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Agent Skill · 研究检索

generate-economy(产生经济)

generate-economy 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

generate-economy 是研究检索类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为调用外部服务;许可证为 MIT,暂无第三方扫描结果,按安装量在研究检索类的 73,675 个 Skill 里排第 70,834。

总安装 198周安装 8GitHub Stars 公开资料未说明下载 62核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:generate-economy(产生经济)
来源仓库:https://github.com/hopeoverture/worldbuilding-system
仓库路径:skills/generate-economy
安装命令:
npx skills add hopeoverture/worldbuilding-system --skill "generate-economy"
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

AgentSkills.tonpx skills
npx skills add hopeoverture/worldbuilding-system --skill "generate-economy"

这个 Skill 是做什么的

研究检索类 Skill 主要解决「找资料、核对事实、把来源整理清楚」的问题,通常会让助手先检索再总结。

generate-economy 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词或任务场景快速定位候选结果时使用。适用于研究检索类任务,支持基于来源仓库和线索进行信息聚合与过滤。

通过 npx skills add 命令从 GitHub 安装,需结合原始 README 确认具体用法和参数。安装前建议确认权限范围、维护状态,以及是否会触发联网或文件读写操作。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。

来源仓库内路径:skills/generate-economy

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add hopeoverture/worldbuilding-system --skill "generate-economy";命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要调用外部服务,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

generate-economy 怎么安装?

在终端执行 npx skills add hopeoverture/worldbuilding-system --skill "generate-economy"。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

generate-economy 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

generate-economy 需要什么权限?

权限级别是调用外部服务。该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

generate-economy 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

generate-economy 用的人多吗?

公开数据是累计安装 198 次,近一周安装 8 次,下载 62 次。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

generate-economy 安全吗?

没有查到第三方扫描结果,安全性无法从公开资料判断,安装前请自行审查源码、依赖和命令行为。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 许可证明确为 MIT,商用和分发边界好判断。

先想清楚的地方

  • 没有第三方扫描结果,安全性只能靠自己读源码判断。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理研究检索类任务、又不想每次都手写提示词的人。

不太适合

  • 要求有安全扫描结论才肯安装的团队。
  • 需要厂商级技术支持和 SLA 的生产系统。

研究检索类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
find-skills

寻找技能 · Codex、Claude

31,199,81316,486操作浏览器MIT有提醒
self-improving-agent

自我改进 Agent · OpenClaw

16,464,0023,396接触敏感数据MIT-0通过
soultrace

灵魂追踪 · Codex、Claude

7,588,94412需要联网未明确有提醒
self-improving

自我完善 · OpenClaw

6,829,2841,046需要联网MIT-0通过
microsoft-foundry

微软代工厂 · Codex、Claude

6,614,144764调用外部服务未明确有提醒
generate-economy

产生经济 · 本页

198—调用外部服务MIT未收录

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Generate Economy

Generate economic systems for: $ARGUMENTS

Overview

Creates comprehensive economic infrastructure for a world including:

  1. Trade routes connecting settlements
  2. Resource extraction and production sites
  3. Merchant guilds and trading companies
  4. Black markets and smuggling networks
  5. Price variations by region
  6. Commercial relationships and trade agreements
  7. Currency flow and economic powers
  8. Market hubs and trade fairs

Instructions

Step 1: Survey the World

  1. Parse $ARGUMENTS for world name
  2. Read World Overview for:

- Technology level - Geography layout - Major powers - Existing currencies - Known trade goods

  1. Scan Settlements:

- List all cities and towns - Note coastal vs. inland - Identify capitals and trade hubs

  1. Scan Geography:

- List regions and terrain - Identify natural resources implied - Note mountain passes, rivers, coasts

  1. Scan Organizations:

- Existing guilds - Governments (tax and trade policies) - Criminal organizations (smuggling)

Step 2: Present Economic Development Plan

=== ECONOMY GENERATION: [World Name] ===

World Survey:
- Settlements: [X] cities, [Y] towns, [Z] villages
- Regions: [X] distinct areas
- Existing Trade Entities: [list]
- Currency: [[Currency Name]]

Proposed Economic System:

1. RESOURCE NODES ([X] to create)
   - [Region]: [Resource type]
   - [Region]: [Resource type]

2. TRADE ROUTES ([X] to create)
   Major:
   - [City A] ↔ [City B]: [Primary goods]
   - [City C] ↔ [City D]: [Primary goods]
   Minor:
   - [Town] → [City]: [Goods]

3. MERCHANT ORGANIZATIONS ([X] to create/expand)
   - [Guild/Company 1]: [Specialty]
   - [Guild/Company 2]: [Specialty]

4. TRADE HUBS ([X] to designate)
   - [[City 1]]: [Type of hub]
   - [[City 2]]: [Type of hub]

5. BLACK MARKETS ([X] if appropriate)
   - [Location 1]: [Illegal goods]
   - [Location 2]: [Illegal goods]

6. PRICE VARIATIONS
   - Regional differences explained
   - Seasonal fluctuations

7. TRADE RELATIONSHIPS
   - [[Nation A]] ↔ [[Nation B]]: [Terms]

Proceed? (yes/customize)

Step 3: Identify and Create Resource Nodes

Map resources by region:

Common Resource Types:

CategoryResourcesFound In
MetalsIron, copper, gold, silver, mithrilMountains, hills
GemsDiamonds, rubies, emeralds, opalsMountains, caves
StoneMarble, granite, limestoneMountains, quarries
TimberOak, pine, exotic woodsForests
AgricultureGrain, vegetables, fruitsPlains, valleys
LivestockCattle, sheep, horses, exoticPlains, hills
TextilesWool, silk, cotton, linenVarious
Fish/SeaFish, pearls, coral, saltCoasts, rivers
ExoticSpices, dyes, magical componentsJungles, specific

For each region, create resource section:

## Economic Resources: [[Region Name]]

### Primary Exports
| Resource | Extraction Site | Quality | Annual Output | Value |
|----------|-----------------|---------|---------------|-------|
| [Resource 1] | [[Location]] | [High/Med/Low] | [Amount] | [GP/unit] |
| [Resource 2] | [[Location]] | [High/Med/Low] | [Amount] | [GP/unit] |

### Secondary Resources
- [Resource]: [Notes on availability]

### Resource Control
- [[Organization/Government]]: Controls [resources]
- Rights disputes: [Contested resources]

### Extraction Sites
**[[Mine/Farm/etc. Name]]:**
- Location: [Specific place in region]
- Resource: [What's extracted]
- Workers: [Number, type]
- Controlled by: [[Entity]]
- Output: [Amount per season]
- Challenges: [Dangers, difficulties]

Step 4: Create Trade Routes

Connect settlements with logical trade flows:

Trade Route Principles:

  • Follow rivers where possible
  • Pass through minimum mountain passes
  • Connect production to consumption
  • Build on existing roads

For each major route:

### [Route Name] Trade Road

**Connects:** [[City A]] ↔ [[City B]]
**Distance:** [X] miles
**Travel Time:** [X] days by horse, [Y] days by wagon
**Route Type:** [Road/River/Sea/Caravan trail]

**Path:**

[[City A]] → [[Waypoint 1]] → [[Waypoint 2]] → [[City B]] (2 days) (3 days) (2 days)

**Primary Goods:**
| Direction | Goods | Volume | Season |
|-----------|-------|--------|--------|
| A → B | [Goods from A] | [Heavy/Moderate/Light] | [Year-round/Seasonal] |
| B → A | [Goods from B] | [Heavy/Moderate/Light] | [Year-round/Seasonal] |

**Route Control:**
- [[Government/Guild]]: Maintains and taxes
- Toll stations: [[Location 1]], [[Location 2]]
- Patrol frequency: [Description]

**Hazards:**
- [Hazard 1]: [Location, danger level]
- [Hazard 2]: [Location, danger level]
- Bandit activity: [Description]

**Services Along Route:**
| Waypoint | Services | Notable |
|----------|----------|---------|
| [[Stop 1]] | Inn, stables, smithy | [Hook/detail] |
| [[Stop 2]] | Caravansary | [Hook/detail] |

**Seasonal Variations:**
- Spring: [Conditions]
- Summer: [Conditions]
- Autumn: [Conditions]
- Winter: [Conditions - passable?]

**Adventure Hooks:**
- [Hook related to route]

Sea Routes (if applicable):

### [Sea Route Name]

**Connects:** [[Port A]] ↔ [[Port B]]
**Distance:** [X] nautical miles
**Voyage Time:** [X] days favorable, [Y] days typical
**Season:** [When safe to sail]

**Navigation:**
- Follow coast / Open sea crossing
- Key landmarks: [Navigation points]
- Dangerous waters: [[Hazard area]]

**Common Cargo:**
[Same format as land routes]

**Vessels:**
- Typical ships: [Ship types]
- Fleet size: [Estimate]
- Notable ships: [[Ship Name]]

**Pirates/Threats:**
- [[Pirate Group]]: Active in [area]
- Sea monsters: [[Creature]] reported

Step 5: Create/Expand Merchant Organizations

Merchant Guild Types:

  1. General Merchants' Guild - All traders, broad power
  2. Specialty Guilds - Single trade (goldsmiths, weavers, etc.)
  3. Trading Companies - Long-distance trade, quasi-governmental
  4. Cartels - Price-fixing groups
  5. Merchant Houses - Family businesses with reach

For each organization:

  1. Read Templates/Organizations/Guild.md or Business.md
  2. Generate with:

- Trade specialty - Territory/routes controlled - Key NPCs (3-5) - Relationship with government - Rivals and allies - Secret operations

  1. Save to Organizations folder

Economic Organization Section:

## Trade Operations

### Routes Controlled
- [[Route 1]]: [Monopoly/Major presence/Minor presence]
- [[Route 2]]: [Control level]

### Trade Posts
| Location | Type | Staff | Function |
|----------|------|-------|----------|
| [[City A]] | Headquarters | [X] | Main operations |
| [[City B]] | Warehouse | [X] | Storage/distribution |
| [[City C]] | Factor's office | [X] | Local trading |

### Annual Revenue
- Estimated: [X] gold pieces
- Primary source: [Trade type]
- Growth: [Increasing/Stable/Declining]

### Trade Agreements
- [[Organization 1]]: [Nature of agreement]
- [[Government]]: [Licenses, monopolies]

### Rivals
- [[Competitor]]: [Nature of competition]

### Illegal Activities
[If applicable - smuggling, price fixing, etc.]

Step 6: Designate Trade Hubs

Identify and detail major commercial centers:

Hub Types:

  • Entrepôt - Transshipment center, goods pass through
  • Production Hub - Manufacturing center
  • Consumption Hub - Wealthy buyer market
  • Market Town - Regional distribution
  • Port - Sea/river trade gateway

For each hub, add to settlement file:

## Commerce & Trade

### Trade Hub Status: [Type]

**Economic Role:**
[2-3 sentences on the settlement's commercial importance]

### Markets

**The [[Market Name]]** (Main Market)
- Location: [District]
- Days: [When active]
- Size: [Stalls/capacity]
- Specialty: [What's primarily traded]
- Atmosphere: [Description]

**[[Secondary Market]]**
- Type: [Specialty market]
- Notable for: [Unique goods/services]

### Trade Facilities

| Facility | Location | Capacity | Operator |
|----------|----------|----------|----------|
| Main Warehouse District | [Area] | [Tons] | [[Guild]] |
| Customs House | [Location] | - | [[Government]] |
| Money Changers | [Location] | - | Various |
| Auction House | [Location] | - | [[Operator]] |

### Merchant Presence
| Organization | Office | Interests |
|--------------|--------|-----------|
| [[Guild 1]] | [[Building]] | [Trade focus] |
| [[Company 1]] | [[Building]] | [Trade focus] |

### Trade Laws
- Tariffs: [Rate on goods]
- Forbidden goods: [List]
- Market regulations: [Key rules]
- Dispute resolution: [How handled]

### Trade Calendar
| Event | When | Description |
|-------|------|-------------|
| [[Trade Fair]] | [Season] | [Major commercial event] |
| [Market Day] | [Weekly] | [Regular market] |
| [Auction] | [Frequency] | [What's sold] |

Step 7: Create Black Markets

If world has illegal goods, create underground economy:

## Black Market: [[Location]]

### The [Nickname/Name]

**Location:** [Where hidden]
**Operator:** [[Criminal Organization]]
**Access:** [How to find it, who knows]

### Illegal Goods Available
| Good | Source | Price | Risk |
|------|--------|-------|------|
| [Contraband 1] | [Origin] | [X gp] | [Danger level] |
| [Contraband 2] | [Origin] | [X gp] | [Danger level] |
| [Stolen goods] | Various | [% of value] | [Danger level] |

### Services
- Fencing stolen goods
- Forged documents
- Smuggling arrangements
- Information brokering
- [Other illegal services]

### Key Figures
- [[Fence NPC]]: Primary goods handler
- [[Broker NPC]]: Information and connections
- [[Muscle NPC]]: Security and enforcement

### Law Enforcement
- Awareness: [Unknown/Suspected/Known but tolerated/Actively hunted]
- [[Guard/Official]]: [Their involvement - corrupt, hunting, etc.]
- Raids: [Frequency, results]

### Smuggling Routes
- Into city: [Methods, routes]
- Out of city: [Methods, routes]
- Key chokepoints: [Where contraband is vulnerable]

Step 8: Calculate Price Variations

Create regional pricing differences:

## Regional Price Variations

### Base Prices
[Use standard D&D equipment prices as baseline]

### Regional Modifiers

| Region | Modifier | Reason |
|--------|----------|--------|
| [[Region 1]] | -20% on [goods] | Production center |
| [[Region 2]] | +50% on [goods] | Remote, imported |
| [[Region 3]] | +30% on all | Trade blockade |
| [[Region 4]] | -10% on food | Agricultural surplus |

### Specific Goods

**[[Resource/Good]]**
| Location | Price | Notes |
|----------|-------|-------|
| [[Production area]] | X gp (-30%) | Source |
| [[Trade hub]] | X gp (base) | Standard |
| [[Remote area]] | X gp (+50%) | Transport costs |
| [[Restricted area]] | X gp (+100%) | Illegal/taxed |

### Seasonal Variations
| Good | Season | Change | Reason |
|------|--------|--------|--------|
| Grain | Harvest | -30% | Abundance |
| Grain | Spring | +40% | Pre-harvest scarcity |
| Furs | Winter | -20% | Peak hunting |
| Furs | Summer | +30% | Off-season |

### Supply Disruption Scenarios
| Event | Affected Goods | Price Change | Duration |
|-------|----------------|--------------|----------|
| War | All | +20-50% | Duration of conflict |
| Drought | Food, animals | +50-100% | 1-2 years |
| Trade route blocked | Route goods | +100%+ | Until resolved |
| Monster infestation | Local goods | +30-50% | Until cleared |

### Adventure Hooks
- [Price spike as adventure hook]
- [Smuggling opportunity]
- [Trade war scenario]

Step 9: Map Trade Relationships

Document inter-power commerce:

## International Trade

### [[Nation A]] ↔ [[Nation B]]

**Trade Balance:** [A favored / B favored / Balanced]

**A Exports to B:**
| Good | Volume | Value | Notes |
|------|--------|-------|-------|
| [Good 1] | [Amount] | [GP/year] | [Details] |

**B Exports to A:**
| Good | Volume | Value | Notes |
|------|--------|-------|-------|
| [Good 1] | [Amount] | [GP/year] | [Details] |

**Trade Agreement:** [[Treaty Name]] (if exists)
- Terms: [Key provisions]
- Tariffs: [Rates]
- Disputes: [How resolved]

**Trade History:**
- [Historical context]
- [Past conflicts or cooperation]

**Current Tensions:**
- [Economic friction points]

---

### Trade Dependency Map

| Nation | Depends On | For | Vulnerability |
|--------|------------|-----|---------------|
| [[A]] | [[B]] | [Goods] | [High/Med/Low] |
| [[B]] | [[C]] | [Goods] | [High/Med/Low] |

### Embargo Scenarios
[What happens if trade is cut off between powers]

Step 10: Create Trade Fairs & Markets

## Major Trade Events

### [[Fair Name]] Fair

**Location:** [[City/Town]]
**Timing:** [Season/Month]
**Duration:** [X] days
**Frequency:** [Annual/Biannual/etc.]

**History:**
[Origin and significance]

**Attendance:**
- Merchants: [Estimate]
- Visitors: [Estimate]
- From: [Regions represented]

**Goods Traded:**
- Primary: [Main commodities]
- Specialty: [Unique offerings]
- Forbidden: [What's not allowed]

**Events & Activities:**
- [Trading event 1]
- [Competition/show]
- [Entertainment]
- [Ceremony]

**Fair Courts:**
- Disputes resolved by: [[Official/Guild]]
- Special fair laws: [Protections, rules]

**Fair Grounds:**
| Area | Purpose | Notable |
|------|---------|---------|
| [Area 1] | [Type of trading] | [Detail] |
| [Area 2] | [Type of trading] | [Detail] |

**Adventure Hooks:**
- [Hook 1]
- [Hook 2]

Step 11: Update World Files

  1. Update World Overview with economic summary
  2. Add trade sections to each settlement
  3. Update region files with resources
  4. Create new organization files for guilds/companies
  5. Add trade route entities as Road entities
  6. Update existing organizations with economic roles
  7. Connect NPCs to trade activities

Step 12: Summary Report

=== ECONOMY GENERATION COMPLETE: [World Name] ===

RESOURCE NODES: [X]
Regions mapped with resources:
- [[Region 1]]: [Primary resources]
- [[Region 2]]: [Primary resources]

TRADE ROUTES: [X]
Major Routes:
- [[Route 1]]: [[City A]] ↔ [[City B]]
- [[Route 2]]: [[City C]] ↔ [[City D]]

Minor Routes: [Y] created

Sea Routes: [Z] created

MERCHANT ORGANIZATIONS: [X]
- [[Guild/Company 1]] - [Specialty]
- [[Guild/Company 2]] - [Specialty]

TRADE HUBS: [X] designated
- [[City 1]] - [Hub type]
- [[City 2]] - [Hub type]

BLACK MARKETS: [X] (if created)
- [[Location]] - [Contraband type]

TRADE FAIRS: [X]
- [[Fair 1]] at [[Location]]

PRICE VARIATIONS:
- [X] regional modifiers documented
- [Y] seasonal variations noted

TRADE RELATIONSHIPS:
- [X] international relationships mapped
- [Y] treaties/agreements referenced

NPCs CREATED: [X]
- Merchants: [X]
- Guild leaders: [X]
- Smugglers: [X]

Files Created: [X]
Files Updated: [X]

Economic Complexity Rating: [Simple/Moderate/Complex]

Suggested Next Steps:
- Create adventure around [[Trade Route]] dangers
- Develop [[Guild]] faction conflict
- Use [[Trade Fair]] as session setting
- Explore [[Black Market]] criminal network
- Create price disruption adventure hook

Quality Guidelines

  1. Geographic Logic - Trade follows terrain and water
  2. Economic Realism - Supply and demand make sense
  3. Power Integration - Economy ties to politics
  4. Adventure Potential - Every element can be a quest
  5. NPC Connections - Real people drive trade
  6. Historical Basis - Economy reflects world history
  7. Conflict Sources - Economic tensions create drama

Examples

# Generate economy for a world
/generate-economy "Eldermyr"

# Focus on specific aspect
/generate-economy "Valdros" --focus "black markets"

# Expand existing trade
/generate-economy "The Northern Kingdoms" --focus "trade routes"

平台分布

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12.52%
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7.82%
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3.14%
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安全审计

暂无安全审计结果可展示。

权限和风险

调用外部服务

该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

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