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OIKOS

Don't play with food

It can be used online at https://oikos-qsis.onrender.com/indexeng.html 

OIKOS is a platform under development, and the free server it is hosted on sometimes takes a while to start up and restarts without saving data if it is not used for 15 minutes.

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Three economic games are included: Capital, Anarchy, and Plan.

In these games, one can act as an administrator and/or as a player:

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In the games, each player begins with a certain amount of wheat and iron.

The games are played in successive sessions, with two phases in each:

Phase 1: Deliveries: Each player can make up to five deliveries of their wheat and/or iron to other players.

Phase 2: Production: Each player chooses a single production process, which can be different each session:

All materials are consumed in the processes, and only the resulting product is available after production.

The delivery and production cycle repeats in each session.

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Several games are available:

Game 1: Capital

We simulate capitalism in its most basic form: agents who exchange and produce to maximize their profit.

The winner is the player who obtains the greatest amount of wheat·a + iron·b in the final session, where a and b are set by the administrator and are not made public until the end of the game. The final session is also not announced.

Contracts can be signed to guarantee deliveries and form companies.

Game 2: Anarchy

We simulate a market with different objectives: agents who exchange and produce to maximize their individual goals.

The objectives can be set:

Contracts can be signed to guarantee deliveries and form cooperatives.

Game 3: Plan

We simulate extreme planning: the planner allocates resources without market to achieve a given objective.

Deliveries are made between the production processes under the control of each planner, without negotiation or exchanges with other planners. Each planner must have an independent room with three virtual players so they can use all the production processes.

The objective can be defined as in Capital or Anarchy.

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The games can be compared, for example, Plan versus Capital, so that some players play Capital while the rest try to beat their results with Plan. They can also be combined, so that some players play Anarchy while others play Capital, with everyone trading in the same market.

Administrator

The administrator initiates the game by opening a room. Multiple rooms can be opened to host several games simultaneously.

Through their console, the administrator adds players, either individually or by importing them from a spreadsheet. Once added, the administrator provides each player with the room name, their username, and their password (via email, WhatsApp, or any other communication channel).

The game begins in a paused state. From the console, the administrator sets the game phases for each session: deliveries and production.

The administrator’s console provides insight into various aspects of the game, such as the quantities of wheat and iron held by each player or the deliveries that have been completed. The administrator can also edit player data—for example, by modifying the amounts of wheat or iron a player possesses—and has access to information from past sessions.

Variants

We recommend playing Capital first with the default variants. However, the administrator can:

Player

Each player enters the game room using the username and password provided by the administrator. The player’s console displays the current game room, the session phase (pause, deliveries, or production), and the quantities of wheat and the iron available to the players, the deliveries that have been made, and the production and delivery data from previous sessions.

If the delivery phase is open, a section becomes available that allows players to make deliveries of wheat and/or iron to other players. Negotiating with other players is an essential part of the game. This can take place in person, via email, WhatsApp, on forums, etc. Players may sign contracts to form companies or cooperatives, and to guarantee deliveries.

If the production phase is open, players can access a section that allows them to choose one of three production processes. Once a process has been selected, it cannot be changed. If no selection is made, the third process is assumed by default.

The console includes a calculator that shows the production output that would result from specific quantities of wheat and iron. Using this calculator is essential for determining whether an exchange is advantageous and for making decisions regarding production.

Contracts

In Capital and Anarchy, contracts can be signed with up to 4 players. To be effective, contracts must be delivered to the administrator using the means they establish for validation (identified emails, for example).

Delivery contracts:

Contracts specify the participants’ names, the quantities delivered by each one, and the sessions in which deliveries will take place; future-session deliveries may be agreed. If a contract specifies deliveries in a session later than the one that turns out to be the last, later deliveries are ignored.

Without a contract, it is allowed not to reciprocate a delivery.

Company and cooperative contracts:

A company or cooperative may be formed through a contract specifying the names of the participants (up to 4) and the company or cooperative name. Participants continue playing as before, making deliveries and contracts individually, but:

A player may belong to only one company or cooperative.

A company or cooperative may not be dissolved except by unanimous agreement of the participants or as otherwise provided by the founding contract.

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More features will be added soon, and versions geared towards online play will be available, although this is already possible. 

OIKOS is an experiment for testing economic theory and also a teaching tool. It can be used freely, without registration or participation in the research; however, we would greatly appreciate permission to analyze the results and would acknowledge this in resulting publications if desired. The game was inspired by Alfons Barceló, «Juegos de simulación con modelos económicos reproductivos», El Trimestre Económico, Vol. 56, Nº 223(3) (1989), and the first results of the research were presented at the X Jornadas de Análisis Input-Output (2024) and at the 32nd International Input-Output Association Conference (2026). For more information or to collaborate on the project, please contact us at mmuinosp@ucm.es .

OIKOS, don't play with food © 2025-2026 Manuel Muiños, Creative Commons BY-NC-ND 4.0