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).
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.
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