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