home / skills / simhacker / moollm / economy
This skill helps you manage in-game MOOLAH economy by tracking earning, spending, and hidden value to optimize trade and decisions.
npx playbooks add skill simhacker/moollm --skill economyReview the files below or copy the command above to add this skill to your agents.
---
name: economy
description: Currency and trade โ gold flows where stories lead
license: MIT
tier: 1
allowed-tools:
- read_file
- write_file
- search_replace
related: [character, scoring, room, advertisement]
tags: [moollm, currency, trade, gold, commerce]
inputs:
item:
type: string
required: false
description: Item to buy, sell, or trade
seller:
type: string
required: false
description: NPC or entity selling
buyer:
type: string
required: false
description: NPC or entity buying
outputs:
- character inventory update
- transaction log
---
# ๐ฐ Economy Skill
> **"๐MOOLAH flows where stories lead."**
## ๐ช ๐MOOLAH
The official currency of MOOLLM is **๐MOOLAH** (๐ช). It uses **PROOF OF ๐MILK๐ฅ** consensus โ udderly legen-dairy interga-lactic ๐ฉshit๐ฉ coin, without the bull.
Economic systems for currency, trade, and value exchange. ๐MOOLAH is earned, spent, hidden, and traded.
## Key Concepts
- **๐MOOLAH** โ The official currency of MOOLLM
- **Earning** โ Find, quest, sell, trade, work
- **Spending** โ Buy items, services, information
- **Hidden value** โ Not all ๐MOOLAH is visible
## Currency
### The Official Currency: ๐MOOLAH ๐ช
**๐MOOLAH** is the official currency of MOOLLM.
## Currency Hierarchy
### ๐MOOLAH Denominations (MOOLLM Standard)
| Symbol | Name | Value | Use |
|--------|------|-------|-----|
| ๐ฅ | ๐ฅ NUT | 0.001 ๐ช | Micro-transactions, tips, arcade |
| ๐ช | ๐ MOOLAH | 1 | Standard transactions |
| ๐ | ๐ GRAND | 1,000 ๐ช | Large purchases, high-stakes |
| ๐ | ๐ FORTUNE | 1,000,000 ๐ช | Legendary items, world events |
### Metal Denominations (D&D Style)
| Symbol | Metal | Abbrev | Value |
|--------|-------|--------|-------|
| ๐ชต | ๐ชต Wood | wp | 0.001 gp |
| ๐ค | ๐ค Copper | cp | 0.01 gp |
| โช | โช Silver | sp | 0.1 gp |
| ๐ก | ๐ก Gold | gp | 1 gp |
| โฌ | โฌ Platinum | pp | 10 gp |
### Parallel Currencies (Non-Convertible)
These exist *beside* ๐MOOLAH โ they cannot be bought or sold for coins.
| Symbol | Name | Type | How to Get |
|--------|------|------|------------|
| โญ | โญ KARMA | Reputation | Good deeds, keeping promises |
| ๐ซ | ๐ซ FAVOR | Social debt | "You owe me one" |
| ๐ฎ | ๐ฎ ESSENCE | Magical | Found, not bought |
| โณ | โณ TIME | Temporal | Exists, must be spent |
#### โญ KARMA โ Social Credit
Earned through ethical behavior, lost through betrayal.
- **Affects:** NPC attitudes, quest access, prices
- **Cannot be bought** โ only earned
- **Visible to some:** Certain NPCs can "see" your karma
#### ๐ซ FAVOR โ Social IOUs
"I did something for you. Someday, I'll ask for something in return."
- **Specific to relationships** โ Palm owes Don a favor
- **Can be traded** โ "I'll give you my favor from Klaus"
- **Expires?** โ Depends on the relationship
#### ๐ฎ ESSENCE โ Magical Currency
Rare, precious, cannot be manufactured or purchased.
- **Sources:** Ancient artifacts, magical creatures, liminal moments
- **Uses:** Enchantments, wishes, transformations
- **Palm's golden earring** might contain some
#### โณ TIME โ The Unbuyable
Some things cost time, not money.
- **Training:** Takes time to learn
- **Crafting:** Takes time to make
- **Healing:** Takes time to recover
- **"Time is money"** โ but not exchangeable
### Quick Reference
```
FUNGIBLE (can convert):
1000 ๐ฅ = 1 ๐ช = 0.001 ๐ = 0.000001 ๐
Symmetrical: each step is ร1000
NON-FUNGIBLE (cannot convert):
โญ KARMA โ reputation
๐ซ FAVOR โ social debt
๐ฎ ESSENCE โ magical
โณ TIME โ temporal
```
**Etymology:**
- Sounds like "๐moolah" (slang for money)
- Sounds like "๐MOO" (the language MOOLLM descends from)
- Circular: MOOLLM โ ๐MOOLAH โ MOOLLM
## Earning
| Method | Examples |
|--------|----------|
| Exploration | Find treasure (hidden, maze, rewards) |
| Quests | Complete tasks (notice board, requests) |
| Trade | Sell items |
| Skills | Trade or teach skills |
| Games | Win at arcade, pub games, poker, gambling |
| Work | Complete NPC jobs and requests |
## Spending
| Category | Typical Prices |
|----------|----------------|
| Food/Drink | 1-5 ๐ช per item |
| Catalog Items | 3-50 ๐ช per item |
| Lodging | 5 ๐ช per night |
| Information | 5-20 ๐ช (secrets, tips) |
| Services | Variable |
| Poker buy-in | 1 ๐ = 1000 ๐ช (standard game) |
## Price Examples
### Cheap (1-2 ๐ช)
- Stroopwafel: 1 ๐ช
- Coffee: 1 ๐ช
- Espresso: 2 ๐ช
### Moderate (3-5 ๐ช)
- Snack: 3 ๐ช
- Tosti: 4 ๐ช
### Expensive (10-50 ๐ช)
- Cannabis strain: 15 ๐ช
- Catalog gadgets: 25-50 ๐ช
### Catalog Items
- Mystery Box: 3 ๐ช
- Monkey's Paw: 5 ๐ช
### Gaming Stakes
- Peanut Poker Buy-In: 1 ๐ช = 1000 ๐ฅ
- Normal Poker Buy-In: 1 ๐ = 1000 ๐ช = 1000000 ๐ฅ
- High-stakes Poker Buy-In: 1 ๐ = 1000 ๐ = 1000000 ๐ช = 1000000000 ๐ฅ
## Hidden Value
Not all ๐MOOLAH is visible. Exploration reveals hidden wealth:
- Kitchen drawer: 25 ๐ช
- Mattress stash: 10 ๐ช
- Secret compartment: variable
## Trade
### Barter
Items can be traded directly without currency. Value is negotiated between parties.
### Skill Trade
Skills themselves can be:
- Traded for items
- Taught for payment
- Auctioned to highest bidder
- Bequeathed to future characters
## Commands
| Command | Syntax | Checks |
|---------|--------|--------|
| `INVENTORY` | `INVENTORY` | Shows current gold amount |
| `BUY` | `BUY [item] FROM [seller]` | Gold available, item in stock |
| `SELL` | `SELL [item] TO [buyer]` | Fair value or negotiated price |
| `TRADE` | `TRADE [item/skill] FOR [item/skill]` | Relative value, relationship modifiers |
## Integration
| Skill | Relationship |
|-------|--------------|
| [character](../character/) | Gold stored in character inventory |
| [room](../room/) | Shops and merchants in rooms |
| [buff](../buff/) | Some buffs affect prices |
| [scoring](../scoring/) | Skills have economic value |
This skill models the MOOLLM economy and its official currency, MOOLAH. It defines denominations, parallel non-convertible currencies, earning and spending mechanics, and trade commands. It is focused on in-game currency flow, hidden wealth, and simple commerce rules.
The skill tracks fungible MOOLAH denominations and several parallel non-convertible currencies (karma, favor, essence, time). It exposes earning sources (quests, trade, work, games), spending categories with typical prices, and trade mechanics including barter and skill exchange. It also provides simple commands for checking inventory, buying, selling, and trading with checks for availability and funds.
How do parallel currencies interact with MOOLAH?
They do not convert to MOOLAH. Karma, favor, essence, and time modify access, relationships, and special effects rather than acting as spendable coins.
What denominations should I use for microtransactions?
Use the smallest unit (nut) at 0.001 MOOLAH for tips and arcade play, MOOLAH for standard purchases, grand for large purchases (1,000 MOOLAH), and fortune for legendary-level costs (1,000,000 MOOLAH).