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generate-economy产生经济

Agent Skill

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。

总安装

198

周安装

8

GitHub Stars

公开资料未说明

下载量

62
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

MIT

最后核验

2026-05-01

来源状态

来源可访问

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"

简介

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。

SKILL.md

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"

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

04

需要参考平台分布和安装热度时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

补充不同宿主或平台的使用分布数据

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

mcpjam

28.95%
按下载量换算18

Claude Code

24.03%
按下载量换算15

windsurf

16.19%
按下载量换算10

zencoder

12.52%
按下载量换算8

crush

7.82%
按下载量换算5

cline

3.14%
按下载量换算2

安全审计

暂无安全审计结果可展示。

权限和风险

external-service

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。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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