Agent skill

Godot Genre Simulation

by thedivergentai in thedivergentai/GD-Agentic-Skills

Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation…

LGPL-3.0Auto-check passedGame Development

Install Godot Genre Simulation

skills CLI
$ npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-simulation -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install thedivergentai/GD-Agentic-Skills godot-genre-simulation --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/thedivergentai/GD-Agentic-Skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/godot-genre-simulation .claude/skills/godot-genre-simulation && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
godot-genre-simulation
GitHub stars
821
Token cost
~3.1k tokens
SKILL.md length
955 words
Files
23 (incl. scripts, references)
Skills in repo
98
Repo updated
First seen
Licence
LGPL-3.0

At a glance

Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation…

  • Building management sims
  • SKILL.md covers NEVER Do (Expert Anti-Patterns), 🛠 Expert Components (scripts/), Core Loop and Decision Trees, plus 4 more sections
  • Resource optimization games

What it does

Godot Genre Simulation is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick.

Its SKILL.md is about 3.1k tokens, which your agent loads only when the skill is triggered. The skill folder holds 24 other files, including scripts and reference files (for example `references/common-pitfalls.md`, `references/customer-demand.md` and `references/economy-design.md`).

It sits in Game Development, covering Game development. It works with Godot. The repository describes itself as: The official "Long-Term Memory" for Godot 4.7+ AI Agents. A high-density library of 99 expert skills and 27 genre blueprints, providing audited, strictly typed GDScript patterns… The licence is LGPL-3.0.

When your agent uses it

  • Building management sims
  • Resource optimization games

Example prompts

  • “/godot-genre-simulation”

What it can do on your machine

Read from SKILL.md and the folder at commit 4c4d0ff. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Ships 8 files in scripts/, which the agent can run.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Links to these hosts (documentation or services it may open):

    • docs.godotengine.org

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Godot Genre Simulation loads about 3.1k tokens when it runs, and up to ~6.7k if it reads all its reference files. Until then it costs about 114 tokens; SKILL.md has 955 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~114
When it runs · the whole SKILL.md, loaded when a task matches
~3.1k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~6.7k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); the scripts in this folder are not scanned.

SKILL.md

The full file from thedivergentai/GD-Agentic-Skills at commit 4c4d0ff, republished under its LGPL-3.0 licence (© thedivergentai). 955 words, ~3,134 tokens.

Download SKILL.mdSave it as .claude/skills/godot-genre-simulation/SKILL.md (or your agent's skills folder). This skill also uses 22 other files; get the full folder from GitHub.
name
godot-genre-simulation
description
Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops. Use when building management sims, tycoon games, city builders, or resource optimization games. Keywords tycoon, economy system, resource management, time scale, feedback loop, progression unlock, simulation tick.

NEVER Do (Expert Anti-Patterns)

Simulation & Economy
  • NEVER use floating-point for primary currency; strictly use Integer Cents (or fixed-point math) to prevent accumulated precision errors in financial models.
  • NEVER process 1000+ entities individually in _process(); strictly use a Tick Manager to batch updates or process entities in rotating pools.
  • NEVER rely on linear cost scaling; strictly use Exponential Growth (Base * pow(1.15, Level)) to maintain challenge and strategic tension.
  • NEVER hide critical metrics from the player; strictly provide Detailed Breakdowns (Income vs. Expense) so players can make optimization-based decisions.
  • NEVER allow infinite resource stacking; strictly enforce Logistical Caps (warehouses/silos) to create meaningful space-management gameplay loops.
  • NEVER let the early game become a "Waiting Simulator"; strictly Front-Load Decisions and quick early wins to build player momentum.
  • NEVER modify a shared Resource directly; strictly use duplicate() to avoid unintentionally updating every building of that type.
  • NEVER tie simulation logic to the visual framerate; strictly use _physics_process() or delta accumulators for deterministic simulation results.
Performance & Threading
  • NEVER update UI labels every frame; strictly use Event-Driven Signals to refresh UI ONLY when the underlying data changes.
  • NEVER run heavy economic loops synchronously; strictly use WorkerThreadPool to offload complex calculations and prevent UI stutters.
  • NEVER store massive resource data as Nodes; strictly use RefCounted or Data Resources to avoid the memory/CPU overhead of the SceneTree.
  • NEVER ignore OS.low_processor_usage_mode; strictly enable it for stationary management screens to save massive CPU/Battery life.
  • NEVER manipulate the SceneTree from background threads; strictly use call_deferred() for thread-safe UI updates.
  • NEVER parse large JSON save files on the main thread; strictly use Threaded Serialization or optimized binary .res formats.
  • NEVER use standard equality (==) for needs; strictly use is_equal_approx() to prevent floating-point jitter failures in logic gates.

🛠 Expert Components (scripts/)

MANDATORY reads before implementing the matching system:

  1. tycoon_economy.gd — integer cents / discrete stocks
  2. sim_tick_manager.gd — _physics_process tick accumulator
  3. simulation_tick_controller.gd — speed / pause control surface
Original Expert Patterns
Modular Components

Core Loop

  1. Place/build → 2. Tick economy → 3. Read income vs expense → 4. Unlock / expand → 5. Optimize logistics

Decision Trees

Currency & time (must match NEVER)
NeedAction
Money / walletsMANDATORY tycoon_economy.gd — integer cents, never float primary
Sim clockMANDATORY sim_tick_manager.gd — accumulator on _physics_process
Speed UIsimulation_tick_controller.gd
Tick rate vs UI vs threads
Entity / loadStrategy
< ~200 entitiesTick signal → direct update; UI via resource_changed only
Hundreds of agentsRotate pools per tick; npc_schedule_agent.gd
Heavy graph / path logisticsOffload with WorkerThreadPool; call_deferred UI — see simulation_patterns.gd / economy_graph_manager.gd
Stationary management screensEnable OS.low_processor_usage_mode

Do not re-inline TycoonEconomy / SimulationTime / Worker tutorials — load the scripts.

Skill Chain

PhaseSkillsPurpose
1. Dataresources, godot-economy-systemStocks / sinks
2. Timetick managerDeterministic hours
3. Agentsschedules / navNPCs & logistics
4. PerfWorkerThreadPoolHeavy ticks
5. Balancegodot-monte-carlo-balancerBankruptcy / growth bands

Common Pitfalls

PitfallSolution
Float moneyInteger cents in tycoon_economy
_process sim stepPhysics accumulator tick manager
UI every frameSignal on resource_changed only

Deep recipes (on demand)

TopicReference / script
Economy & walletseconomy-design.md + tycoon_economy.gd
Sim clock / speedtime-system.md + sim_tick_manager.gd
Workers & facilitiesentity-management.md + npc_schedule_agent.gd
Demand & customerscustomer-demand.md
Feedback & dashboardsfeedback-systems.md
Unlock progressionprogression-unlocks.md
Production graphs / CSV bakeelite-technical-patterns.md + simulation_patterns.gd

Reference

Progressive disclosure: open Official Documentation links only when researching a specific API; load Related Skills when routing to a peer domain — do not preload the whole lattice.

Show full SKILL.md (382 more words)Show less
Official Documentation
  • Idle and physics processing — Simulation clocks and economy ticks must accumulate with delta (or a dedicated tick), never frame-count assumptions.
  • Using signals — Emit resource/tick changes so dashboards refresh only when wallets or hours actually change.
  • Resources — Recipes, facilities, and unlock tables belong as .tres Resources so designers retune chains without code edits.
  • GDScript exports — @export build costs, wages, and growth bases so balance sheets stay Inspector-driven.
  • Saving games — Persist stocks, day/hour, unlocks, and facility graphs so long management sessions survive restarts.
  • Data paths — Keep large binary/JSON sim saves under user:// across platforms.
  • Using multiple threads — Heavy production-graph and upkeep passes belong on WorkerThreadPool, not the main-thread UI loop.
  • Thread-safe APIs — Marshaling sim results to Labels/Tree requires call_deferred / main-thread SceneTree rules.
  • WorkerThreadPool — API for batching economy ticks without blocking manager screens.
  • OS — Enable OS.low_processor_usage_mode on stationary management UIs to cut CPU/battery burn.
  • AStarGrid2D — Grid logistics and worker paths on factory floors without manually wiring AStar points.
  • Using NavigationServers — Direct NavigationServer3D.map_get_path queries for schedule-driven NPCs without per-agent node overhead.
Prerequisites
  • godot-project-foundations — Autoloads, Resources, and scene structure before building tick managers and economy graphs.
  • godot-gdscript-mastery — Typed Dictionaries, signals, is_equal_approx, and fixed-point-safe math for currency and needs.
  • godot-resource-data-patterns — Production recipes and unlock tables should be Resource-first .tres assets, not hard-coded Node trees.
  • godot-signal-architecture — Tick and resource_changed buses must drive UI without Labels mutating the simulation wallet.
Complements
  • godot-economy-system — Soft-currency wallets, sinks, and transaction ledgers that compose with tycoon multi-resource stocks.
  • godot-save-load-systems — Versioned serialization for large world states, binary store_var, and threaded save/load.
  • godot-navigation-pathfinding — NavigationServer / grid pathing for worker jobs and schedule agents after the tick clock exists.
  • godot-performance-optimization — Entity batching, low-processor mode, and thread offload budgets for 1000+ sim entities.
  • godot-autoload-architecture — TimeManager / Economy autoloads that survive scene reloads need clear ownership rules.
  • godot-ui-containers — Income/expense dashboards and facility lists are Tree/VBoxContainer layouts bound to throttled signals.
Downstream / consumers
  • godot-monte-carlo-balancer — After cost curves, production yields, and CSV→.tres balance sheets exist, Monte Carlo career sims prove minutes-to-milestone and bankruptcy bands before shipping growth factors.
  • godot-genre-idle-clicker — Offline catch-up and prestige loops reuse tick + integer-currency patterns from management sims.
  • godot-genre-rts — Build-order economies and worker logistics consume the same tick/graph and pathfinding primitives at combat scale.
Master
  • godot-master — Library router and mirrored module entry; use when discovering peer skills or syncing shared script mirrors after Domain Skill edits.

© thedivergentai, LGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 22 other files (scripts, references) in skills/godot-genre-simulation of thedivergentai/GD-Agentic-Skills.

  • SKILL.md
  • references/common-pitfalls.md
  • references/customer-demand.md
  • references/economy-design.md
  • references/elite-technical-patterns.md
  • references/entity-management.md
  • references/feedback-systems.md
  • references/godot-tips.md
  • references/migration-notes.md
  • references/progression-unlocks.md
  • references/time-system.md
  • scripts/customer_simulation.gd
  • scripts/economy_graph_manager.gd
  • scripts/facility.gd
  • scripts/npc_schedule_agent.gd
  • scripts/resource_flow_visualizer.gd
  • scripts/sim_tick_manager.gd
  • scripts/simulation_patterns.gd
  • scripts/simulation_tick_controller.gd
  • … and 4 more

Open the folder on GitHubat commit 4c4d0ff

Compare with similar skills

Godot Genre Simulation next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Godot Genre Simulation compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Godot Genre Simulation this skillthedivergentai/GD-Agentic-Skills821—~3.1kAutomated safety check: PassLGPL-3.0
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Godot UI Integrationzimo-xiao-zheng/godot-ui-integration285—~1.5kAutomated safety check: PassMIT
Godot Wechat Minigame Adaptergodothub/godot-minigame187—~1.5kAutomated safety check: PassMIT
AI Game Art Pipelineybuild-ai/ai-game-art-pipeline-skill297—~1.1kAutomated safety check: PassMIT

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Works with

Questions about Godot Genre Simulation

What does Godot Genre Simulation do?

Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation…. Godot Genre Simulation is an agent skill from thedivergentai/GD-Agentic-Skills. Expert blueprint for simulation and tycoon games (SimCity, RollerCoaster Tycoon, Factorio, Two Point Hospital) covering economy management, time progression, interconnected systems, NPC simulation, and feedback loops.

When should I use Godot Genre Simulation?

Godot Genre Simulation fits situations like: building management sims; resource optimization games.

How do I install Godot Genre Simulation in Claude Code?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-simulation -a claude-code`. Or copy the skill folder (skills/godot-genre-simulation in thedivergentai/GD-Agentic-Skills) into .claude/skills/godot-genre-simulation in your project. Claude Code loads it when a task matches its description.

How do I install Godot Genre Simulation in Codex?

Run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-simulation -a codex`. Or copy the skill folder (skills/godot-genre-simulation in thedivergentai/GD-Agentic-Skills) into .agents/skills/godot-genre-simulation in your project. Codex loads it when a task matches its description.

Can I use Godot Genre Simulation in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add thedivergentai/GD-Agentic-Skills --skill godot-genre-simulation -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/godot-genre-simulation, .gemini/skills/godot-genre-simulation, .github/skills/godot-genre-simulation and .opencode/skills/godot-genre-simulation in your project.

What does Godot Genre Simulation need to run?

SKILL.md names no scripts, command-line tools or credentials: Godot Genre Simulation is instructions for the agent only.

Does Godot Genre Simulation access the network?

SKILL.md names 1 domain. As links in the text: docs.godotengine.org. This is read from the text; nothing was executed.

Is Godot Genre Simulation safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Godot Genre Simulation use?

Godot Genre Simulation is published under the LGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Godot Genre Simulation use?

About 3.1k tokens (SKILL.md is roughly 13k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3.6k tokens, read only when the agent opens those files.

What are the alternatives to Godot Genre Simulation?

Skills that share tags, products or a category with Godot Genre Simulation: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars), Godot UI Integration (zimo-xiao-zheng/godot-ui-integration, 285 stars) and Godot Wechat Minigame Adapter (godothub/godot-minigame, 187 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Godot Genre Simulation?

thedivergentai (a GitHub user) maintains it in thedivergentai/GD-Agentic-Skills, which has 821 GitHub stars. The repository holds 98 skills in this directory. The repository was last updated on September 9, 2026.

Source: thedivergentai/GD-Agentic-Skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.