wallet). Output: 1 Iron Ingot → goes to Crafted Item Storage. Label it "Blacksmith Forge".
- CONVERTER [Enchanting Table]: Input: 1 Crafted Weapon + 30 Gold + 1 Rare Item. Output: 1 Enchanted Weapon → goes to Crafted Item Storage. Label it "Enchanting System".
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SYSTEM 5 — GATE SYSTEM (Flow Control) - GATE [Level Gate]: Condition: Player XP Pool = 100. If TRUE → allows flow from Source [Quest Rewards] to increase by +5 Gold bonus (unlock better quests). If FALSE → normal flow only. Label it "Level-Up Gate".
- GATE [Shop Access Gate]: Condition: Player Wallet = 20. If TRUE → Player can access Blacksmith and Black Market traders. If FALSE → Only General Shop is accessible. Label it "Minimum Gold Gate".
- GATE [Inventory Full Gate]: Condition: Crafted Item Storage = 90 (90% full). If TRUE → Block new crafting until player uses/sells items. If FALSE → Allow converters to run normally. Label it "Inventory Cap Gate".
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SYSTEM 6 — SPENDING & DRAIN (Sink Loop) - DRAIN [Living Expenses]: Pulls 1 Gold/tick from Player Wallet automatically (simulates food, lodging, misc costs). Label it "Passive Upkeep Cost".
- DRAIN [Death Penalty]: On trigger (manual), drains 30% of Player Wallet instantly. Label it "Death Gold Penalty".
- DRAIN [Item Degradation]: Every 10 ticks, removes 1 item from Crafted Item Storage (weapons/armor wear out). Label it "Equipment Durability Drain".
- DRAIN [XP to Level]: When Player XP Pool reaches 100, drain all 100 XP and trigger Level Gate. Repeating drain. Label it "Level-Up XP Sink".
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SYSTEM 7 — RESOURCE GATHERING (External Sources) - SOURCE [Forest Node]: Generates 2 Wood/tick. Feeds into Raw Material Storage. Label it "Forest Resource". - SOURCE [Mine Node]: Generates 1 Ore every 3 ticks. Feeds into Raw Material Storage. Label it "Mine Resource". - SOURCE [Herb Garden]: Generates 1 Herb every 2 ticks. Feeds into Raw Material Storage. Label it "Herb Garden".
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SYSTEM 8 — COMBAT REWARD LOOP - SOURCE [Battle XP]: On trigger (manual), fires 25 XP into Player XP Pool. Label it "Combat XP Reward". - SOURCE [Loot Bag]: On trigger (manual), fires 1 Raw Material randomly into Raw Material Storage. Label it "Monster Loot". - POOL [Enemy HP]: Start=50, Max=50. Label it "Enemy Health Pool". - DRAIN [Player Attack]: Manual trigger, drains 10 from Enemy HP. Label it "Player Attack". - GATE [Enemy Dead Gate]: Condition: Enemy HP = 0. If TRUE → trigger Battle XP Source + Loot Bag Source + Gold Loot Drop. Label it "Enemy Defeated Gate".
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CONNECTIONS SUMMARY: World Gold Faucet → Player Wallet Quest Completion Reward → Player Wallet (via Level Gate) Enemy Loot Drop → Player Wallet Forest Resource → Raw Material Storage Mine Resource → Raw Material Storage Herb Garden → Raw Material Storage Player Wallet ↔ General Shop ↔ Raw Material Storage / Crafted Item Storage Player Wallet → Blacksmith → Crafted Item Storage Player Wallet → Black Market → Crafted Item Storage (conditional) Raw Material Storage + Player Wallet → Alchemy Table → Crafted Item Storage Raw Material Storage + Player Wallet → Forge → Crafted Item Storage Crafted Item Storage + Player Wallet → Enchanting Table → Crafted Item Storage Player Wallet → Passive Upkeep Cost (Drain) Player Wallet → Death Gold Penalty (Drain, manual) Crafted Item Storage → Equipment Durability Drain Player XP Pool → XP to Level Drain → triggers Level Gate Enemy HP → Player Attack Drain → Enemy Defeated Gate → triggers rewards
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SIMULATION SETTINGS: - Run for 50 ticks - Time mode: Automatic - Show resource flow numbers on all connections - Color code: Gold=Yellow, Materials=Brown, Items=Blue, XP=Purple, HP=Red
"My leveling curve doubles XP..." is a public Machinations diagram shared in the Community by Neo Leo, with 34 components.
It was created in May 2026 and last edited in May 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.