To make this list 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 each other in the game. 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).

This includes any process regarding production or service a player can partake in during the game that is not financial or social in nature, and does not involve combat or crime. Some common examples industrial sectors are 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, but requires more than a random process.
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 an infinite pool that players or entities can simply "borrow" from). Examples of debt are loans through banking, debt securities such as bonds, or socioeconomic debt from provisions in a gift economy. Debt must have defined methods of repayment.

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 market value, or have 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: Static currency defined by the game designer does not count, and items that can coincidentally be used by players as a medium of exchange do not count unless they meet the demands stated. This means currency must have distinct features from other tradable commodities. Currency can be defined either as fiat currency, commodity currency, or representative money. Games that meet these criteria will often allow players to create (mint or print) their own unique types of currency. Value (inflation and deflation) can't be a result of strictly supply and demand of other goods or services, but also as the result of the amount of or other dynamic attributes behind the currency itself.

Game must have an ecosystem that is dynamic with the game economy. This means that industrial or other actions regarding other designated mechanics must have influence on the attributes of the ecoystem, and that the ecosystem is dynamic within itself over a passage of time (or player and entity actions). A world where a player can terraform or deplete resources is not sufficient unless the previous conditions are also met.
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 be dynamically linked with other aspects of the game. This mechanic must also be distinct from other processes, and have some sort of spatial dimension. In other words, it can't simply be another random process added on to other mechanics.
Game populations or characters must have attributes or behaviors that can influence or be changed by mechanisms that interact with the game economy. This doesn't include a mechanic that simply involves a player or entity changing the attribute of an entity through some action, and then this entity statically providing a different output. But social entity must dynamically influence other entities.
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 or 2. There is a distinction between sovereign status and ownership over territory or property.

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