progression-economylisted
Install: claude install-skill Firzus/agent-skills
# Progression & Economy
Build the progression/economy layer — **systems architecture plus the live-ops
economy discipline** (not monetization ethics or gacha-pull psychology, which
live in `loot-drop-system`). Primary references: Genshin Impact (datamined
configs + the Grasscutter server reimplementation as architectural evidence),
EVE Online and WoW (the virtual-economy management craft), plus the broad
RPG/MMO/idle canon for curve and skill-tree patterns. Counterpoint: BotW (the
no-server, materials-as-progression model with a datamined hidden world level).
## The architecture rule
**Progression is tables, the wallet is a ledger, and the server (or the save)
is the only authority.**
```
PROGRESSION stat(level) = base × curve[level]; curves are SHARED data;
breakpoints/ascension as table rows; multi-track, cross-gated;
the written aggregation contract
WALLET typed currencies + a one-way conversion graph; a ledger, not a
number; faucets vs sinks balanced to control money supply
ENERGY a currency with temporal auto-grant; lazy recompute from server
time, never a tick loop
TRANSACTIONS client requests intent → server validates → commits spend+grant
ATOMICALLY → notifies; idempotency keys; int64 minor units
```
## Reference map
| File | Covers |
| --- | --- |
| [progression.md](./progression.md) | Curve tables (the Grasscutter-proven pattern), the XP-curve families (Pokémon groups, RuneS