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

parts

15 mechanics, as Railroad Tycoon does them

core · 6

space & construction

Building placement

Track is laid on a square tile grid and up to 32 stations are placed; the first station gets the engine shop where trains are built.

economy & finance

Equity and buyouts

A small stock market lets the player trade its own and rival stock; rivals use stock dealings to try to take over the player's railroad.

economy & finance

Rival firms

AI railroad barons build competing lines and start rate wars over shared stations.

economy & finance

Supply-demand pricing

Stations supply and demand goods and passengers; under the complex economy cities accept only certain products, so routing follows demand.

space & construction

Track laying

Track is laid tile by tile across terrain whose slope and features add cost, linking up to 32 stations.

logistics & networks

Vehicle routes and schedules

Each train gets ordered stops and a consist of mail, passenger, and freight cars for nine commodity types; consists can be changed at any stop.

supporting · 9

progression & goals

Dated technology timeline

New locomotive types become available as the calendar advances through the eras, from early steam engines toward diesels.

economy & finance

Delivery-time payment

Delivery revenue depends on cargo type, distance, and travel time, so fast trains earn more for passengers and mail.

economy & finance

Loans and debt

Starting capital is half a loan; bonds raise more at interest rates tied to the economy.

time & pacing

Periodic ticks

Accounts settle in two-year periods across a century of play.

resources & production

Production chains

Industries consume delivered freight and produce new cargo; players can build additional industries.

logistics & networks

Rail signaling

Signal towers act as passing loops and control train movements on shared track.

logistics & networks

Service coverage

Depots, stations, and terminals draw cargo from progressively larger surrounding areas.

control & automation

Unit commands

Players can take direct control of individual train movements.

core loop

lay track and place stations -> buy trains and set consists and stops -> carry cargo to stations where it is demanded -> revenue and industry growth -> raise capital through bonds and stock -> defend against rival barons

design notes

Railroad Tycoon joins a train-operations model to a corporate-finance model. Stations come in four sizes (signal tower, depot, station, terminal) with growing service areas, and an economy setting chooses between a simple economy where big cities buy almost anything and a complex one where they buy only certain goods. The company starts with $1 million split between equity and a loan, raises more through bonds, and trades in a small stock market where rival barons attempt buyouts and rate wars. Meier took the idea from the board game 1830 and also cited SimCity. Track construction has no matching mechanic in the taxonomy (proposed as track-laying), and dated vehicle availability is proposed as dated-tech-timeline.

appears in

the paper, 2 sections · 2 chapters · 2 episodes
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

named in the text

book
ep 2

Where the parts came from

on screen at 1:05 a date is a lower bound

episode
ep 3

Families across genres

on screen at 4:56 series and descendants

episode

relations

1 stored edges
influenced by

sources

2
Wikipedia contributors (2026). Railroad Tycoon (video game). Wikipedia
Wikipedia contributors (2026). Sid Meier. Wikipedia

provenance

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