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To achieve 1 star a game must have at least 1 persistant industrial function (production or service) and at least 1 designated financial instrument that players can utilize. Both the industrial and financial mechanics must be dynamic with the in-game economy. Furthermore, a game will achieve additional stars based on how many bonus mechanics the game has that are also dynamic with the game economy (a game with all 6 mechanics will have 5 stars and a game with only the 2 essential mechanics will have 1 star).

ESSENTIAL MECHANICS
industry
This includes any process regarding production or service a player can partake in during the game that is not financial or social in nature. Some common examples of these are gameplay of manufacturing and construction, hunting and gathering, transportation, management of real estate, farming and fishing, mining and logging, dealing insurance, developing technology, and healthcare. This mechanic can also be abstract in nature, but requires more than random process.
finance
A game qualifies for this standard if the game features 1 or more of the 3 following:

1. Debt: players or entities can provide a dynamic debt not based on an arbitrary function, meaning the source of the debt needs to be directly tied dynamically to the game (in other words not a static pool that players or entities can simply "borrow" from). Examples of debt are loans through banking, debt securities such as bonds, or perceived debt from provisions in a gift economy.

2. Shares of stock (or type of equity security): entities can raise investment by selling shares in a permanent enterprise or temporary endeavor. Shares of stock often have different variables, but they usually have the ability to be traded, offer dividend payments on revenue or profits, have a price based on performance, or voting rights regarding administration (these are often simulated in games by allowing the player or entitity with the most shares of stock in an entity to decide who manages that entity, therefore allowing company takeovers).

3. Currency that may dynamically fluctuate in value that can be minted or printed, or has denominations: static currency defined by the game designer does not count, and items that can coincidentally be used by players as money do not count unless they meet the demands stated. Printed currency can be defined either as fiat currency, commodity currency, or representative money. Games that meet these criteria will often allow players to create their own unique types of currency.

BONUS MECHANICS
ecosystem
Game must have a separate ecosystem that is dynamic with the game economy. This means that industrial or other actions regarding other designated mechanics must have influence on the ecoystem, and that the ecosystem is dynamic within itself over a passage of time (can also be indirectly triggered by player participation). A world where a player can terraform or deplete resources is not sufficient unless the above conditions are also met.
force
This mechanic must allow players to influence or control an essential or bonus mechanic by use of crime or combat. The mechanism that enables these features must also be dynamically linked with othether mechanics.
society
Game populations or characters must have attributes or behaviors that can influence or be changed by mechanisms that interact with the game economy.
sovereignty
A game is considered to have this functionality if 1. Instruments such as taxes (including tribute and tariffs), property zoning, and government regulations can be implemented that can dynamically impact the game economy and 2. There is a distinction between sovereign status and other ownership over territory.

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