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

parts

11 mechanics, as Democracy 4 does them

core · 3

governance & policy

Elections

Before each general election the player makes two promises to the electorate; broken promises raise voter cynicism, and losing the election ends the game.

governance & policy

Interest groups

Voter groups such as the religious, patriotic, parents, capitalists, socialists, liberals, and conservatives overlap, since each voter belongs to several, so pleasing every group is nearly impossible.

governance & policy

Policy influence network

Policies in seven areas (tax, economy, welfare, foreign policy, transport, law and order, public services) are sliders; the engine treats voters, groups, policies, ministers, and events as neurons in a homebrew network with bounded values, so weighted effects move statistics such as crime and air quality and the happiness of voter groups.

supporting · 8

narrative & generation

Dilemma cards

Dilemmas, such as appointing a senior judge, must be resolved before the turn can end.

economy & finance

Loans and debt

Deficits add to national debt that the player must pay down.

governance & policy

Policy toggles

Introducing or cancelling a policy costs political capital.

governance & policy

Political capital

Political capital, earned through loyal ministers, is spent each turn to introduce, cancel, or adjust policies, so it caps how fast the government can change.

information & legibility

Stats dashboards

economy & finance

Taxation

Excessive taxes cause tax evasion.

narrative & generation

Triggered event chains

Situations such as pollution or homelessness persist while conditions hold, and events arrive outside player control.

time & pacing

Turn structure

core loop

spend political capital to adjust policy sliders -> effects propagate through the weighted policy network -> statistics, situations, and voter group happiness shift -> resolve dilemmas and events -> make election promises -> win or lose the election

design notes

Democracy 4 models a country as one visible causal graph: policies, statistics, situations, and voter groups are nodes, and the interface shows the weighted links in and out of each. The player is constrained by political capital, earned through loyal ministers and spent on policy changes, and by voters who belong to several groups at once. Political capital as a regenerating action currency is not yet a mechanic in the taxonomy (proposal political-capital).

appears in

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

4. A grammar of simulation games

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 1

Chapter 1. Same parts

named in the text

book
ch 2

Chapter 2. Six layers

linked from the text

book
ch 3

Chapter 3. Old parts

named in the text

book
ep 9

Bets worth making

on screen at 3:25 previewing the future

episode

sources

3
Wikipedia contributors (2026). Democracy 4. Wikipedia
Cliff Harris (2020-06-23). Democracy 4: the fixed income rewrite. Cliffski's Blog (Positech Games)
Cliff Harris (2024-04-24). Democracy 4 comes to consoles. Positech Games blog

provenance

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