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

parts

30 mechanics, as Dwarf Fortress does them

core · 8

control & automation

Designation orders

The player designates digging, chopping, construction, and workshop jobs; dwarves with the matching labor enabled pick them up, and a manager can queue work orders automatically.

physics & materials

Fluid and gas simulation

Water and magma flow tile by tile with up to seven depth levels per tile, so breaching a river, cavern lake, or magma source floods connected tunnels.

narrative & generation

History chronicle

Legends mode lists historical figures, sites, artifacts, and civilizations with a historical map; fortress deeds and retired adventurers are added, and the archive exports to XML.

biology & health

Injury body model

Body parts are layered tissues (skin, fat, muscle, bone, nerves) damaged individually in combat; injuries can be permanent and are treated in a hospital with traction benches, casts, sutures, and splints.

agents & behavior

Mood and breakdowns

Emotions add to or subtract from a hidden stress value (-1,000,000 to +1,000,000) with effects from +10,000, +25,000, and +50,000; stressed dwarves throw tantrums, fall into depression, or wander obliviously, prolonged stress leads to insanity, and one breakdown can spread unhappiness.

world generation

Simulated history generation

World generation builds elevation, rainfall, drainage, temperature, and vegetation layers, then simulates civilizations, sites, and historical figures for a player-chosen number of years before the fortress is embarked.

agents & behavior

Stress accumulation

Emotions from events add to or subtract from a hidden stress value (-1,000,000 to +1,000,000) scaled by facets such as stress vulnerability and bravery; above +10,000, +25,000, and +50,000 dwarves risk tantrums, depression, obliviousness, and insanity, and long-term memories keep adding stress.

space & construction

Vertical layers

Z-levels, added in 2007, let the fortress descend level by level through soil and stone to caverns, the magma sea, and the underworld, connected by stairs and ramps.

supporting · 22

risk & failure

Adaptive threat scaling

Wealthier and more populous fortresses attract sieges and megabeasts.

agents & behavior

Agent skills

Work quality and speed rise with skill gained through practice in each labor.

space & construction

Building placement

risk & failure

Crime and policing

A justice system punishes assault, murder, and vandalism.

resources & production

Crop cultivation

Underground farming on soil layers; plump helmet mushrooms are brewed into wine.

environment & ecology

Fire spread

Fires spread and burn dwarves and furniture.

logistics & networks

Hauling jobs

Dwarves carry goods to player-defined stockpiles.

physics & materials

Heat transfer

Tiles, materials, and creatures carry temperatures.

population & lineage

Immigration by attractiveness

Migrant waves from the mountainhome grow as the fortress develops.

agents & behavior

Memories and thoughts

Emotions become short-term memories; strong or revisited ones are promoted to long-term memories that keep adding stress.

multiplayer & persistence

Modding API

Raw text files define creatures, materials, and reactions; DFHack adds Lua and C++ scripting.

agents & behavior

Needs decay

Food, drink, and sleep, plus personal needs such as socializing or praying met at taverns, temples, and libraries.

agents & behavior

Personality traits

Facets such as bravery, stress vulnerability, and anxiety scale how stress builds and dissipates.

resources & production

Production chains

Ore is smelted to bars and alloyed; steel needs flux to make pig iron plus coke or charcoal, and magma can replace fuel.

conflict & defense

Raid defense

Ambushes, sieges, megabeasts, and forgotten beasts are met with squads, fortifications, and traps triggered by levers or pressure plates.

social relations

Relationship values

Friends, family, and pets; their deaths are major stressors.

space & construction

Room recognition

Furniture defines bedrooms, dining halls, and offices; nobles demand rooms of rising value.

resources & production

Storage and buffers

economy & finance

Trade routes

Yearly caravans from neighboring civilizations are handled by a broker; caravans can be absent or hostile depending on history.

control & automation

Unit commands

Military squads in uniforms train at barracks and can be ordered to attack.

agents & behavior

Utility action selection

core loop

embark and dig -> designate jobs, stockpiles, and workshops -> dwarves self-assign labors and craft -> needs, emotions, and stress accumulate -> migrants, caravans, sieges, and beasts arrive -> fortress thrives or collapses into the world's legends

design notes

Tarn Adams's stated principles are to break a system into parts, avoid overplanning, and base each model on a real-world analog; he describes the game as a story generator. The fortress is embarked inside a world whose geology and history were already simulated, and the fortress's own events flow back into that history through Legends, so a collapse becomes a record that a later adventurer can visit. Strange moods let an inspired dwarf seize a workshop to make a named artifact and go insane if materials are missing, which turns the production system into a story source. The game was free and donation-funded from 2006; a paid Steam edition with sprite graphics followed in December 2022, still short of a 1.0 version.

appears in

the paper, 5 sections · 9 chapters · 6 episodes
paper

1. Introduction

linked in this section of the paper

paper
paper

3. The catalog

linked in this section of the paper

paper
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

linked from the text

book
ch 2

Chapter 2. Six layers

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 6

Chapter 6. Five ceilings

linked from the text

book
ch 8

Chapter 8. Where AI lands

named in the text

book
ch 10

Chapter 10. Bets

linked from the text

book
ch 11

Chapter 11. What breaks

linked from the text

book
ep 1

Every simulation game is made of the same parts

on screen at 1:20 rimworld, in parts, 1:38 rare parts

episode
ep 2

Where the parts came from

on screen at 4:55 after 2000

episode
ep 3

Families across genres

on screen at 4:07 odd couples, 7:31 close

episode
ep 4

Why deep systems are hard to read

on screen at 0:00 cold open, 1:40 two scores, 4:44 mechanics that own nothing, 5:51 choosing a point

episode
ep 5

The five ceilings

on screen at 3:35 ticks per second, 3:47 what a player can follow, 5:31 minds made of formulas

episode
ep 7

Where AI lands

on screen at 2:20 explanation by hand

episode

sources

4
Wikipedia contributors (2026). Dwarf Fortress. Wikipedia
Tarn Adams (2015). Simulation Principles from Dwarf Fortress. Game AI Pro 2, ed. Steve Rabin, CRC Press (chapter 41)
Dwarf Fortress Wiki contributors (2026). Legends. Dwarf Fortress Wiki
Dwarf Fortress Wiki contributors (2026). Stress. Dwarf Fortress Wiki

provenance

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