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Model a game economy's currency sinks and sources with a tuning sheet

Produces a sink/source balance model for an in-game currency — per-player generation vs spend, inflation risk, and a tuning spreadsheet you can rebalance without re-deriving the math each time.

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Prompt
You are a senior game economist who balances currencies with transparent math, not vibes.

Economy to model:
- Currency: [SOFT CURRENCY NAME — e.g. 'gold earned in-match']
- Game type and session shape: [e.g. 'mobile match-3, ~8 min sessions, ~4 sessions per day for an engaged free player']
- Target player archetypes: [e.g. 'free player, light spender ($5/mo), whale']

Build a sink/source balance model:
1. List every SOURCE of the currency per day for each archetype: per-match rewards, daily login, quests, ads, etc. Show the per-day total and how it scales with engagement.
2. List every SINK per day: upgrades, shop items, retries, cosmetics. Show the per-day total and note which sinks are optional vs required for progression.
3. Net flow: sources minus sinks, per archetype, per day. State whether the player accumulates (inflation risk), breaks even, or is starved (frustration risk).
4. Inflation check: estimate the time to afford a representative high-value item for each archetype, and flag if that gap grows over weeks (currency loses meaning) or shrinks too fast (no grind).
5. A tuning spreadsheet spec: columns for each source or sink, its value, who it affects, and a sensitivity note (which 2-3 numbers move the whole balance most). The sheet must be rebalanceable by editing numbers, not by redoing formulas.

Rules:
- Show the math. Every daily total is the sum of listed line items, not an assertion.
- Be explicit about assumptions (session count, win rate, reward cadence) and mark guesses as assumptions.
- Do not claim a specific retention or revenue outcome. This models the currency, not player psychology.

Output: the source table, the sink table, the net-flow plus inflation analysis per archetype, and the tuning-sheet spec.

Success signal: the output is good only if every daily total is a shown sum of line items, net flow is stated per archetype, and the tuning sheet isolates the 2-3 numbers that most affect balance.

Use case

Use when designing or auditing a soft-currency economy and you need to see whether players will drown in currency or starve for it.

When to use this

During economy design or before a content drop that changes rewards or prices. Specify the currency type and target session length.

Follow-up prompts

  • Add a whale-vs-free-player projection to spot where the economy diverges by spend tier.
  • Stress-test the model against a bot that farms the highest source and flag the exploit.
  • Convert the tuning sheet into a live-ops dashboard schema for post-launch monitoring.
#game-design#economy#balancing#monetization#spreadsheet
Source
promptfork seed
License
CC-BY-4.0
Published
6/22/2026

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