one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

parts

16 mechanics, as Banished does them

core · 3

resources & production

Goods consumption

Each household consumes food, firewood, clothing, and tools; shortages lead to cold, illness, and starvation.

population & lineage

Lifecycle and aging

Residents are born, age, work, start families, and die; age cohorts create delayed labor shortages.

environment & ecology

Seasons

Crops are planted and harvested on an annual cycle, and winter demands stored food and firewood.

supporting · 13

space & construction

Building placement

environment & ecology

Contagion

Trade ships can bring illness from abroad.

resources & production

Crop cultivation

environment & ecology

Fire spread

logistics & networks

Hauling jobs

Laborers carry resources to stockpiles and construction sites, so their number sets delivery speed.

population & lineage

Immigration by attractiveness

Nomad groups can arrive and ask to join the town.

risk & failure

Random disasters

Fires and tornadoes destroy buildings.

resources & production

Renewable regrowth

Foresters cut and replant forests; land used for forests or quarries cannot hold housing.

social relations

Romance and family

Couples need an empty house to start a family and have children.

resources & production

Storage and buffers

economy & finance

Trade routes

Resources are bartered with trade vessels at a trading post; there is no currency.

agents & behavior

Work priorities

The player sets worker counts per workplace and profession; unassigned citizens become laborers.

core loop

assign citizens to gathering, farming, and building jobs -> stockpile food, firewood, and tools for winter -> families form when housing exists and children grow into workers -> aging, disease, and disasters remove citizens -> expand or collapse

design notes

Citizens are the main resource: every worker is a person who was born, ages, needs a house to start a family, and dies, so the town's age structure produces labor booms and busts years after a decision. There is no money and no tech tree; any building is available once its resources exist, and trade is barter with visiting ships that can also bring disease. Designer Luke Hodorowicz cited the Anno series as a big inspiration and left combat out, and the genre literature credits Banished with starting the survival city-builder trend.

appears in

the paper, 2 sections · 3 chapters · 1 episode
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

Appendix A. Game catalog

linked in this section of the paper

paper
catalog

The catalog

listed with its year, developer, subgenre, and number of mechanics

book
ch 1

Chapter 1. Same parts

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 8

Vacant lots

on screen at 3:19 workers who grow old

episode

claims

1 with sources
c01medium

Banished is credited with starting the survival city-builder trend.

src-wikipedia-city-building-game

sources

3
Wikipedia contributors (2026). Banished (video game). Wikipedia
Shining Rock Software (2026). Banished on Steam. Steam
Wikipedia contributors (2026). City-building game. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gacatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance
2026-10-25
reviewed2026-10-25-store-ids-pilotcatalog