There are different reasons to incorporate single and multiple currencies.
Single currency is a simple way to trade. Just like in real world we created it not to go from vendor to vendor, because one sells carrots we want, but he wants potatoes in exchange, and we have only oranges. So we need to look for a vendor that will trade oranges for potatoes, or oranges for anything else that someone else will trade for potatoes, or for something else that another trader will exchange for potatoes or... You get the idea.
MultiplyMultiple currencies:
- Make your game more complex. Think of a chess game with only two pawns - players will get bored quickly. With multiplymultiple currencies you make a player think what currency he might need to get for best results, e.g. should I get more imperial credits for a new ship, or rather concentrate on collecting bottle caps to get illegal upgrades from Rogue Junkers.
- Currency is wealth, wealth is your position in society, that is, your rank. You may divide different game mechanics to multiply not exchangeable currencies to create separated rankings.
- A popular multiple currencies system is free/premium. One currency, e.g. gold, can be achieved by trading with others, or found in game world, the other only bought.
- You may enable multiplymultiple currencies in different countries/fractions with an option to exchange them, to simulate a high level economy like in real world, where players can make money by buying and selling in a right time.