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

parts

12 mechanics, as Offworld Trading Company does them

core · 5

economy & finance

Equity and buyouts

Players buy shares in rival companies and win by holding a majority of every company; debt lowers stock price, and buying back one's own stock raises buyout cost.

resources & production

Production chains

Steel mills, glass kilns, electronics factories, greenhouses, and hydrolysis reactors turn raw resources into higher-value goods and life support.

resources & production

Resource extraction

Extractors on claimed hex tiles mine water, aluminum, iron, silicon, and carbon at rates set by tile richness.

economy & finance

Rival firms

Up to eight companies, AI or human, compete in one market and attack each other through black market sabotage such as nukes, EMPs, and mutinies.

economy & finance

Supply-demand pricing

Each of 13 resources has a market price that falls when players sell and rises when they buy, with shortages and gluts driving rapid swings.

supporting · 7

economy & finance

Auctions

Some resource tiles and patents are sold by auction.

space & construction

Building placement

resources & production

Goods consumption

Each HQ consumes life support resources such as water, food, oxygen, and power, which must be produced or bought.

economy & finance

Loans and debt

Companies can run into debt, which depresses their share price.

world generation

Procedural terrain

Each match generates a new Martian map, so resource layouts and claims differ.

progression & goals

Tech tree

Patents and HQ upgrades unlock buildings and bonuses.

core loop

land an HQ -> claim tiles and build extractors -> refine resources into goods -> sell into a market whose prices move with each trade -> buy black market sabotage and stock -> buy out every rival

design notes

Soren Johnson replaced combat with a shared market: 13 resources trade at prices that move with every purchase and sale, so selling a large stockpile drives the price down and one player's bulk purchases create openings for others. Black market items such as nukes, EMPs, and mutinies act through the economy, and each purchase raises the price of the next one. Victory comes from equity: players buy shares in rivals until they hold a majority of every company, and buying back one's own shares makes a takeover more expensive. Johnson names M.U.L.E. and Railroad Tycoon as inspirations.

appears in

the paper, 2 sections · 1 chapter · 1 episode
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 4

Chapter 4. Families

linked from the text

book
ep 3

Families across genres

on screen at 4:44 series and descendants

episode

relations

2 stored edges
influenced by
influenced by

sources

4

provenance

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