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

parts

17 mechanics, as Caesar III does them

core · 3

population & lineage

Population strata

Housing evolves through levels from tents up to villas and palaces when food, goods, services, and desirability are met, and devolves when they lapse.

progression & goals

Scenario objectives

Each assignment sets population and thresholds for four ratings: culture, prosperity, peace, and favor.

logistics & networks

Walker service delivery

Service walkers leave their building and roam roads; each house passed gets coverage set to 96, which decays by 1 per update until the next visit.

supporting · 14

space & construction

Building placement

space & construction

Decoration and beauty

Gardens, statues, and plazas raise desirability that houses need to evolve.

environment & ecology

Fire spread

resources & production

Goods consumption

Higher houses need food plus pottery, furniture, oil, and wine delivered by market walkers.

economy & finance

Labor market

Buildings need workers from housing; shortages idle walkers and industry.

resources & production

Production chains

Raw materials such as clay, olives, and timber become pottery, oil, and furniture in workshops.

conflict & defense

Raid defense

Military assignments bring invasions; legions, walls, and towers defend the city map.

social relations

Reputation

Favor with Caesar rises with timely tribute and gifts and falls when requests are missed.

logistics & networks

Road networks

Walkers and goods move on roads, so road layout sets coverage.

resources & production

Storage and buffers

economy & finance

Taxation

economy & finance

Trade routes

An empire map opens land and sea routes to cities that buy and sell specific goods.

risk & failure

Wear and breakdown

Buildings accumulate fire and collapse risk that prefects and engineers reset to zero.

core loop

place housing plots and roads -> walkers from service buildings roam the roads and cover the houses they pass -> houses evolve when food, goods, and services reach them -> taxes and trade fund the city -> raise culture, prosperity, peace, and favor ratings to win the mission

design notes

Coverage is delivered by individual walkers whose routes depend on road layout, so the same buildings serve a block well or badly depending on junctions; the developers cited SimCity's static placement as what they wanted to make less static. In the logic preserved by the Julius re-implementation, a walker sets a house's coverage to 96 and coverage decays by 1 per update, while prefects zero fire risk and engineers zero collapse risk. City and empire share one map, and gods that punish neglect have no matching taxonomy mechanic (see run proposal).

appears in

the paper, 2 sections · 5 chapters
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 3

Chapter 3. Old parts

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book
ch 5
book
ch 9

Chapter 9. Vacant lots

linked from the text

book

relations

1 stored edges
influenced by

sources

2
Wikipedia contributors (2026). Caesar III. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gacatalog
2026-10-24
reviewed2026-10-24-review-fixesmaintenance