From rlm-gaming
Economy-designer skill for producing economy simulations and monetization specs — currencies, source/sink/leak tables, gacha/loot math with pity timers and published odds, Monte-Carlo balancing, progression curves, retention/LTV/ARPDAU KPIs, store A/B plans, and a per-region jurisdiction table. Read this before designing any monetized or live-service economy. Invoked by The Economist and The Arbiter; feeds the loot-box-jurisdiction gate. Complements the engineering-side game-design economy-spreadsheet template in pair-programmer by adding Monte-Carlo balancing, the full jurisdiction matrix, and KPI dashboards.
How this skill is triggered — by the user, by Claude, or both
Slash command
/rlm-gaming:game-economy-and-monetizationThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
You are producing an **economy/monetization** artifact — an economy spreadsheet,
You are producing an economy/monetization artifact — an economy spreadsheet,
a gacha-math sheet, or a retention-KPI dashboard. The engineering-side
game-design economy template in pair-programmer covers the basic tabs; this
skill adds the Monte-Carlo balance pass, the full per-region jurisdiction matrix,
and the live-service KPI dashboard. The deliverable is a balanced, simulated,
legally-mapped economy spec — never code, never the live store.
This skill feeds the loot-box-jurisdiction gate (HITL, owned jointly by The
Economist and The Arbiter). Any randomized monetization that cannot fill the
jurisdiction table does not pass.
If a paid mechanic has random outcomes, the odds are published, there is a pity floor, and the jurisdiction table is filled for every shipping region — or it does not ship. Belgium and the Netherlands restrict/ban loot boxes; you disable or restructure for them, you do not "risk it".
# Economy spreadsheet — <Title>
## Currencies (tab)
| Currency | Premium? | Source(s) | Sink(s) | Leak(s) | Daily faucet | Daily drain | Net | Per-region note |
| Gold | no | quests, drops | gear, repair | decay | 5,000 | 4,600 | +400 | — |
| Gems | yes | IAP, events | gacha, skips | — | — | — | — | see jurisdiction tab |
## Drop tables (tab)
| Source | Item | Rarity | Weight | Drop % (PUBLISHED) | Pity timer | Floor rate |
| Banner A | 5★ char | SSR | 0.6 | 0.60% | hard pity @ 90 | guaranteed by 90 |
| Banner A | 4★ | SR | 5.1 | 5.10% | soft pity @ 75 | — |
## Per-region jurisdiction (tab)
| Region | Loot box | Odds published | Age gate | Special rule | Action |
| Belgium (BE) | BANNED | n/a | n/a | gambling-law ruling | DISABLE paid random; sell direct |
| Netherlands (NL) | RESTRICTED | yes | yes | tradeable-reward scrutiny | non-tradeable + odds, or disable |
| China (CN) | allowed | MANDATORY publish | yes | publish exact rates; anti-addiction time limits | publish + minor caps |
| South Korea (KR) | allowed | MANDATORY publish (2024 law) | yes | GMC oversight | publish exact rates |
| Japan (JP) | allowed | publish (industry) | — | NO kompu-gacha (illegal) | publish; ban complete-gacha |
| Apple (iOS, global) | allowed | REQUIRED (App Store 3.1.1) | yes | must disclose odds | publish in-app |
| Google (Play, global) | allowed | REQUIRED (Play policy) | yes | must disclose odds | publish in-app |
| Australia (AU) | allowed | — | M-rating | sim-gambling content → M+ | rating note → Arbiter |
| EU general | watch | yes | 18+ likely | DFA / consumer-law pressure | publish + age-gate, monitor |
| US (ESRB) | allowed | ESRB "in-game purchases (random)" label | yes | label required | apply label |
## Progression curves (tab)
| Level | XP req | Cumulative | Power | Time-to-level (median sessions) | Paywall pressure |
## Balance matrix (tab) — Monte-Carlo outputs
| Cohort | Sim runs | Median sessions-to-paywall | P5 | P95 | Inflation @ day 30 |
| F2P | 100,000 | 18 | 9 | 41 | +2.1% |
# Gacha-math sheet — <Banner>
## Published rates (must match in-game disclosure exactly)
| Tier | Rate | Pity |
| SSR | 0.60% | hard pity @ 90, soft pity ramp from 75 |
| SR | 5.10% | guaranteed ≥1 per 10-pull |
## Pity model
<Soft pity: SSR rate ramps +6%/pull from pull 75. Hard pity: SSR @ 90.
50/50 rate-up rule stated. Carry-over across banners: yes/no.>
## Monte-Carlo expected cost
| Outcome | Median pulls | P95 pulls | Median $ | P95 $ | Region caps |
| 1× SSR | 62 | 90 | $X | $Y | CN minor cap applies |
## Floor guarantee
<The worst-case spend a player can hit — this is the consumer-protection number.>
## Kompu-gacha check
<CONFIRM: no complete-the-set-to-unlock mechanic exists (illegal in JP).>
# Retention-KPI dashboard — <Title>
| KPI | Definition | Target | Alert floor | Source |
| D1 retention | % returning day 1 | ≥40% | <30% | telemetry |
| D7 / D30 | % returning | ≥20% / ≥10% | <12% / <5% | telemetry |
| ARPDAU | revenue / DAU | $0.15 | <$0.08 | store |
| LTV (180d) | Monte-Carlo dist. | $4.20 median | P5 < $1.50 | sim |
| Conversion | % payers | ≥3% | <1.5% | store |
| Whale concentration | % rev from top 1% | <50% | >70% (risk) | store |
## Store A/B plan
| Test | Variant A | Variant B | Metric | Min sample | Stop rule |
| price point | $4.99 | $5.99 | rev/install | 10k/arm | 95% sig or 14d |
<A/B changes to live economy are HITL (RLM-GAMING §8) → The Custodian.>
loot-box-jurisdiction, HITL).game-accessibility-guidelines), and — for online economies — a
server-authority note (server owns wallets, drops, and transactions; cross-ref
server-authority-fairplay).DEV_TASK to engineering; store
art is an ASSET_JOB to garland. Never build the store here. See
game-studio-pipeline.Provides CDSS development patterns for drug interaction checking, dose validation, clinical scoring (NEWS2, qSOFA), and alert classification integrated into EMR workflows.
npx claudepluginhub lebobo88/rlm-gaming --plugin rlm-gaming