> For the complete documentation index, see [llms.txt](https://project-vanguard.gitbook.io/whitepaper/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://project-vanguard.gitbook.io/whitepaper/game-economy.md).

# Game Economy

The game economy operates as a sophisticated and interconnected system designed to balance supply and demand while providing players with an immersive and satisfying gaming experience. At its core, the economy relies on fuel as the primary medium of exchange for all in-game transactions, assets and services. Fuel is produced by landowners, who can either use it to improve their properties or trade it with other players through the Fuel Pool.&#x20;

This allows landowners to monetise their holdings and derive tangible value from their involvement in the game. The game economy is divided into two main sectors: production-oriented games and consumption-oriented games. Production-oriented games, such as Project Vanguard: Groundwork and Project Vanguard: Expedition, contribute to the generation of fuel and the creation of in-game assets. In these games, players engage in resource gathering, crafting and asset creation, which can then be traded or used in other games within the ecosystem.&#x20;

Consumption-oriented games, such as Project Vanguard: Arena and Project Vanguard: Horizon, primarily consume the fuel and assets generated in production-oriented games. Participation in these games requires players to possess the necessary resources, thereby driving demand for fuel and assets in the marketplace. By effectively managing the dynamics of supply and demand, the game economy ensures that the value of the resource is maintained and remains relevant to the game experience. No additional production-oriented games are currently in development; instead, the focus is on introducing more consumption-oriented games to further stimulate demand within the Gaming Economy.

The game economy is designed to dynamically adjust to fluctuations in supply and demand. If fuel production and consumption remain relatively balanced, the price of fuel should remain stable. However, if there is an imbalance between fuel supply and demand, adjustments can be made to stabilise the market. For example, if fuel consumption exceeds production, the DAO can choose to release more land (up to a maximum of 100,000) or introduce new features and mechanics to increase fuel production, thereby restoring market equilibrium.

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