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

parts

12 mechanics, as EVE Online does them

core · 5

risk & failure

Loss on death

A destroyed ship and its fittings are gone for good, part of its cargo and modules drops in a lootable wreck, and ship insurance pays back part of the hull's value.

multiplayer & persistence

Persistent shared world

One shared universe on the Tranquility server holds more than 5,000 stargate-linked systems plus about 2,500 wormhole systems; system security from 1.0 to -1.0 sets whether CONCORD police destroy aggressors.

multiplayer & persistence

Player organizations

Corporations led by a CEO assign roles, tax members, declare wars for a weekly fee, and join alliances that claim sovereignty over null-sec systems.

economy & finance

Player-driven markets

Players gather raw materials and manufacture nearly all ships and modules, then trade them in a supply-and-demand market with price history charts, where manipulation such as ramping and bear raids is possible.

multiplayer & persistence

PvP security zones

Each system's security from 1.0 to -1.0 decides whether CONCORD police destroy aggressors; high-sec deters player attacks, low- and null-sec leave them to players, and the riskier zones hold the richer activities.

supporting · 7

agents & behavior

Agent skills

Skills have prerequisites, and capital-ship skills take several times longer to train than frigate skills.

governance & policy

Elections

Players elect the Council of Stellar Management, which carries requests to CCP; the first election in 2008 had 66 candidates for nine seats.

space & construction

Modular assembly

Ships are fitted with modules in high, mid, and low slots plus semi-permanent rigs.

resources & production

Production chains

Blueprints turn gathered materials into ships and modules.

time & pacing

Real-time clock

Skills train in real time, including while logged off, from a queue of up to 50 skills.

social relations

Reputation

Unprovoked aggression in secure space costs security status and draws police response.

resources & production

Resource extraction

Players mine asteroids and salvage wrecks for materials.

core loop

train skills in real time -> mine, salvage, or run missions for materials and ISK -> manufacture or buy ships and modules on the player market -> fit ships and fly into space of a chosen security level -> lose ships in combat and replace them -> corporations and alliances fight over sovereignty

design notes

EVE keeps one economy for all players: nearly everything is player-made and ship losses are permanent, so wars create manufacturing demand. Risk and reward are tied to space security, with the most profitable activities in low-sec and null-sec, where the NPC police do not destroy aggressors. CCP hired an economist in 2007 to oversee the economy. Security-graded zones and permanent asset loss on destruction are not yet mechanics in the taxonomy (proposals pvp-security-zones, loss-on-death).

appears in

the paper, 4 sections · 6 chapters · 2 episodes
paper

1. Introduction

linked in this section of the paper

paper
paper

3. The catalog

linked in this section of the paper

paper
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
ch 3

Chapter 3. Old parts

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book
ch 5
book
ch 6

Chapter 6. Five ceilings

linked from the text

book
ch 9

Chapter 9. Vacant lots

named in the text

book
ch 11

Chapter 11. What breaks

linked from the text

book
ep 2

Where the parts came from

on screen at 4:38 after 2000

episode
ep 4

Why deep systems are hard to read

on screen at 3:02 rules you can read

episode

relations

2 stored edges
influenced by
influenced by

sources

1
Wikipedia contributors (2026). Eve Online. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog
2026-10-25
reviewed2026-10-25-store-ids-pilotcatalog