mechanics 199 records
Mechanics
Every mechanic as its icon, grouped by family and ordered by how many games use it. The table below holds every score: rubric anchors from 1 to 5, and exposure, the maturity-weighted reach of the technique set.
Economy & finance · 19 mechanics
178 uses across the catalogTreasury and budget
29 games1973Contracts and orders
17 games1994Staff hiring and rosters
17 games1994Trade routes
17 games1984Loans and debt
14 games1990Taxation
14 games1989Supply-demand pricing
10 games1983Customer value choice
8 games1973Rival firms
8 games1983Advertising and awareness
7 games1973Labor market
5 games1998Land value
5 games1989Player-driven markets
5 games2003Auctions
4 games1983Equity and buyouts
4 games1990Negotiation
4 games1994Product development
4 games1997RCI demand
4 games1989Delivery-time payment
2 games1990
Agents & behavior · 16 mechanics
178 uses across the catalogAgent skills
35 games1993Needs decay
31 games1985Personality traits
26 games1985Utility action selection
18 games1994Memories and thoughts
11 games1999Agent pathfinding
9 games1994Daily schedules
8 games1985Mood and breakdowns
8 games2006Crowd preferences
6 games1994Work priorities
6 games1991Creature learning
5 games1995Smart objects
4 games2000Aspirations and wants
3 games2004Attribute-driven match engine
3 games1999Autonomy levels
3 games2000Stress accumulation
2 games2006
Logistics & networks · 14 mechanics
86 uses across the catalogFluid pipe networks
12 games1993Service coverage
11 games1989Vehicle routes and schedules
10 games1990Conveyor transport
9 games2013Road networks
8 games1991Service queues
7 games1994Traffic congestion
6 games1989Hauling jobs
5 games2006Public transit lines
5 games2003Rail signaling
5 games1990Request-provider logistics
2 games2013Supply lines
2 games2016Travel mode choice
2 games2015Walker service delivery
2 games1998
Resources & production · 14 mechanics
203 uses across the catalogProduction chains
38 games1983Resource extraction
29 games1982Crop cultivation
25 games1968Power grid
22 games1989Storage and buffers
19 games1998Hand crafting
18 games1997Goods consumption
17 games1968Spoilage
10 games1968Renewable regrowth
6 games2012Deposit depletion
5 games1994Machine boosting
5 games2013Quality tiers
4 games1995Byproducts and waste
3 games2017Power allocation
2 games2012
Physics & materials · 12 mechanics
68 uses across the catalogRigid-body physics
13 games1993Fluid and gas simulation
11 games2006Heat transfer
9 games2006Vehicle dynamics
9 games1997Material interactions
8 games1993Flight aerodynamics
5 games1995Projectile ballistics
4 games2005Falling-sand materials
2 games2008Orbital mechanics
2 games2008Terrain deformation
2 games2020Voxel destruction
2 games2013Soft-body deformation
1 games2013
Space & construction · 12 mechanics
183 uses across the catalogBuilding placement
77 games1970Modular assembly
27 games1993Terraforming
19 games1989Decoration and beauty
11 games1998Zoning
10 games1989Vertical layers
9 games1991Design performance rating
8 games1999Room recognition
6 games2006Structural integrity
5 games2015Track laying
5 games1990Adjacency scoring
4 games1983Procedural build assist
2 games2020
Control & automation · 11 mechanics
120 uses across the catalogDirect avatar control
32 games1983Unit commands
18 games1982Embodied skill control
14 games1984Signal circuits
12 games1993Blueprints
11 games1995Player programming
10 games2003Delegation to AI managers
7 games1995Designation orders
5 games2006God powers
5 games1989Execution budget
4 games2014Programming by demonstration
2 games2019
Environment & ecology · 10 mechanics
123 uses across the catalog
Information & legibility · 10 mechanics
50 uses across the catalog
Governance & policy · 9 mechanics
64 uses across the catalog
Population & lineage · 9 mechanics
63 uses across the catalog
Risk & failure · 9 mechanics
89 uses across the catalog
Progression & goals · 8 mechanics
140 uses across the catalog
Social relations · 8 mechanics
94 uses across the catalog
Multiplayer & persistence · 7 mechanics
99 uses across the catalog
Biology & health · 6 mechanics
41 uses across the catalog
Narrative & generation · 6 mechanics
39 uses across the catalog
Time & pacing · 6 mechanics
122 uses across the catalog
Conflict & defense · 5 mechanics
37 uses across the catalog
Operation & procedure · 4 mechanics
13 uses across the catalog
World generation · 4 mechanics
33 uses across the catalogplain-text twin · 199 rows, sortable
| name | family | games | first seen | maturity | legibility | emergence | ai leverage | exposure |
|---|---|---|---|---|---|---|---|---|
| Pause and speed control | Time & pacing | 83 | 1970 | Classic | 5 | 1 | 2 | 0 |
| Building placement | Space & construction | 77 | 1970 | Classic | 4 | 3 | 2 | 0 |
| Modding API | Multiplayer & persistence | 55 | 1995 | Classic | 3 | 3 | 4 | 0 |
| Tech tree | Progression & goals | 43 | 1991 | Classic | 4 | 2 | 3 | 0.3 |
| Scenario objectives | Progression & goals | 40 | 1989 | Classic | 4 | 2 | 3 | 1.3 |
| Production chains | Resources & production | 38 | 1983 | Classic | 3 | 3 | 3 | 0 |
| Agent skills | Agents & behavior | 35 | 1993 | Classic | 4 | 3 | 2 | 0.25 |
| Direct avatar control | Control & automation | 32 | 1983 | Classic | 5 | 2 | 3 | 2.75 |
| Needs decay | Agents & behavior | 31 | 1985 | Classic | 4 | 3 | 3 | 0 |
| Resource extraction | Resources & production | 29 | 1982 | Classic | 5 | 2 | 1 | 0 |
| Treasury and budget | Economy & finance | 29 | 1973 | Classic | 4 | 3 | 2 | 0 |
| Modular assembly | Space & construction | 27 | 1993 | Established | 3 | 4 | 4 | 1.35 |
| Weather | Environment & ecology | 27 | 1971 | Classic | 4 | 3 | 2 | 0.688 |
| Personality traits | Agents & behavior | 26 | 1985 | Classic | 4 | 3 | 3 | 0.188 |
| Crop cultivation | Resources & production | 25 | 1968 | Classic | 4 | 3 | 2 | 0 |
| Content sharing | Multiplayer & persistence | 24 | 1993 | Established | 5 | 3 | 3 | 0.5 |
| Milestone unlocks | Progression & goals | 24 | 1984 | Established | 5 | 1 | 2 | 0.3 |
| Lifecycle and aging | Population & lineage | 23 | 1991 | Classic | 4 | 4 | 2 | 0 |
| Reputation | Social relations | 23 | 1984 | Classic | 4 | 3 | 3 | 0.188 |
| Power grid | Resources & production | 22 | 1989 | Classic | 4 | 3 | 2 | 0 |
| Permadeath | Risk & failure | 21 | 1971 | Classic | 5 | 3 | 2 | 0 |
| Relationship values | Social relations | 21 | 1996 | Classic | 4 | 4 | 3 | 0.75 |
| Day-night cycle | Environment & ecology | 20 | 1995 | Classic | 5 | 2 | 2 | 0.75 |
| Procedural terrain | World generation | 20 | 1984 | Classic | 4 | 3 | 4 | 4.188 |
| Wear and breakdown | Risk & failure | 20 | 1994 | Classic | 4 | 3 | 2 | 0 |
| Random disasters | Risk & failure | 19 | 1968 | Classic | 4 | 3 | 2 | 0.188 |
| Storage and buffers | Resources & production | 19 | 1998 | Classic | 4 | 2 | 1 | 0 |
| Terraforming | Space & construction | 19 | 1989 | Classic | 4 | 3 | 3 | 0 |
| Fire spread | Environment & ecology | 18 | 1989 | Classic | 4 | 4 | 2 | 0 |
| Hand crafting | Resources & production | 18 | 1997 | Classic | 4 | 2 | 4 | 0.75 |
| Unit commands | Control & automation | 18 | 1982 | Classic | 4 | 2 | 3 | 1.562 |
| Utility action selection | Agents & behavior | 18 | 1994 | Classic | 3 | 3 | 4 | 2.95 |
| Contracts and orders | Economy & finance | 17 | 1994 | Classic | 4 | 2 | 3 | 0 |
| Goods consumption | Resources & production | 17 | 1968 | Classic | 3 | 3 | 2 | 0 |
| Staff hiring and rosters | Economy & finance | 17 | 1994 | Classic | 4 | 3 | 3 | 0 |
| Trade routes | Economy & finance | 17 | 1984 | Classic | 3 | 3 | 2 | 0 |
| Triggered event chains | Narrative & generation | 17 | 1993 | Classic | 3 | 3 | 4 | 1.05 |
| Seasons | Environment & ecology | 16 | 1996 | Classic | 4 | 2 | 2 | 0 |
| Faction diplomacy | Social relations | 15 | 1985 | Classic | 3 | 4 | 4 | 0.812 |
| Policy toggles | Governance & policy | 15 | 1991 | Classic | 4 | 2 | 3 | 0.6 |
| Raid defense | Conflict & defense | 15 | 1998 | Established | 4 | 4 | 3 | 0 |
| Embodied skill control | Control & automation | 14 | 1984 | Classic | 3 | 3 | 3 | 1.9 |
| Loans and debt | Economy & finance | 14 | 1990 | Classic | 4 | 2 | 2 | 0 |
| Taxation | Economy & finance | 14 | 1989 | Classic | 4 | 2 | 2 | 0.188 |
| Career ladder | Progression & goals | 13 | 1993 | Classic | 4 | 2 | 3 | 0.3 |
| Fog of war | Information & legibility | 13 | 1991 | Classic | 4 | 3 | 3 | 0.188 |
| Population strata | Population & lineage | 13 | 1991 | Established | 4 | 3 | 2 | 0 |
| Rigid-body physics | Physics & materials | 13 | 1993 | Classic | 4 | 4 | 3 | 2.788 |
| Survival meters | Biology & health | 13 | 1971 | Classic | 4 | 3 | 2 | 0 |
| Fluid pipe networks | Logistics & networks | 12 | 1993 | Established | 3 | 3 | 3 | 0 |
| Habitat suitability | Environment & ecology | 12 | 1989 | Established | 4 | 2 | 2 | 0 |
| Romance and family | Social relations | 12 | 1996 | Classic | 4 | 4 | 4 | 0 |
| Signal circuits | Control & automation | 12 | 1993 | Established | 3 | 3 | 3 | 0 |
| Stability and unrest | Governance & policy | 12 | 1982 | Classic | 3 | 4 | 3 | 0 |
| Turn structure | Time & pacing | 12 | 1968 | Classic | 5 | 1 | 1 | 0.2 |
| Blueprints | Control & automation | 11 | 1995 | Established | 5 | 2 | 4 | 0 |
| Decoration and beauty | Space & construction | 11 | 1998 | Classic | 3 | 2 | 3 | 1.375 |
| Fluid and gas simulation | Physics & materials | 11 | 2006 | Established | 3 | 4 | 4 | 0.2 |
| Memories and thoughts | Agents & behavior | 11 | 1999 | Established | 4 | 4 | 4 | 1.812 |
| Natural-language interaction | Social relations | 11 | 1985 | Established | 2 | 4 | 5 | 2.175 |
| Service coverage | Logistics & networks | 11 | 1989 | Classic | 3 | 3 | 2 | 0 |
| Citizen satisfaction | Governance & policy | 10 | 1982 | Classic | 3 | 3 | 3 | 0 |
| Contagion | Environment & ecology | 10 | 1996 | Established | 3 | 4 | 3 | 0.2 |
| Crisis countdown | Time & pacing | 10 | 2011 | Established | 4 | 2 | 3 | 0 |
| Player programming | Control & automation | 10 | 2003 | Established | 3 | 3 | 4 | 0.5 |
| Spoilage | Resources & production | 10 | 1968 | Established | 4 | 2 | 1 | 0 |
| Supply-demand pricing | Economy & finance | 10 | 1983 | Classic | 4 | 3 | 2 | 0.287 |
| Vehicle routes and schedules | Logistics & networks | 10 | 1990 | Classic | 4 | 3 | 2 | 0.1 |
| Zoning | Space & construction | 10 | 1989 | Classic | 3 | 4 | 3 | 0.375 |
| Adaptive threat scaling | Risk & failure | 9 | 2006 | Established | 2 | 3 | 3 | 0.775 |
| Agent pathfinding | Agents & behavior | 9 | 1994 | Classic | 4 | 3 | 2 | 1.25 |
| Animal husbandry | Biology & health | 9 | 1996 | Classic | 4 | 3 | 2 | 0 |
| Conveyor transport | Logistics & networks | 9 | 2013 | Established | 4 | 3 | 2 | 0 |
| Heat transfer | Physics & materials | 9 | 2006 | Established | 3 | 4 | 2 | 0 |
| Vehicle dynamics | Physics & materials | 9 | 1997 | Classic | 3 | 2 | 2 | 1.413 |
| Vertical layers | Space & construction | 9 | 1991 | Classic | 3 | 3 | 2 | 0 |
| Customer value choice | Economy & finance | 8 | 1973 | Classic | 3 | 3 | 3 | 0.25 |
| Daily schedules | Agents & behavior | 8 | 1985 | Classic | 4 | 3 | 4 | 0.75 |
| Design performance rating | Space & construction | 8 | 1999 | Established | 3 | 3 | 3 | 0.438 |
| Material interactions | Physics & materials | 8 | 1993 | Established | 4 | 4 | 4 | 0.938 |
| Mood and breakdowns | Agents & behavior | 8 | 2006 | Established | 3 | 4 | 3 | 0 |
| Real-time clock | Time & pacing | 8 | 1996 | Classic | 5 | 2 | 2 | 0 |
| Rival firms | Economy & finance | 8 | 1983 | Classic | 3 | 3 | 4 | 1.188 |
| Road networks | Logistics & networks | 8 | 1991 | Classic | 4 | 3 | 2 | 0 |
| Advertising and awareness | Economy & finance | 7 | 1973 | Classic | 3 | 2 | 2 | 0.188 |
| Collection goals | Progression & goals | 7 | 1997 | Classic | 5 | 1 | 2 | 0.75 |
| Creature care | Biology & health | 7 | 1985 | Classic | 4 | 2 | 4 | 0 |
| Delegation to AI managers | Control & automation | 7 | 1995 | Established | 3 | 3 | 4 | 1.062 |
| Dilemma cards | Narrative & generation | 7 | 2004 | Established | 4 | 2 | 4 | 0.225 |
| Elections | Governance & policy | 7 | 2003 | Established | 3 | 3 | 4 | 0.438 |
| Generative content on demand | Narrative & generation | 7 | 2019 | Emerging | 2 | 3 | 4 | 5.812 |
| Injury body model | Biology & health | 7 | 2006 | Established | 3 | 4 | 2 | 0.25 |
| Persistent shared world | Multiplayer & persistence | 7 | 1997 | Classic | 3 | 4 | 3 | 0.188 |
| Political capital | Governance & policy | 7 | 2013 | Established | 4 | 2 | 2 | 0 |
| Pollution spread | Environment & ecology | 7 | 1989 | Classic | 3 | 3 | 2 | 0.188 |
| Procedural characters | World generation | 7 | 1985 | Classic | 4 | 3 | 4 | 0.75 |
| Service queues | Logistics & networks | 7 | 1994 | Classic | 4 | 3 | 2 | 0.188 |
| Social exchanges | Social relations | 7 | 2000 | Established | 3 | 4 | 4 | 1.312 |
| Statistical combat resolution | Conflict & defense | 7 | 1991 | Classic | 3 | 3 | 2 | 0.3 |
| Stats dashboards | Information & legibility | 7 | 1992 | Classic | 4 | 1 | 3 | 0.3 |
| Trait inheritance | Population & lineage | 7 | 1992 | Established | 3 | 4 | 3 | 0.188 |
| Advisors | Information & legibility | 6 | 1968 | Classic | 4 | 1 | 4 | 1.125 |
| Crime and policing | Risk & failure | 6 | 1989 | Classic | 3 | 3 | 2 | 0 |
| Crowd preferences | Agents & behavior | 6 | 1994 | Classic | 3 | 3 | 3 | 0.375 |
| Interest groups | Governance & policy | 6 | 2013 | Established | 3 | 4 | 4 | 0.188 |
| Megaproject sink | Progression & goals | 6 | 1999 | Established | 4 | 2 | 2 | 0 |
| Procedural checklists | Operation & procedure | 6 | 1995 | Established | 3 | 2 | 3 | 0 |
| Renewable regrowth | Resources & production | 6 | 2012 | Established | 3 | 3 | 2 | 0 |
| Room recognition | Space & construction | 6 | 2006 | Established | 4 | 3 | 3 | 0 |
| Territorial control | Conflict & defense | 6 | 1991 | Classic | 3 | 4 | 2 | 0 |
| Traffic congestion | Logistics & networks | 6 | 1989 | Classic | 2 | 4 | 3 | 0.45 |
| Work priorities | Agents & behavior | 6 | 1991 | Established | 3 | 3 | 3 | 0 |
| Agent inspection | Information & legibility | 5 | 1996 | Classic | 4 | 1 | 3 | 0.75 |
| Creature learning | Agents & behavior | 5 | 1995 | Established | 2 | 4 | 4 | 0.625 |
| Daily action budget | Time & pacing | 5 | 1993 | Classic | 4 | 2 | 1 | 0 |
| Data overlays | Information & legibility | 5 | 1985 | Classic | 4 | 1 | 2 | 0 |
| Dated technology timeline | Progression & goals | 5 | 1990 | Classic | 4 | 2 | 2 | 0 |
| Deposit depletion | Resources & production | 5 | 1994 | Classic | 4 | 3 | 1 | 0 |
| Designation orders | Control & automation | 5 | 2006 | Classic | 4 | 3 | 3 | 0 |
| Flight aerodynamics | Physics & materials | 5 | 1995 | Classic | 3 | 2 | 3 | 0.188 |
| God powers | Control & automation | 5 | 1989 | Classic | 4 | 3 | 3 | 0.5 |
| Hauling jobs | Logistics & networks | 5 | 2006 | Classic | 3 | 3 | 2 | 0.1 |
| Labor market | Economy & finance | 5 | 1998 | Classic | 3 | 3 | 2 | 0.25 |
| Land value | Economy & finance | 5 | 1989 | Classic | 3 | 3 | 2 | 0 |
| Machine boosting | Resources & production | 5 | 2013 | Established | 3 | 2 | 2 | 0.1 |
| Planetary climate | Environment & ecology | 5 | 1990 | Established | 2 | 3 | 3 | 0.188 |
| Player organizations | Multiplayer & persistence | 5 | 1997 | Classic | 4 | 4 | 3 | 0 |
| Player-driven markets | Economy & finance | 5 | 2003 | Established | 3 | 4 | 3 | 0 |
| Public transit lines | Logistics & networks | 5 | 2003 | Established | 3 | 3 | 3 | 0 |
| Rail signaling | Logistics & networks | 5 | 1990 | Classic | 2 | 3 | 2 | 0 |
| Structural integrity | Space & construction | 5 | 2015 | Established | 3 | 4 | 3 | 0.188 |
| Subsystem damage | Risk & failure | 5 | 2008 | Established | 4 | 4 | 2 | 0 |
| Track laying | Space & construction | 5 | 1990 | Classic | 4 | 3 | 2 | 0 |
| War score and peace terms | Conflict & defense | 5 | 2013 | Established | 3 | 3 | 3 | 0.188 |
| Adjacency scoring | Space & construction | 4 | 1983 | Established | 4 | 2 | 2 | 0 |
| Asynchronous shared regions | Multiplayer & persistence | 4 | 2005 | Established | 3 | 3 | 2 | 0 |
| Auctions | Economy & finance | 4 | 1983 | Established | 4 | 3 | 3 | 0.25 |
| Corruption leakage | Governance & policy | 4 | 1991 | Established | 3 | 2 | 2 | 0 |
| Culture and religion conversion | Population & lineage | 4 | 2013 | Established | 3 | 4 | 3 | 0 |
| Equity and buyouts | Economy & finance | 4 | 1990 | Established | 3 | 3 | 2 | 0 |
| Execution budget | Control & automation | 4 | 2014 | Established | 3 | 2 | 3 | 0 |
| Food web | Environment & ecology | 4 | 1992 | Established | 2 | 4 | 3 | 0.1 |
| Hydrology | Environment & ecology | 4 | 1999 | Established | 3 | 4 | 3 | 0.1 |
| Immigration by attractiveness | Population & lineage | 4 | 2006 | Classic | 3 | 3 | 2 | 0 |
| Loss on death | Risk & failure | 4 | 1997 | Classic | 5 | 3 | 2 | 0 |
| Military operations | Conflict & defense | 4 | 2005 | Established | 2 | 4 | 3 | 0.938 |
| Negotiation | Economy & finance | 4 | 1994 | Classic | 3 | 2 | 4 | 0.625 |
| Periodic ticks | Time & pacing | 4 | 1982 | Classic | 4 | 1 | 1 | 0 |
| Product development | Economy & finance | 4 | 1997 | Established | 2 | 2 | 4 | 0 |
| Projectile ballistics | Physics & materials | 4 | 2005 | Classic | 3 | 3 | 2 | 0 |
| Quality tiers | Resources & production | 4 | 1995 | Established | 3 | 2 | 2 | 0 |
| RCI demand | Economy & finance | 4 | 1989 | Classic | 4 | 3 | 2 | 0 |
| Real-world data feeds | World generation | 4 | 2004 | Established | 4 | 2 | 4 | 0.562 |
| Scouting knowledge | Information & legibility | 4 | 1999 | Established | 3 | 3 | 3 | 0.188 |
| Smart objects | Agents & behavior | 4 | 2000 | Classic | 4 | 3 | 3 | 0.125 |
| Alerts feed | Information & legibility | 3 | 1985 | Classic | 4 | 1 | 3 | 0 |
| Aspirations and wants | Agents & behavior | 3 | 2004 | Established | 4 | 3 | 4 | 0.75 |
| Attribute-driven match engine | Agents & behavior | 3 | 1999 | Classic | 2 | 3 | 3 | 0.2 |
| Autonomy levels | Agents & behavior | 3 | 2000 | Established | 4 | 2 | 3 | 0 |
| Board confidence | Risk & failure | 3 | 1999 | Classic | 3 | 3 | 3 | 0 |
| Byproducts and waste | Resources & production | 3 | 2017 | Established | 3 | 3 | 2 | 0 |
| Causal breakdown tooltips | Information & legibility | 3 | 2013 | Established | 4 | 1 | 3 | 0.3 |
| Diagnosis and treatment | Biology & health | 3 | 1997 | Established | 3 | 2 | 4 | 0 |
| Dynasty succession | Population & lineage | 3 | 2013 | Established | 3 | 4 | 2 | 0 |
| Education and workforce | Population & lineage | 3 | 2015 | Established | 3 | 3 | 2 | 0 |
| Gossip propagation | Social relations | 3 | 2023 | Emerging | 2 | 4 | 4 | 1.125 |
| Natural selection | Population & lineage | 3 | 1990 | Established | 2 | 5 | 3 | 0.438 |
| Off-screen life progression | Population & lineage | 3 | 2009 | Established | 2 | 3 | 4 | 0.812 |
| Storyteller director | Narrative & generation | 3 | 2005 | Established | 3 | 4 | 4 | 1.375 |
| Surface work tools | Operation & procedure | 3 | 2018 | Emerging | 5 | 1 | 2 | 0 |
| Villager requests | Narrative & generation | 3 | 2009 | Established | 5 | 2 | 4 | 0.75 |
| Care-dependent development | Biology & health | 2 | 1993 | Established | 2 | 2 | 4 | 0 |
| Combination discovery | Progression & goals | 2 | 2019 | Established | 4 | 2 | 4 | 0.75 |
| Comparative histograms | Information & legibility | 2 | 2011 | Established | 4 | 1 | 2 | 0.1 |
| Delivery-time payment | Economy & finance | 2 | 1990 | Established | 3 | 2 | 1 | 0 |
| Diagnose and repair | Operation & procedure | 2 | 2018 | Established | 4 | 2 | 3 | 0 |
| Falling-sand materials | Physics & materials | 2 | 2008 | Established | 4 | 5 | 3 | 0.25 |
| Forecasting | Information & legibility | 2 | 1973 | Established | 4 | 1 | 4 | 0.25 |
| History chronicle | Narrative & generation | 2 | 1999 | Established | 4 | 3 | 4 | 0.75 |
| Opinion modifiers | Social relations | 2 | 2013 | Established | 4 | 3 | 3 | 0 |
| Orbital mechanics | Physics & materials | 2 | 2008 | Established | 3 | 2 | 2 | 0 |
| Player legislation | Governance & policy | 2 | 2003 | Established | 3 | 4 | 4 | 1 |
| Power allocation | Resources & production | 2 | 2012 | Established | 4 | 3 | 2 | 0 |
| Procedural build assist | Space & construction | 2 | 2020 | Emerging | 4 | 2 | 4 | 1.812 |
| Programming by demonstration | Control & automation | 2 | 2019 | Emerging | 4 | 2 | 4 | 0.438 |
| PvP security zones | Multiplayer & persistence | 2 | 1997 | Established | 4 | 4 | 2 | 0 |
| Request-provider logistics | Logistics & networks | 2 | 2013 | Established | 3 | 3 | 2 | 0 |
| Rule-checking inspection | Operation & procedure | 2 | 2013 | Established | 4 | 2 | 4 | 0 |
| Seasonal world reset | Multiplayer & persistence | 2 | 2003 | Established | 5 | 2 | 2 | 0 |
| Simulated history generation | World generation | 2 | 2006 | Established | 2 | 5 | 4 | 0 |
| Stimulus attraction | Risk & failure | 2 | 2011 | Established | 3 | 4 | 3 | 0 |
| Stress accumulation | Agents & behavior | 2 | 2006 | Established | 3 | 4 | 3 | 0 |
| Supply lines | Logistics & networks | 2 | 2016 | Established | 3 | 3 | 2 | 0 |
| Terrain deformation | Physics & materials | 2 | 2020 | Established | 4 | 3 | 2 | 0 |
| Travel mode choice | Logistics & networks | 2 | 2015 | Established | 2 | 3 | 3 | 0.287 |
| Voxel destruction | Physics & materials | 2 | 2013 | Established | 4 | 4 | 3 | 0.75 |
| Walker service delivery | Logistics & networks | 2 | 1998 | Established | 2 | 3 | 2 | 0 |
| Policy influence network | Governance & policy | 1 | 2020 | Emerging | 3 | 3 | 4 | 0.25 |
| Soft-body deformation | Physics & materials | 1 | 2013 | Experimental | 4 | 3 | 3 | 0.9 |