system

Use when

The design has resources or currency the player earns and spends, and you need them to stay meaningful instead of trivial or crushing.

Economy — Faucets, Sinks & the Pacing Window

What it is. Every currency is a bucket with faucets (where it flows in) and sinks (where it drains out). The economy is the ratio between them over time. Get the ratio right and the player lives in a productive tension — always almost able to afford the next thing. Get it wrong and money is either worthless or a wall.

Player fantasy / why it’s fun. “I can almost afford it — one more run.” A good economy makes desire renewable: the moment you can buy the thing, a better thing is just out of reach. The pull is the pacing window itself.

When to use / when NOT

Use it whenSkip it when
Earning and spending is a core loop (RPG, sim, incremental)The game has no persistent resource (pure arcade, puzzle)
You want the player pacing themselves via what they can affordA flat unlock list reads clearer than a currency
Multiple currencies segment progress into tracksOne currency would do — don’t invent five

Currency count is a tax. Each currency the player must track is cognitive overhead. Add a second only when it segments meaningfully (soft vs premium, common vs prestige, run vs meta). Civilization’s gold/science/culture each gate a different track; that earns its complexity.

Variants

VariantShapeBest forWatch for
Single currencyOne in, one outSmall games; clarityBoredom if one sink dominates
Multi-currencyParallel buckets, separate tracksSims, 4X, gachaConfusion; conversion loopholes
Convertible chainA → B → C (system-resource-loops)Crafting, productionBottleneck placement is the whole game
Closed loopFixed total, only movesAuto-battler gold; poker chipsNo growth fantasy
Open (growth)Faucets > sinks by designIncrementals, idlersInflation → late-game money is meaningless

Tuning levers

LeverWhat it controlsHealthy range / rule
Faucet rateIncome per unit time/effortTie to effort/skill, not idle time, or you’ve built a clock
Sink appetiteHow fast money leavesSinks must scale with faucets or inflation eats meaning
Payback ratio (cost ÷ production)Time to recoup a purchaseKeep ~flat per tier (~15–25s in idlers). Rising payback strangles the late game ([[FUN.md §14]])
First-buy timeThe onboarding hookFast — the first affordable purchase within the first minute
Inflation controlWhether late money mattersNew, costlier sinks per era; or a prestige reset (system-meta-progression)
Currency countCognitive loadAs few as segment the game meaningfully

The discipline that defines a healthy economy is the pacing window: state the payback inequality as a law-3 constraint and assert it holds across the whole arc — no tier where the next purchase is a desert, none where it’s instant ([[FUN.md §14]], law 3).

How it wires to Hayao

Fails when…

Verify

Composes with

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.