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counter-insurgency-reward-system

Use when designing military incentive structures to motivate troops and encourage enemy defections. Establishes tiered rewards by enemy rank (大将 to 千石), defection incentives for surrendering units, and multiplier systems for credible payouts.

68

Quality

83%

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SKILL.md
Quality
Evals
Security

Quality

Content

78%Weight 40%Scale 1-5

Reviews the quality of instructions and guidance provided to agents. Good implementation is clear, handles edge cases, and produces reliable results.

A well-structured, actionable instruction-only skill with clear sequencing and a verification section. The main gap is the absence of an explicit validate-and-retry feedback loop, which would lift workflow clarity.

Suggestions

Add an explicit feedback loop to the Verification section (e.g., 'If a tier is missing or a funding source is undeclared, revise the reward table and re-verify') to earn a workflow_clarity of 5.

Tighten the Overview and Expected Outcomes sections to remove restatement of what the Steps already convey, improving conciseness.

For actionability, consider adding a concrete example of the proportional scaling rule for defections (e.g., a sample calculation for a 5,000-man surrender) so the scaling guidance is unambiguous.

DimensionReasoningScore

Conciseness

The body is mostly lean lists and tier tables that assume Claude's competence; the Overview sentence and Expected Outcomes add light restatement that could be trimmed, but no concept-explanation padding.

4 / 5

Actionability

Provides concrete, specific guidance — exact amounts ('5000 jin gold, 10,000 household fief'), explicit multipliers ('Double standard military regulations'), and graduated scaling — though as a design framework it stops short of copy-paste-ready procedure.

4 / 5

Workflow Clarity

Steps 1–5 are clearly sequenced and a Verification section provides explicit checkpoints, but it lacks an error-recovery feedback loop (validate → fix → retry), which keeps it below a 5.

4 / 5

Progressive Disclosure

Under 50 lines with no external references and no bundle files; sections (Overview, Steps, Decision Points, Expected Outcomes, Verification) are well-organized, satisfying the simple-skill exception.

5 / 5

Total

17

/

20

Passed

Description

87%Weight 40%Scale 1-5

Based on the skill's description, can an agent find and select it at the right time? Clear, specific descriptions lead to better discovery.

A strong, specific description that clearly states both capability and trigger conditions with concrete domain language. Minor room to broaden trigger-term synonyms, but it avoids vagueness and over-claims entirely.

DimensionReasoningScore

Specificity

Names several concrete actions — 'tiered rewards by enemy rank (大将 to 千石)', 'defection incentives for surrendering units', 'multiplier systems for credible payouts' — with minor coverage gaps rather than full enumeration.

4 / 5

Completeness

Explicitly answers both what ('Establishes tiered rewards..., defection incentives..., and multiplier systems...') and when ('Use when designing military incentive structures to motivate troops and encourage enemy defections') with concrete trigger phrases.

5 / 5

Trigger Term Quality

Natural trigger phrases like 'designing military incentive structures', 'motivate troops', and 'encourage enemy defections' are present and user-plausible, though a few synonymous phrasings are missing.

4 / 5

Distinctiveness Conflict Risk

Occupies a clear niche (counter-insurgency reward design) with distinct, domain-specific triggers and minimal overlap risk with other skills.

5 / 5

Total

18

/

20

Passed

Validation

100%

Checks the skill against the spec for correct structure and formatting. All validation checks must pass before discovery and implementation can be scored.

Validation16 / 16 Passed

Validation for skill structure

No warnings or errors.

Repository
baojie/shiji-kb
Reviewed

Table of Contents

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