Resource allocation is an interesting concept, to be sure. We have had this on our roleplay cluster for some time, via a "for something to happen here, it has to actually happen here" thing - which does have its limitations but might be an interesting model for anyone looking at user behavior in situations where there are limited resources. If anyone is actively (or passively) working in this area, or wants to dialog about it in depth, please do send me an IM and I will be happy to go into greater detail about how it was implemented, how it works, problems, pitfalls. The short form here is that for a certain subset of the population, this "having to earn credits (a physical object with no L$ value ) to buy things from each other" and "building a roleplay business by developing and using strategy and fostering relationships (or not)" seems to provide a viable way for people to learn how real-world interactions can make or break an organization (among other lessons). I don't know if any of the lessons learned would be of use in modeling some sort of actual in-world "limited resource" model, but they might.