Create a Machinations simulation based on the fishing progression system from Stardew Valley.
Build a resource loop that simulates a player fishing over time, managing energy, catching fish of different rarity, selling them for gold, and using profits to improve efficiency.
Include these nodes and mechanics:
Pool: "Energy"
Initial value: 100
Source: "Daily Recovery"
Adds 20 energy each step back to Energy
Drain: "Fishing Action"
Costs 5 energy per action
Randomizer: "Catch Outcome"
Split into:
Common Fish (60%)
Rare Fish (30%)
Legendary Fish (10%)
Pool: "Common Fish"
Pool: "Rare Fish"
Pool: "Legendary Fish"
Converter: "Sell Common"
Converts each common fish into 20 gold
Converter: "Sell Rare"
Converts each rare fish into 50 gold
Converter: "Sell Legendary"
Converts each legendary fish into 120 gold
Pool: "Gold"
Initial value: 0
Drain: "Upgrade Rod"
Costs 200 gold
Converter: "Fishing Bonus"
Each rod upgrade increases catch efficiency by improving rare fish probability.
Connections:
Energy → Fishing Action → Catch Outcome
Catch Outcome branches to:
Common Fish → Sell Common → Gold
Rare Fish → Sell Rare → Gold
Legendary Fish → Sell Legendary → Gold
Gold → Upgrade Rod → Fishing Bonus
Daily Recovery → Energy
Add charts tracking:
Gold over time
Rare fish catches
Energy level
Rod upgrades
Simulation settings:
Run for 100 steps
Goal:
Show how randomness, resource management, and reinvestment affect long-term economic progression in the fishing system.