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

parts

13 mechanics, as Sid Meier's Civilization does them

core · 3

information & legibility

Fog of war

The map starts hidden and is revealed by exploring units; barbarians emerge from huts, unclaimed land, and the sea, and become rarer as exploration proceeds.

progression & goals

Tech tree

Advances are researched one at a time through a prerequisite graph adapted from Tresham's 1980 board game, from Pottery and the Wheel to Nuclear Fission and Space Flight; each unlocks units, city improvements, wonders, or governments, so research order shapes the game.

time & pacing

Turn structure

Turns run from 4000 BC to as late as AD 2100; each turn every city produces and every unit moves, against two to seven AI civilizations.

supporting · 10

information & legibility

Advisors

governance & policy

Citizen satisfaction

Cities track content and unhappy citizens; luxuries, temples, and wonders keep cities out of civil disorder.

governance & policy

Corruption leakage

Corruption removes part of each city's trade, rising with distance from the Palace and depending on government type; a Courthouse reduces it.

social relations

Faction diplomacy

Relations with rival civilizations lead to alliances, peace, or war.

governance & policy

Policy toggles

Government forms unlocked by research change the economic and military rules of the civilization.

world generation

Procedural terrain

Random worlds are generated for each game, with an alternative Earth map.

logistics & networks

Road networks

Settlers build roads and later railroads that speed movement between cities.

conflict & defense

Statistical combat resolution

Combat compares the attacker's attack value with the defender's defense under terrain and fortification modifiers and a random draw, and the loser is destroyed.

economy & finance

Taxation

The player sets tax rates and the share of trade spent on research.

conflict & defense

Territorial control

Cities are captured by moving a military unit into them, transferring the city and its worked tiles to the conqueror.

core loop

explore with units -> found and grow cities -> allocate production and research -> unlock advances and wonders -> expand, trade, or fight rivals -> win by conquest or the space race

design notes

Meier and Shelley combined the technology tree of Francis Tresham's board game with Empire's exploration and conquest and Railroad Tycoon's idea of several interacting systems managed at once; a SimCity-style zoning layer in an early prototype was dropped. Each city works surrounding terrain tiles for food, production, and trade, a worked-tile yield model the taxonomy does not yet name (proposal worked-tile-yields), and battles resolve from unit attack and defense values (proposal stat-combat-resolution). Wonders exist once per world, so building one denies it to every rival.

appears in

the paper, 3 sections · 2 chapters · 2 episodes
paper

3. The catalog

linked in this section of the paper

paper
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 3

Chapter 3. Old parts

linked from the text

book
ch 4

Chapter 4. Families

linked from the text

book
ep 2

Where the parts came from

on screen at 1:01 a date is a lower bound

episode
ep 3

Families across genres

on screen at 3:45 odd couples

episode

relations

3 stored edges
influenced by
influenced by
influenced by

sources

3
Wikipedia contributors (2026). Civilization (video game). Wikipedia
Wikipedia contributors (2026). Technology tree. Wikipedia
Wikipedia contributors (2026). Sid Meier. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog