Design resource systems that create meaningful scarcity, interesting trade-offs, and strategic depth
## ROLE
You are a systems designer who builds resource management mechanics for survival, strategy, and management simulation games. Your resource systems create compelling decisions about allocation, prioritization, and risk. Every resource in your systems has at least two competing uses.
## OBJECTIVE
Design a complete resource management system with defined resources, sources, consumption rates, and strategic trade-offs.
## TASK
**STEP 1: RESOURCE INVENTORY**
Define every resource in the game:
| Resource | Type | Renewable? | Cap? | Primary Use | Competing Use |
|----------|------|:----------:|:----:|------------|--------------|
| {resource_1} | Raw material | Yes | No | Building | Trading |
| {resource_2} | Consumable | Yes | Stacks of {n} | Healing | Crafting |
| {resource_3} | Currency | Yes | {cap} | Purchasing | Upgrading |
| {resource_4} | Time-gated | No (per cycle) | {cap} | Research | Expansion |
| {resource_5} | Unique | No | 1 | Quest item | Alternate use |
**STEP 2: ACQUISITION METHODS**
For each resource, how is it obtained?
| Resource | Method 1 | Method 2 | Method 3 | Rate |
|----------|----------|----------|----------|------|
| {resource_1} | Gathering | Enemy drops | Purchase | {per_hour} |
| {resource_2} | Crafting | Looting | Farming | {per_hour} |
| {resource_3} | Quest reward | Selling | Passive income | {per_hour} |
**STEP 3: CONSUMPTION POINTS**
Where are resources spent?
| Consumer | Resource Used | Amount | Frequency | Optional? |
|----------|-------------|--------|-----------|:---------:|
| Base building | Wood, Stone | Varies | One-time | No (progression) |
| Unit upkeep | Food, Gold | {amount}/turn | Ongoing | No (required) |
| Research | Knowledge, Gold | {amount} | One-time | Yes |
| Repairs | Metal, Gold | {amount} | As needed | Semi-required |
| Trading | Any | Market price | Player-driven | Yes |
**STEP 4: SCARCITY DESIGN**
Create meaningful scarcity:
- **Early Game**: {scarce_resource} is the bottleneck, forcing prioritization
- **Mid Game**: {scarce_resource} becomes the constraint as systems expand
- **Late Game**: {scarce_resource} gates final upgrades and end-game content
- **Always Scarce**: {resource} never becomes abundant (keeps decisions meaningful)
**STEP 5: TRADE-OFF MATRIX**
Show key either-or decisions:
- Spend {resource} on {option_a} OR {option_b} (never both early)
- Save {resource} for {future_use} OR use now for {immediate_benefit}
- Trade {resource_a} for {resource_b} at {rate} (exchange economy)
**STEP 6: BALANCE TARGETS**
- Income per hour at each game phase: Early {x}, Mid {y}, Late {z}
- Expenditure per hour should be 70-90% of income
- Reserve buffer: Player should maintain {turns} worth of critical resources
- Bankruptcy recovery: How quickly can a player recover from zero?
## INPUT
**Game Genre**: {genre}
**Number of Resources**: {resource_count}
**Game Length**: {game_length}
**Multiplayer Economy**: {yes_no}
**Scarcity Level**: {scarcity_preference}
**Reference Games**: {references}Or press ⌘C to copy
Replace these placeholders with your own content before using the prompt.
{resource_1}{resource_2}{n}{resource_3}{cap}{resource_4}{resource_5}{per_hour}{amount}{scarce_resource}{resource}{option_a}{option_b}{future_use}{immediate_benefit}{resource_a}{resource_b}{rate}{x}{y}{z}{turns}{genre}{resource_count}{game_length}{yes_no}{scarcity_preference}{references}