one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

13 mechanics, as Capitalism does them

core · 4

space & construction

Building placement

Each firm is a grid of internal units placed and linked by the player; layout decides what flows where.

economy & finance

Customer value choice

City consumers pick among stores by price, product quality, and brand; each department store stocks up to four items.

resources & production

Production chains

Factories turn purchased inputs into products through linked manufacturing units; farms, mines, oil wells, and logging camps supply raw materials.

economy & finance

Rival firms

AI corporations with aggressive to conservative management styles compete in the same cities for market share.

supporting · 9

economy & finance

Advertising and awareness

Advertising units inside firms spend money to raise a product's brand rating, which customers weigh with price and quality when choosing among stores.

control & automation

Blueprints

A layout plan library saves and reuses firm unit layouts.

control & automation

Delegation to AI managers

Hired presidents can run divisions day to day.

economy & finance

Equity and buyouts

An optional stock market lets the player buy shares, take over rivals, or be bought out.

resources & production

Quality tiers

Product quality comes from input quality and technology level and drives demand and price.

resources & production

Resource extraction

Mines, oil wells, farms, and logging camps produce raw materials.

progression & goals

Scenario objectives

Seventeen scenarios set goals such as market-share dominance within a time limit.

progression & goals

Tech tree

R&D centers run projects from six months to ten years that raise technology and unlock new products.

core loop

buy land and place a firm -> lay out its internal units -> link purchasing, manufacturing, and sales units into supply chains -> set prices and advertising -> compete for market share on price, quality, and brand -> reinvest, research, or trade stock

design notes

Trevor Chan's Capitalism models a firm as a small grid of internal units (purchasing, manufacturing, sales, advertising) that the player wires together, so every factory, farm, mine, and store is a layout and logistics puzzle inside a market model. Retail is the main income source: each department store sells up to four products, and customers weigh price, product quality, and brand against competing stores. R&D centers raise product quality over projects lasting from six months to ten years, and AI rivals can be set from aggressive to conservative. An optional stock market allows takeovers, and hired presidents can run divisions. Advertising spend that builds brand awareness has no mechanic in the taxonomy (proposed as advertising-awareness).

appears in

the paper, 2 sections
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book

sources

1
Wikipedia contributors (2026). Capitalism (video game). Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gecatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance