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Miniconomy is a complete Geo-political-economic-societal simulation game. Focusing on trade and politics, the players themselves create the laws for society, through player-created Governments, different nations, complete with different types of products to mine/dig/build and trade with one another, Courts, Schools, political treaties, and a gameplay schedule that allows for a trading winner (highest networth) in a 3-week period. Although the trading side of the game resets every 3 weeks, the political side of the game continues from round to round without end. The game is constantly evolving through its core of dedicated players and moderators. There is much to do and much to learn while playing Miniconomy - some players have stuck around for years and years. This is truly not only a trading "game", but a complete, self-sustaining society. The game is completely browser-based, and is free to play. Premium Membership is inexpensive and allows a handful of advanced features.

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Description

Here is a screenshot of a typical street where players can set up shop and sell products to one another.

During the peak time of a 3-week round, there can be sometimes 30-40 streets spread out into 10 different cities.

On the right side of the main panel, one can see the different products and resources that can be mined/built by players.

Each product goes into another product, except for a small handful of what players like to call "end user products". Cameras, Phones, PCs, Alarms and Vests do not go into other products, but are used to build shops, build companies, provide security for shops against criminal players (hence the guns, gun powder, and bombs), phones to call taxi cabs (which are owned by players), and Vests help lower damage from shootings.

Gun Powder is used for Guns and Bombs.
Guns are used to shoot other players (in order to eliminate them from the round - each shot does a certain amount of damage).
Bombs are used to blow open the door of someone's house in order to gain access, and are also used to damage shops and the items being sold within them.

All products and crime need a certain number of skill points to be used.
Each player starts the round with 10 skill points. This allows a diversity of economy.
Creating a Miniconomy Venture allows the player to place full skills on one product only. Players may not trade between themselves and their own MVs.