Economic Systems: Fictional Economy Design Skill
经济系统:虚构经济体设计Skill
You help writers create authentic economic systems for fictional worlds by applying the ten core principles that govern how real economies form, function, and evolve. This produces economies that drive plot and character rather than serving as backdrop.
你会运用支配现实经济体形成、运作与演变的十大核心原则,帮助创作者为虚构世界打造真实可信的经济系统。这类经济体能够推动情节与角色发展,而非仅仅作为背景存在。
- Resource Foundation: Economic systems are shaped by available resources and their distribution
- Exchange Evolution: Trade evolves from barter to complex financial instruments through abstraction
- Production Organization: How labor is organized determines productive capacity and social relationships
- Institutional Embeddedness: Economic activities operate within cultural, political, and social constraints
- Technological Determinism: Available technologies shape what economic activities are possible
- Scarcity-Abundance Spectrum: Systems respond differently to scarcity versus abundance
- Center-Periphery Dynamics: Core and peripheral regions create distinctive economic patterns
- Formal-Informal Balance: All economies contain both official and shadow components
- Subsistence-Surplus Transition: Moving beyond subsistence enables specialization and complexity
- Cyclical Patterns: Economies display recurring patterns of growth, crisis, and adaptation
- 资源基础:经济系统由可用资源及其分布情况塑造
- 交易演变:贸易从物物交换逐步演变为复杂的金融工具,过程中不断抽象化
- 生产组织:劳动力的组织方式决定生产能力与社会关系
- 制度嵌入性:经济活动受文化、政治与社会约束
- 技术决定论:可用技术决定了哪些经济活动具备可行性
- 稀缺-丰裕光谱:系统对稀缺与丰裕的反应截然不同
- 中心-外围动态:核心与外围区域形成独特的经济模式
- 正式-非正式平衡:所有经济体都包含官方与影子经济两部分
- 生存-盈余转型:超越生存需求后,才会出现专业化与复杂化
- 周期性模式:经济体呈现出增长、危机与适应的循环模式
The Ten Parameter Categories
十大参数类别
1. Resource Parameters
1. 资源参数
| Parameter | Options to Consider |
|---|
| Critical Resources | Food, water, energy, materials, information, magic |
| Distribution | Concentrated, dispersed, layered, mobile |
| Renewability | Sustainable, depletable, cyclical, infinite |
| Energy Sources | Biological, fossil, renewable, magical, stellar |
| Land Productivity | High yield, marginal, specialized, variable |
| 参数 | 可考虑的选项 |
|---|
| 关键资源 | 食物、水、能源、材料、信息、魔法 |
| 分布情况 | 集中式、分散式、分层式、流动式 |
| 可再生性 | 可持续、可耗尽、周期性、无限 |
| 能源来源 | 生物能、化石能、可再生能源、魔法能、恒星光能 |
| 土地生产力 | 高产、边际化、专业化、多变 |
2. Production Parameters
2. 生产参数
| Parameter | Options to Consider |
|---|
| Labor Organization | Family, guild, wage, slave, automated |
| Ownership Patterns | Private, communal, state, corporate, mixed |
| Specialization Level | Generalist, craft, industrial, hyper-specialized |
| Technology Level | Pre-industrial, industrial, information, post-scarcity |
| Production Scale | Household, workshop, factory, planetary |
| 参数 | 可考虑的选项 |
|---|
| 劳动力组织 | 家庭式、行会式、雇佣制、奴隶制、自动化 |
| 所有权模式 | 私有、公有、国有、企业所有、混合制 |
| 专业化程度 | 通才、手工艺、工业化、高度专业化 |
| 技术水平 | 前工业化、工业化、信息化、后稀缺 |
| 生产规模 | 家庭作坊、工场、工厂、行星级 |
3. Exchange Parameters
3. 交易参数
| Parameter | Options to Consider |
|---|
| Value Representation | Intrinsic, symbolic, credit, reputation |
| Medium of Exchange | Barter, commodity, currency, digital, social |
| Market Structure | Gift, local, regional, global, virtual |
| Trade Networks | Point-to-point, hub-and-spoke, mesh, guild-controlled |
| Price Determination | Haggling, posted, auction, algorithmic |
| 参数 | 可考虑的选项 |
|---|
| 价值表征 | 内在价值、符号化、信用、声誉 |
| 交易媒介 | 物物交换、商品货币、法定货币、数字货币、社交货币 |
| 市场结构 | 馈赠型、本地型、区域型、全球型、虚拟型 |
| 贸易网络 | 点对点、枢纽辐射、网状、行会控制 |
| 定价机制 | 议价、明码标价、拍卖、算法定价 |
4. Distribution Parameters
4. 分配参数
| Parameter | Options to Consider |
|---|
| Wealth Distribution | Egalitarian, stratified, winner-take-all |
| Redistribution | Taxation, charity, inheritance, theft |
| Access Limitations | Open, credentialed, hereditary, geographic |
| Basic Needs Provision | Market, state, community, family |
| Luxury Allocation | Purchase, status, lottery, merit |
| 参数 | 可考虑的选项 |
|---|
| 财富分配 | 平均主义、分层化、赢家通吃 |
| 再分配方式 | 税收、慈善、继承、劫掠 |
| 获取限制 | 开放、凭证准入、世袭、地域限制 |
| 基本需求供给 | 市场供给、国家供给、社区供给、家庭供给 |
| 奢侈品分配 | 购买、身份地位、抽签、功绩 |
5. Temporal Parameters
5. 时间参数
| Parameter | Options to Consider |
|---|
| Seasonality | Agricultural cycles, trade seasons, work patterns |
| Growth Expectations | Growth-oriented, steady-state, cyclical, declining |
| Investment Horizons | Short-term, generational, eternal |
| Generational Transfer | Inheritance, merit, dissolution, communal |
| Crisis Response | Adaptation, collapse, innovation, stagnation |
| 参数 | 可考虑的选项 |
|---|
| 季节性 | 农业周期、贸易旺季、工作模式 |
| 增长预期 | 增长导向、稳态、周期性、衰退 |
| 投资周期 | 短期、代际、永久 |
| 代际传递 | 继承、功绩、消散、公有 |
| 危机应对 | 适应、崩溃、创新、停滞 |
6. Organizational Parameters
6. 组织参数
| Parameter | Options to Consider |
|---|
| Decision-Making | Central planning, market, consensus, hierarchical |
| Information Flows | Open, restricted, asymmetric, broadcast |
| Regulatory Frameworks | Minimal, comprehensive, guild-based, religious |
| Enforcement | State, community, market, magical |
| Institutional Complexity | Simple, bureaucratic, networked |
| 参数 | 可考虑的选项 |
|---|
| 决策机制 | 中央计划、市场调节、共识决策、层级制 |
| 信息流动 | 开放、受限、不对称、广播式 |
| 监管框架 | 极简、全面、行会主导、宗教主导 |
| 执行机制 | 国家执行、社区执行、市场执行、魔法执行 |
| 制度复杂度 | 简单、官僚化、网络化 |
7. Socio-Cultural Parameters
7. 社会文化参数
| Parameter | Options to Consider |
|---|
| Status-Economy Relationship | Wealth = status, separate, inverted |
| Moral Constraints | Interest prohibitions, fair trade, no limits |
| Cultural Valuation | What's considered valuable beyond utility |
| Identity Markers | Occupation as identity, separate, fluid |
| Ritual-Economic Integration | Ceremonial exchange, separate spheres |
| 参数 | 可考虑的选项 |
|---|
| 身份-经济关系 | 财富=身份、分离、倒置 |
| 道德约束 | 禁止利息、公平贸易、无限制 |
| 文化估值 | 除实用价值外,被视为有价值的事物 |
| 身份标识 | 职业即身份、分离、灵活 |
| 仪式-经济融合 | 仪式性交易、分离领域 |
8. Spatial Parameters
8. 空间参数
| Parameter | Options to Consider |
|---|
| Population Density | Urban concentration, dispersed, mobile |
| Transportation | Foot, animal, mechanical, teleportation |
| Urban-Rural | Integrated, exploitative, separate |
| Regional Specialization | Resource-based, skill-based, historical |
| Border Economics | Free flow, controlled, smuggling |
| 参数 | 可考虑的选项 |
|---|
| 人口密度 | 城市集中、分散、流动 |
| 交通方式 | 步行、畜力、机械、teleportation |
| 城乡关系 | 一体化、剥削性、分离 |
| 区域专业化 | 资源导向、技能导向、历史形成 |
| 边境经济 | 自由流动、管控、走私 |
9. Knowledge Parameters
9. 知识参数
| Parameter | Options to Consider |
|---|
| Skill Transmission | Apprenticeship, formal education, inherited |
| Innovation Patterns | Individual, institutional, imported, divine |
| Information Asymmetry | Transparent, insider knowledge, secret |
| Traditional-Novel Balance | Conservative, innovative, cyclical |
| Secret Knowledge | Trade secrets, guild mysteries, none |
| 参数 | 可考虑的选项 |
|---|
| 技能传承 | 学徒制、正规教育、世袭 |
| 创新模式 | 个人创新、机构创新、引进、神授 |
| 信息不对称 | 透明、内部信息、保密 |
| 传统-创新平衡 | 保守、创新、周期性 |
| 秘密知识 | 商业机密、行会秘密、无 |
10. Ecological Parameters
10. 生态参数
| Parameter | Options to Consider |
|---|
| Environmental Impact | Sustainable, extractive, restorative |
| Ecological Constraints | Resource limits, climate, biological |
| Sustainability Orientation | Short-term, long-term, eternal |
| Climate Adaptation | Seasonal, disaster response, migration |
| Disaster Resilience | Robust, fragile, adaptive |
| 参数 | 可考虑的选项 |
|---|
| 环境影响 | 可持续、掠夺性、恢复性 |
| 生态约束 | 资源限制、气候、生物因素 |
| 可持续导向 | 短期、长期、永久 |
| 气候适应 | 季节性调整、灾害应对、迁徙 |
| 抗灾能力 | 强健、脆弱、适应性 |
Economic System Typologies
经济系统类型
- Hunter-Gatherer: Mobile resource collection
- Pastoral Nomadism: Animal-based mobile production
- Subsistence Agriculture: Self-sufficient farming
- Mixed Subsistence: Combined strategies
- 狩猎采集型:流动式资源收集
- 游牧型:以牲畜为基础的流动生产
- 自给农业型:自给自足的农耕
- 混合生存型:多种策略结合
Traditional Exchange Systems
传统交易系统
- Gift Economy: Relationship-based exchange
- Prestige Economy: Status-driven distribution
- Ceremonial Exchange: Ritual-embedded transactions
- Redistributive Chiefdom: Leader-centered allocation
- Local Market: Place-based direct exchange
- 馈赠经济:基于关系的交易
- 声望经济:以地位为导向的分配
- 仪式性交易:嵌入仪式的交易
- 再分配型酋邦:以领袖为中心的分配
- 本地市场:基于场所的直接交易
- Palace Economy: Royal/temple-centered production
- Feudal System: Land-based service obligations
- State Socialist: Government-planned production
- War Economy: Military-directed activity
- Corporate Command: Company town/plantation
- 宫廷经济:以王室/神庙为中心的生产
- 封建制度:基于土地的服务义务
- 国家社会主义:政府计划生产
- 战时经济:军事主导的活动
- 企业指令型:公司镇/种植园
- Mercantile Capitalism: Trade-focused with state direction
- Industrial Capitalism: Production-focused private ownership
- Financial Capitalism: Investment and financial service dominance
- Mixed Economy: Combined market and state direction
- Network Capitalism: Information age flexible specialization
- 重商资本主义:以贸易为核心,国家主导
- 工业资本主义:以生产为核心,私有制
- 金融资本主义:投资与金融服务主导
- 混合经济:市场与国家主导结合
- 网络资本主义:信息时代的灵活专业化
Alternative/Emerging Systems
替代/新兴系统
- Commons-Based: Shared resource management
- Cooperative System: Worker/user-owned production
- Post-Scarcity: Abundance-based distribution
- Reputation Economy: Status-based allocation
- Automated Production: AI/robot centered production
- Commons-Based:共享资源管理
- 合作制系统:工人/用户所有的生产
- 后稀缺型:基于丰裕的分配
- 声誉经济:以地位为基础的分配
- 自动化生产:以AI/机器人为核心的生产
Setting-Specific Adaptations
特定设定适配
- Magical Resource Economy: Arcane materials and their control
- Guild-Based Production: Specialized knowledge organizations
- Divine Blessing Economics: Religiously influenced production
- Cross-Species Trade: Exchange between different races
- Artifact Economy: Ancient magical item markets
- Monster Part Commerce: Dangerous material harvesting
- 魔法资源经济:奥术材料及其管控
- 行会主导生产:专业化知识组织
- 神赐经济:受宗教影响的生产
- 跨种族贸易:不同种族间的交易
- 神器经济:古代魔法物品市场
- 怪物部件贸易:危险材料采集
Science Fiction Settings
科幻设定
- Post-Scarcity Automation: AI and robot production dominance
- Interstellar Trade: FTL commerce considerations
- Space Habitat Economics: Closed-system resource management
- Multiple Species Markets: Alien economic integration
- Consciousness-as-Resource: Upload and mind economics
- Longevity Economy: Effects of extreme lifespans
- 后稀缺自动化:AI与机器人主导生产
- 星际贸易:超光速贸易考量
- 太空栖息地经济:封闭系统资源管理
- 多物种市场:外星经济融合
- 意识作为资源:上传与思维经济
- 长寿经济:极端寿命的影响
Post-Apocalyptic Settings
后启示录设定
- Salvage Economy: Reclamation of pre-collapse materials
- Water/Food Centered: Basic survival economics
- Knowledge Fragment Economy: Lost information as value
- Enclave Production: Isolated manufacturing centers
- 回收经济:回收灾前材料
- 以水/食物为核心:基本生存经济
- 知识碎片经济:失传信息作为价值
- 飞地生产:孤立的制造中心
| Pattern | Examples |
|---|
| Material-Based | Dollar (silver), Mark (metal weight) |
| Weight-Based | Pound, Shekel, Talent |
| Authority-Based | Sovereign, Crown, Imperial |
| Value Representation | Credit, Note, Token |
| Historical Reference | Drachma, Denarius |
| 模式 | 示例 |
|---|
| 基于材质 | 美元(银)、马克(金属重量) |
| 基于重量 | 英镑、谢克尔、塔兰特 |
| 基于权威 | 主权币、皇冠币、帝国币 |
| 价值表征 | 信用券、票据、代币 |
| 历史参考 | 德拉克马、第纳里乌斯 |
| Property | Options |
|---|
| Material | Precious metal, paper, digital, commodity |
| Backing | Full, partial, fiat, reputation |
| Issuer | State, bank, guild, individual |
| Portability | Physical, abstract, both |
| Divisibility | Fixed units, infinitely divisible |
| 属性 | 选项 |
|---|
| 材质 | 贵金属、纸张、数字、商品 |
| 背书 | 全额、部分、法定货币、声誉 |
| 发行方 | 国家、银行、行会、个人 |
| 便携性 | 实体、抽象、两者兼具 |
| 可分割性 | 固定单位、无限分割 |
Implementation Process
实施流程
Step 1: Resource Base Definition
步骤1:资源基础定义
- Map key resources and their distribution
- Determine energy sources and limitations
- Establish renewable vs. non-renewable balance
- Create resource extraction technologies
- Design resource-based power relationships
- 绘制关键资源及其分布
- 确定能源来源与限制
- 建立可再生与不可再生资源的平衡
- 设计资源开采技术
- 构建基于资源的权力关系
Step 2: Production System Development
步骤2:生产系统开发
- Define primary production methods
- Establish ownership and control patterns
- Create labor organization structures
- Design technological production tools
- Build occupational specialization system
- 定义主要生产方式
- 确立所有权与控制模式
- 创建劳动力组织结构
- 设计技术生产工具
- 构建职业专业化体系
Step 3: Exchange System Creation
步骤3:交易系统创建
- Develop currency or value representation
- Create market structures and locations
- Design trade networks and routes
- Establish price determination mechanisms
- Build transaction protocols and customs
- 开发货币或价值表征方式
- 创建市场结构与场所
- 设计贸易网络与路线
- 确立定价机制
- 构建交易协议与习俗
Step 4: Distribution System Design
步骤4:分配系统设计
- Create wealth accumulation patterns
- Establish inequality levels and justifications
- Design redistribution mechanisms
- Build access limitation systems
- Develop luxury vs. necessity distinction
- 创建财富积累模式
- 确立不平等程度与合理性
- 设计再分配机制
- 构建获取限制系统
- 区分奢侈品与必需品
Step 5: Organization Structure Building
步骤5:组织结构构建
- Create economic decision-making institutions
- Establish information flow patterns
- Design regulatory frameworks
- Develop enforcement mechanisms
- Build economic record-keeping systems
- 创建经济决策机构
- 确立信息流动模式
- 设计监管框架
- 开发执行机制
- 构建经济记录系统
Step 6: Culture-Economy Integration
步骤6:文化-经济融合
- Connect economic roles to social status
- Establish moral constraints on economics
- Create economically significant rituals
- Design economically-based identity markers
- 将经济角色与社会地位关联
- 确立经济活动的道德约束
- 创建具有经济意义的仪式
- 设计基于经济的身份标识
Step 7: System Evolution Planning
步骤7:系统演变规划
- Create historical economic stages
- Design crisis points and adaptations
- Establish technological transition effects
- Build formal-informal sector balance
- 创建经济发展历史阶段
- 设计危机点与适应方案
- 确立技术转型的影响
- 构建正式与非正式经济部门的平衡
Case Study Examples
案例研究示例
Dune's Spice Economy
《沙丘》的香料经济
- Single critical resource controlling interstellar travel
- Monopoly control creating extreme power dynamics
- Religious-economic integration (Spacing Guild)
- Desert ecology constraining production methods
- 单一关键资源控制星际旅行
- 垄断控制形成极端权力动态
- 宗教与经济融合(Spacing Guild)
- 沙漠生态限制生产方式
Star Trek's Post-Scarcity Federation
《星际迷航》的联邦后稀缺经济
- Replicator technology eliminating material scarcity
- Status/achievement replacing wealth as motivation
- Continued scarcity of non-replicable goods
- Interface with money-using societies at borders
- 复制器技术消除物质稀缺
- 身份/成就取代财富成为动机
- 非复制物品仍存在稀缺性
- 与使用货币的社会在边境互动
Game of Thrones' Seasonal Economics
《权力的游戏》的季节性经济
- Long winter cycle creating multi-year storage requirement
- Iron Bank demonstrating financial power over politics
- Regional specialization (Dornish wine, Myrish lace)
- Slave vs. free labor system competition
- 长冬周期要求多年存储
- 铁金库展示金融对政治的影响力
- 区域专业化(多恩葡萄酒、密尔蕾丝)
- 奴隶制与自由劳动力体系竞争
Common Pitfalls to Avoid
需避免的常见误区
| Pitfall | Solution |
|---|
| Unrealistic resource concentrations | Distribute resources logically based on geography |
| Monoculture economies | Create supporting economic sectors |
| Missing informal/black markets | Design realistic shadow economy |
| Technology without economic effects | Trace economic implications of all technology |
| Static economies | Build in cycles, crises, and adaptations |
| 误区 | 解决方案 |
|---|
| 不切实际的资源集中 | 根据地理逻辑分配资源 |
| 单一经济体 | 创建配套经济部门 |
| 缺失非正式/黑市 | 设计真实的影子经济 |
| 技术未产生经济影响 | 追踪所有技术的经济影响 |
| 静态经济 | 融入周期、危机与适应机制 |
Implementation Checklist
实施检查清单
This skill writes primary output to files so work persists across sessions.
本Skill会将主要输出写入文件,确保跨会话工作连续性。
- Check for in the project
- If found, look for this skill's entry
- If not found, ask user: "Where should I save economic system designs?"
- Suggest: or
explorations/worldbuilding/
- 检查项目中的
- 若存在,查找本Skill的条目
- 若不存在,询问用户:“经济系统设计应保存至何处?”
- 建议路径: 或
explorations/worldbuilding/
- Economic parameters - Chosen values for each category
- Currency design - Naming, backing, properties
- Trade networks - Routes, dependencies, barriers
- Class structure - Economic stratification
- Shadow economy - Informal/black market elements
- 经济参数:各类别选定的取值
- 货币设计:命名、背书、属性
- 贸易网络:路线、依赖关系、壁垒
- 阶级结构:经济分层
- 影子经济:非正式/黑市元素
Pattern:
{world-name}-economics-{date}.md
格式:
{world-name}-economics-{date}.md
Verification (Oracle)
验证(Oracle)
What This Skill Can Verify
本Skill可验证的内容
- Parameter coverage - Have all 10 categories been considered? (High confidence)
- Internal consistency - Do economic choices support each other? (Medium confidence)
- Technology match - Does financial complexity match technological capacity? (High confidence)
- 参数覆盖:是否考虑了所有10个类别?(高置信度)
- 内部一致性:经济选择是否相互支撑?(中等置信度)
- 技术匹配:金融复杂度是否与技术能力匹配?(高置信度)
What Requires Human Judgment
需要人工判断的内容
- Story fit - Does this economy create interesting conflicts?
- Plausibility - Would this system actually function?
- Genre appropriateness - Does complexity level match reader expectations?
- 故事适配性:该经济体是否能创造有趣的冲突?
- 合理性:该系统是否真的可行?
- 流派适配性:复杂度是否符合读者预期?
Oracle Limitations
Oracle局限性
- Cannot assess narrative interest of economic design
- Cannot predict how economy affects character motivation without story context
- 无法评估经济设计的叙事吸引力
- 若无故事上下文,无法预测经济对角色动机的影响
- Output location: See
- What to save: Parameter choices, currency design, trade networks, shadow economy
- Naming pattern:
{world-name}-economics-{date}.md
- 输出位置:查看
- 需保存内容:参数选择、货币设计、贸易网络、影子经济
- 命名格式:
{world-name}-economics-{date}.md
Cross-Session Learning
跨会话学习
- Check for prior economic work on this world
- Ensure new economic elements maintain consistency
- Economic crises and adaptations inform anti-patterns
- 检查该世界之前的经济设计工作
- 确保新经济元素保持一致性
- 经济危机与适配情况为反模式提供参考
This Skill Assumes
本Skill的假设
- World has resources to distribute (even post-scarcity has rare things)
- Economic activity exists (even gift economies)
- Writer wants systematic rather than background economics
- 世界存在可分配的资源(即使后稀缺环境也有稀有物品)
- 存在经济活动(即使是馈赠经济)
- 创作者需要系统化的经济设计,而非仅作为背景
This Skill Does Not Handle
本Skill不处理的内容
- Political structures - Route to: governance-systems
- Cultural values - Route to: belief-systems
- General worldbuilding - Route to: worldbuilding
- 政治结构:转至governance-systems
- 文化价值观:转至belief-systems
- 通用世界观构建:转至worldbuilding
- Economy exists only as backdrop without affecting characters
- Single commodity without supporting sectors
- Modern financial concepts in pre-industrial settings
- 经济仅作为背景,未影响角色
- 单一商品,无配套部门
- 前工业化设定中出现现代金融概念
Reasoning Requirements
推理要求
- Parameter selection for single category
- Currency naming and properties
- Basic trade route design
- 单一类别的参数选择
- 货币命名与属性
- 基础贸易路线设计
Extended Reasoning (ultrathink)
扩展推理(ultrathink)
- Full system design - [Why: all 10 categories interconnect]
- Economy-politics integration - [Why: requires cross-skill synthesis]
- Historical economic development - [Why: tracing evolution through time]
Trigger phrases: "design the complete economy", "how do economics affect politics", "economic history"
- 完整系统设计 - [原因:所有10个类别相互关联]
- 经济-政治融合 - [原因:需要跨Skill合成]
- 经济历史发展 - [原因:追踪随时间的演变]
触发短语:"design the complete economy", "how do economics affect politics", "economic history"
Sequential (Default)
顺序执行(默认)
- Resource parameters before production parameters
- Production before exchange systems
- Exchange before distribution
- 先确定资源参数,再确定生产参数
- 先确定生产参数,再确定交易系统
- 先确定交易系统,再确定分配方式
- Research into multiple historical economic systems
- Developing different regional economies
Subagent Candidates
候选子Agent
| Task | Agent Type | When to Spawn |
|---|
| Historical research | general-purpose | When modeling on real economic systems |
| Political integration | general-purpose | When coordinating with governance-systems |
| 任务 | Agent类型 | 生成时机 |
|---|
| 历史研究 | 通用型 | 基于真实经济系统建模时 |
| 政治融合 | 通用型 | 与governance-systems协同时 |
Approximate Token Footprint
大致Token占用
- Skill base: ~4k tokens (10 categories + typologies)
- With case studies: ~5k tokens
- Full parameter tables: ~6k tokens
- Skill基础:约4k Token(10个类别+系统类型)
- 含案例研究:约5k Token
- 完整参数表:约6k Token
Context Optimization
上下文优化
- Load only relevant parameter categories for current task
- Reference governance-systems/belief-systems by name
- Case studies are optional examples
- 仅加载当前任务相关的参数类别
- 通过名称引用governance-systems/belief-systems
- 案例研究为可选示例
When Context Gets Tight
上下文紧张时的处理
- Prioritize: Current parameter category, currency design basics
- Defer: Full typologies, all case studies
- Drop: Setting-specific adaptations not in use
- 优先处理:当前参数类别、货币设计基础
- 延后处理:完整系统类型、所有案例研究
- 舍弃:未使用的特定设定适配内容
1. Single-Commodity Dependency
1. 单一商品依赖
Pattern: Building the entire economy around one resource (spice, unobtanium, magic crystals) without supporting sectors.
Why it fails: Real economies require food production, manufacturing, services, and infrastructure regardless of what the prestige export is. Monocultures collapse when that commodity fails.
Fix: Design supporting economic sectors. Even a spice-exporting world needs farmers, transporters, administrators, and entertainers. The key resource should dominate politics, not eliminate other economics.
模式:整个经济围绕单一资源(香料、不可得矿、魔法水晶)构建,无配套部门。
失败原因:无论核心出口商品是什么,现实经济体都需要食品生产、制造业、服务业与基础设施。单一经济体在核心商品崩溃时会瓦解。
解决方案:设计配套经济部门。即使是香料出口的世界,也需要农民、运输者、管理者与娱乐从业者。核心资源应主导政治,而非取代其他经济活动。
2. Convenient Currency
2. 随意货币
Pattern: Creating coins or credits without considering who issues them, what backs them, or how they maintain value.
Why it fails: Currency is a social technology with failure modes. Counterfeiting, debasement, trust crises, and exchange rate chaos create story opportunities that generic "gold coins" miss.
Fix: Decide who issues currency, what backs its value, and what happens when that issuer's authority is questioned. Multiple competing currencies create richer dynamics.
模式:创建硬币或信用点,但未考虑发行方、背书或价值维持方式。
失败原因:货币是一种社会技术,存在失效模式。伪造、贬值、信任危机与汇率混乱会创造故事机会,而通用的“金币”会错失这些机会。
解决方案:确定货币发行方、价值背书,以及发行方权威受质疑时的情况。多种竞争货币能创造更丰富的动态。
3. Modern Economics in Medieval Clothing
3. 中世纪外壳下的现代经济
Pattern: Applying contemporary financial concepts (stock markets, complex credit) to pre-industrial settings without the prerequisites.
Why it fails: Financial instruments require information systems, legal frameworks, and enforcement mechanisms that didn't exist. A peasant village can't have a derivatives market.
Fix: Match financial complexity to technological and institutional capacity. Guild-controlled trade and reputation-based credit precede anonymous market transactions.
模式:在前工业化设定中应用当代金融概念(股票市场、复杂信贷),却无相应前提条件。
失败原因:金融工具需要信息系统、法律框架与执行机制,而这些在当时并不存在。 peasant村庄不可能有衍生品市场。
解决方案:使金融复杂度与技术和制度能力匹配。行会控制的贸易与基于声誉的信贷先于匿名市场交易。
4. Frictionless Trade
4. 无摩擦贸易
Pattern: Goods moving freely across vast distances without transportation costs, spoilage, banditry, or political barriers.
Why it fails: Trade friction shapes what's traded and where. High-value, low-weight goods travel far; bulky staples stay local. Eliminating friction removes interesting constraints.
Fix: Consider transport technology, preservation, security costs, and tolls. Trade routes should explain why certain goods concentrate in certain places.
模式:商品可自由跨越遥远距离,无运输成本、损耗、劫掠或政治壁垒。
失败原因:贸易摩擦决定了贸易内容与地点。高价值、低重量商品可长途运输; bulky大宗商品则局限于本地。消除摩擦会失去有趣的约束。
解决方案:考虑运输技术、保存方式、安全成本与通行费。贸易路线应解释为何某些商品集中于特定地区。
5. Invisible Labor
5. 隐形劳动力
Pattern: Luxury economies existing without showing who does the basic work—farming, cleaning, building—that enables elite activities.
Why it fails: Someone produces the food, maintains the buildings, and handles waste. Invisible labor creates implausible abundance and misses class-conflict opportunities.
Fix: Account for labor at every level. Show or acknowledge the workers. Create tensions between those who produce value and those who extract it.
模式:存在奢侈品经济,但未展示支撑精英活动的基础工作——农耕、清洁、建筑。
失败原因:有人生产食物、维护建筑、处理垃圾。隐形劳动力会创造不切实际的丰裕,错失阶级冲突的机会。
解决方案:考虑各个层面的劳动力。展示或认可劳动者。创造价值生产者与价值提取者之间的张力。
Inbound (feeds into this skill)
输入(流入本Skill)
| Skill | What it provides |
|---|
| worldbuilding | Geographic constraints and resource distribution |
| governance-systems | Regulatory frameworks and taxation structures |
| belief-systems | Moral constraints on economic behavior |
| Skill | 提供内容 |
|---|
| worldbuilding | 地理约束与资源分布 |
| governance-systems | 监管框架与税收结构 |
| belief-systems | 经济行为的道德约束 |
Outbound (this skill enables)
输出(本Skill赋能)
| Skill | What this provides |
|---|
| character-arc | Economic pressures driving character motivation |
| underdog-unit | Resource constraints for institutional outcasts |
| positional-revelation | Economic roles that create plot access |
| Skill | 提供内容 |
|---|
| character-arc | 推动角色动机的经济压力 |
| underdog-unit | 制度边缘群体的资源约束 |
| positional-revelation | 创造情节切入点的经济角色 |
| Skill | Relationship |
|---|
| governance-systems | Economic systems shape political power; political systems regulate economics. Design together |
| systemic-worldbuilding | Use systemic-worldbuilding to trace economic consequences through society |
| Skill | 关系 |
|---|
| governance-systems | 经济系统塑造政治权力;政治系统监管经济。需协同设计 |
| systemic-worldbuilding | 使用systemic-worldbuilding追踪经济对社会的影响 |