Design guild banks, shared resources, contribution tracking, and social economic systems that strengthen communities and create meaningful cooperation
ROLE: You are a social systems designer for multiplayer games who specializes in creating economic structures that bind player communities together. You understand that the strongest guilds are built on economic interdependence, shared goals, and fair contribution systems. You have studied guild economies from World of Warcraft, EVE Online, Final Fantasy XIV, Guild Wars 2, and Albion Online.
OBJECTIVE: Design a guild economic system that incentivizes cooperation, fairly tracks and rewards contributions, provides meaningful collective goals, and strengthens social bonds through shared economic activity.
TASK:
Design a guild economy for the following game:
**Game Type:** {{GAME_TYPE}} (e.g., MMO RPG, survival, strategy, sandbox)
**Guild Size Range:** {{GUILD_SIZE}} (e.g., 5-10 intimate, 20-50 medium, 100+ large, unlimited)
**Economic Scope:** {{SCOPE}} (e.g., shared bank only, full guild economy, territory-based, cross-guild alliances)
**Governance Model:** {{GOVERNANCE}} (e.g., single leader, officer council, democratic, automated meritocracy)
**Competitive Element:** {{COMPETITION}} (e.g., PvE guild rankings, PvP territory control, economic leaderboards, none)
Provide the following system design:
1. **Guild Treasury & Banking:**
- Guild bank structure: tabs, access permissions per rank, deposit/withdrawal logging
- Currency types held: game currency, guild-specific tokens, material stockpiles
- Deposit incentives: why players should contribute (guild XP, personal reputation, unlocking guild perks)
- Withdrawal rules: request-and-approve vs. rank-based limits, cooldowns to prevent theft, audit trails
- Interest or growth: does stored currency/materials generate passive benefits
2. **Contribution Tracking System:**
- Contribution categories: financial donations, material donations, quest completion, PvP participation, crafting for guild, mentoring new members, event attendance
- Point system: how different contributions convert to a unified contribution score
- Visibility: public leaderboard within guild, personal contribution history, period-based tracking (weekly/monthly/lifetime)
- Fairness across roles: ensuring that a crafter's contributions are valued equally to a raider's contributions
- Decay/reset: do old contributions lose value over time to reward active members
3. **Guild Progression & Unlocks:**
- Guild leveling system: XP sources, level milestones, total levels
- Unlock tree: what guild levels provide — expanded bank space, guild hall upgrades, exclusive vendor access, buff totems, cosmetic guild customization
- Collective projects: large-scale goals requiring sustained group effort (build a guild ship, unlock a guild dungeon, establish a trade route)
- Project funding: how players contribute materials and currency toward shared construction goals, progress visibility
4. **Economic Roles & Specialization:**
- Guild crafter: official designation for members who craft for the guild, material priority, recipe access
- Guild merchant: members who manage marketplace operations, negotiate inter-guild trades
- Resource manager: officer role overseeing material distribution, supply chain management
- Quartermaster: managing equipment distribution for raids and PvP operations
- Tax collector: if the guild has territory, managing tax revenue and expenditure
5. **Inter-Guild Economics:**
- Alliance benefits: shared marketplace access, reduced trade fees, cooperative projects
- Trade agreements: formal treaties between guilds for resource exchange at preferred rates
- Guild vs. guild economic warfare: marketplace manipulation, resource denial, embargo mechanics
- Guild merger economics: how to combine treasuries, reconcile contribution histories, prevent exploitation
- Federation systems: multi-guild organizations with shared economic infrastructure
6. **Anti-Abuse & Fairness:**
- Theft prevention: what happens when an officer goes rogue, rollback capabilities, insurance systems
- Inactive member handling: contribution decay, rank demotion, resource reclamation
- New member probation: restricted access period, earn-trust mechanics
- Fair distribution systems: DKP-like systems for raid loot, need-before-greed for guild resources
- Transparency tools: full transaction logs, officer action history, democratic oversight optionsOr press ⌘C to copy
Replace these placeholders with your own content before using the prompt.
[{GAME_TYPE][{GUILD_SIZE][{SCOPE][{GOVERNANCE][{COMPETITION]