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Card · ST-01

Market

I – Economic Order

Status
Card

Market

Ludic Organisational Structure · I – Economic Order value · Tipping potential: high

Market orders the exchange of value between agents: supply and demand are brought together via a price mechanism – decentralized value assignment without a central controlling authority.

Design question – How is value exchanged between agents in your game – and who determines what something is worth?

Reference example – Power Grid: the more coal is bought, the more expensive it gets, until the market is restocked. Animal Crossing: turnip prices fluctuate on the “Stalk Market” – sell too late and you lose. EVE Online: players trade almost everything with one another; prices, speculation and crashes arise from play itself.

Ordering domain

Orders the decentralized exchange of value through supply, demand and price formation.

Emergent behaviour

Price fluctuations, speculative bubbles, supply-demand equilibria and concentration of market power – phenomena that are inherent in no single Mechanism.

Core Mechanisms

  • Conversion (MEC-03) – Exchange: good A → good B.
  • Selection (MEC-07) – Price decision: which offer to accept?
  • Auction (MEC-06) – Price formation (alternatively Negotiation).

Dynamic Mechanisms

  • Accumulation (MEC-02) – Hoarding → scarcity → price increase.
  • Investment (MEC-21) – Productive deployment → a temporal dimension.
  • Scoring (MEC-09) – Scoring of market positions.
  • Randomization (MEC-20) – Market fluctuations, external shocks.

Feedback architecture

  • positive – Wealth spiral: wealth → more purchasing power → more demand → higher prices. (Accumulation)
  • negative – Price damping: higher prices → less demand; taxation/decay as a damper. (Conversion)

Design parameters

  • Price discovery – fixed exchange rates ↔ dynamic algorithms
  • Goods variety – homogeneous (one currency) ↔ heterogeneous (many resource types)
  • Market access – open ↔ restricted (routes, licences)
  • Information – prices open ↔ prices hidden/asymmetric
  • Inflation pressure – stable ↔ inflationary/deflationary

Risk profile

  • Runaway leader – high
  • Kingmaking – high
  • Stagnation – medium
  • Complexity ceiling – medium

Compatible with

  • Banking / Credit (ST-02) – Compatible: a financial order complements the market.
  • Production Chain (ST-03) – Compatible: value creation produces tradable goods.
  • Territory (ST-08) – Compatible: trade routes.

Tension with

  • Commons (ST-04) – Tension: market logic vs. communal use.
Stack

Belongs to the stack

Organisational Structure
Which orders does your game need? (19 cards)
Ludic Organisational Structure
To the term
ST-02 Banking / Credit
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