ECONOMIC STRATEGY AND SIMULATION GAMES by Abram Jones
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Most of these games are business management or economic strategy oriented,
often combined with other elements, especially political and social dynamics.
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AVAILABLE NOW
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release information: number represents the edition.
GAME | RELEASES | DESCRIPTION | COMPLEXITY | PATCHED |
Heckonomics | (1) 05OCT13 (2) 17NOV23 |
Hybrid of a city building and personal finance game. | moderate | 08JUL24 |
Kid Politics | (1) 24JUL24 | Solo game based on the RPG MicroCiv (see below). The player is assigned a random kid and can attempt to befriend other kids to get better deals. | simple | 29JUL24 |
Merchant Adventurer | (1) 31JUL22 | European businessmen cooperate and compete in the late medieval and renaissance age. Players will be able to explore uncharted territory, start companies, trade by sea, engage in piracy, gain influence in government, partake in wars, colonize new lands, and invest in shares of stock and bonds. | moderate | 29NOV24 |
Monopolization | (1) 28NOV20 | Players transition from logging and farming into new sectors of the business world during the end of the industrial revolution in Wisconsin. The game includes real estate, price management, share trading, and the influencing of antitrust legislation. | simple | 07JAN23 |
Neighborhood Conflict | (1) 28FEB22 | Based on the RPG MicroCiv (see below). This interpretation focuses on the social manipulation, currency manipulation, and business growth that were key elements of the original game. | moderate | 07JAN23 |
Tactical Overload | (1) 11MAY10 (2) 02OCT15 |
This game allows players to do just about anything including the establishing governments, managing businesses in a variety of industries, administrating political parties and special interest groups, engaging in combat and crime (including piracy), attempting currency manipulation, trading shares of stock and bonds, and researching technology. | advanced | 12MAR22 |
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IN DEVELOPMENT
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GAME | RELEASES | DESCRIPTION | COMPLEXITY |
Fallen Flags (Digital Tabletop Game) | 2025 debut | Video game version of the tabletop game. | moderate |
Kid Politics Sequel | 2026 debut | Solo game based on the RPG MicroCiv (see below). The player is assigned a random kid and can attempt to befriend other kids to get better business and political deals. | moderate |
Merchant Adventurer (Digital Tabletop Game) | 2025 debut | Video game version of the tabletop game. | moderate |
Micronations | (1) 11NOV12 |
Based on the RPG MicroCiv (see below). This interpretation focuses on the territorial control, currency manipulation, and business logistics that took place in the original game. | moderate |
Neighborhood Conflict (Digital Tabletop Game) | 2025 debut | Video game version of the tabletop game. | moderate |
Neighborhood Conflict Sequel | 2025 debut | Sequel to Neighborhood Conflict that focuses more on the experience of the story it is based on, though social and economic elements still play a significant role. | moderate |
Will To Power | 2025 debut | Solo game where player travels, trades, works, and fights in the medieval era. | moderate |
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QUEUED PROJECTS
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GAME | DEBUT | DESCRIPTION | COMPLEXITY |
Culture Forge | (1) 04SEP09 | Economics and social engineering can be used to manipulate subcultures that exist on the map. | moderate |
Bazacle Milling Company | 2025 | Solo game that simulates the Bazacle Milling Company during the early Renaissance period. | moderate |
Wisconsin Mining | 2025 | Solo game where player can invest in and operate mining and railroad companies in the late 1800s and early 1900s. | moderate |
Abe's Oregon Trail | 2026 | Solo game where player starts a company to journey to and establish themselves on the west coast of America. | moderate |
Colonial Aeon | 2026 | Takes place during the conquest and colonization of the Americas. In this game you play as a European colonist, explorer, pirate, merchant, or conquerer. You may be able to be sponsored by a European ruler, or you can form a company and attempt to collect investments from other Europeans to sponsor your venture. | advanced |
Fallen Flags | 2027 | You and other players forge the first century and a half of the United States. Wildcat banking, trains and industry, share trading, politics, currency manipulation, the Wild West, civil war, and foreign relations are all a big part of this game. You can also form other countries in North America to rival the USA. | advanced |
Final Business Frontier | 2028 | Science fiction game involving publicly traded companies and interplanetary governments. | moderate |
Dynastic Investors | 2029 | Takes place during the Song Dynasty era when the earliest known joint stock companies in human history were formed. | moderate |
Ancient Economies | 2030 | Players take the role of ancient people under various types of historic economies, takes place from prehistoric to medieval times. | moderate |
Closely Held Incorporated | 2031 | Players manage and invest in various closely held corporations. | moderate |
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TABLETOP GAMES
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GAME | RELEASES | DESCRIPTION | COMPLEXITY |
Abe's Chaturanga | (1) 19DEC23 | Chaturanga and Chaturaji with many rule variatians, including some created by Abram Jones. | simple |
Fallen Flags | (1) 11OCT22 | Business train and transportation game with additional complexities such as government, crime, and industry. Also has a city building element. | advanced |
Heckonomics | (1) 02FEB09 |
Hybrid of a city building and personal finance game. | moderate |
Medieval Stakeholder | 2025 debut | Players areinvestors and business managers during the late Middle Ages. | moderate |
Merchant Adventurer | (1) 19DEC18 (2) 04NOV20 (3) 08SEP22 |
European businessman in the renaissance and the early part of the age of exploration cooperate and compete for wealth. Players are able to explore uncharted territory, start companies, trade by sea, engage in piracy, gain influence in government, partake in wars, colonize new lands, and invest in shares of stock and bonds. | moderate |
Merchant Adventurer Sequel | 2024 debut | A different take on the same concept of the original Merchant Adventurer. | moderate |
Micronations | (1) 20SEP11 (2) 23DEC20 |
Based on the RPG MicroCiv (see below). This interpretation focuses on the territorial control, currency manipulation, and business logistics that took place in the original game. | moderate |
Monopolization | (1) 21JAN19 (2) 29OCT20 |
You are a Wisconsin entrepreneur, after the industrial revolution, that is expanding into new areas of the business world. The game includes real estate, price management, share trading, and the influencing of antitrust legislation. | simple |
Neighborhood Conflict | (1) 22OCT18 |
Based on the RPG MicroCiv (see below). This interpretation focuses on the social manipulation, currency manipulation, and business growth that were key elements of the original game. | moderate |
Prehistoric Economy | 2024 debut | Players try to survive and grow in an ancient world using gift, barter, and palace economic systems. | simple |
Snowball Hostilities | (1) 13OCT08 (2) 17DEC20 |
Lead a team of kids into wintry combat and utilize presents that Santa drops to enhance your military strategy. | simple |
Tactical Friction | (1) 09AUG07 (2) 05SEP08 |
Players try to control companies and governments to try and gain personal net worth. Players can build industry, campaign for political power, and engage in combat. Game includes share trading and fiat currencies. | advanced |
Wagonway | 2024 debut | A business and social strategy game about the horse drawn railroads of England in the 1700s. | moderate |
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OTHER GAMES
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GAME | DEBUT | DESCRIPTION | TYPE |
MicroCiv | 1989 | Originally known as City, MicroCiv was a game I created as a kid that was played between 1989 and 1996 by kids from local neighborhoods. Real governments and economies were formed in different regions. Goods and services were provided by companies that the kids established, this included newspapers, sports leagues and trading cards, post offices, gathering of various resources, fort construction, banking, and even a real estate and stock market. Intense geopolitical rivalries took place, which often led to wars (much to the dismay of parents). Cities were normally started by a kid at their house, or section of their house or yard if there were multiple kids from the same family, and these often had elections to determine leaders. Each country normally had its own fiat currency and was usually accepted abroad, and over printing of bills sometimes led to hyperinflation. Bills were hand drawn or printed from a computer. A contemporary version and classroom variant was created in 2023. | LARP |
Grass Hockey | 1991 | A more physical form of field hockey used with hockey sticks and wiffle bats, this sport was eventually incorporated into the RPG MicroCiv along with other sports. | SPORT |
Laser War Games | 2006 | Outdoor combat simulation league which was active from 2006-2011. Games were played in all types of weather, and generally involved 2 randomly picked teams that would face off against each other once on both offense and defense (the defense would protect the same goal). Statistics for individuals were kept based on survival rate. Each rotating battle strictly used a 1 hit equals kill rule. I also tried to implement economics into this league. Different regions would have defined industrial values that could influence the resources different teams had, but the league never developed enough for that to happen. | LARP |
New World Football | 2019 | A hybrid of various types of football played around the world (Gridiron, Aussie Rules, Gaelic, Rugby and Association). The home team choses the type of football used. | SPORT |
Abe's Block Universe | 2024 | A Lego RPG featuring dynamic economics and difficult conditions. | RPG |
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DREAM GAMES
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IDEA | DESCRIPTION |
Consciously Controlled Brick Game | In the 2000s I had an idea for a futuristic game, it would consist of a 3D world made of Lego like blocks. Instead of controlling 1 character directly players would consciously control the characters with their mind. Each character and animal would have a sort of artificial intelligence they would automatically run on, but players could influence their characters. And of course the game would come with all the financial and sociopolitical niceties my games typically come with. About a decade after coming up with this idea I had a dream where it really happened. Me and some others were a sort of consciousness floating around, influencing a Lego world. It was one of the most amazing experiences I've ever had. |
Grass Hockey Simulation | I wanted to create a game about the sport I designed as a child. In this game players would play as a kid. They could choose to create a team, be a player, be a referee, be a spectator of live games, or any combination of these options. The whole environment would be completely player built, even leagues would have to be directly ran by players. The game would also feature an economy so that players, referees, and other workers could be contracted for pay. Players could even be hired as security for games, because when watching games players would be able to cause trouble in the stands, and even enter the field. Since the referees are the players, they could be bribed by teams to make bad calls, or simply naturally be bad at making calls. |
Hardcore Softball | A women's softball strategy game where players manage a team. It would have all the features of a detailed sports management simulation, such as signing players, managing the finances of a team, and player careers and skills. Players would coach games play by play, being able to micromanage all details and strategies on the field. Rules for this game were actually started, but it is indefinitely on hold for now. |
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