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

parts

14 mechanics, as SimCity (2013) does them

core · 4

agents & behavior

Agent pathfinding

Sims go to the first job and first empty home they find; vehicles take the shortest route rather than the one with spare capacity.

multiplayer & persistence

Asynchronous shared regions

Cities in a region connect by highway, rail, and water, trade resources, share services, and pool wealth into Great Works such as an arcology.

logistics & networks

Traffic congestion

Jams emerge from masses of commuting Sim agents on the road network.

space & construction

Zoning

Residential, commercial, and industrial zones are painted along roads; buildings develop inside them.

supporting · 10

space & construction

Building placement

resources & production

Deposit depletion

Map resources are mostly finite, though groundwater recharges.

logistics & networks

Fluid pipe networks

Water and sewage move as units through pipes between pumps, treatment, and buildings.

environment & ecology

Pollution spread

Pollution and traffic cross city borders within a region.

population & lineage

Population strata

Residents and businesses come in wealth levels with different demands.

resources & production

Power grid

Power is carried as resource units from plants to buildings.

logistics & networks

Service coverage

Service buildings dispatch vehicle agents to calls.

economy & finance

Supply-demand pricing

A simulated global market raises and lowers prices of key resources with supply and demand.

economy & finance

Treasury and budget

core loop

zone along roads -> GlassBox agents carry workers, goods, power, water, and sewage between buildings -> specialize the city in industries such as manufacturing, education, or tourism -> trade surpluses and share services with region neighbors -> pool resources into Great Works

design notes

GlassBox replaces statistical maps with units that hold resource bins and agents that move resources between them, so a house holds a count of people and food, water travels as units, and traffic jams are the visible sum of commuting agents. Agents take the first available job and the first empty home rather than keeping persistent lives, and vehicles take the shortest route instead of the least loaded one, which players read as pathfinding errors. Cities were smaller than earlier games by design, and region play links them asynchronously through shared services, trade, and Great Works.

appears in

the paper, 2 sections · 4 chapters · 1 episode
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 2

Chapter 2. Six layers

linked from the text

book
ch 5
book
ch 6

Chapter 6. Five ceilings

linked from the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 5

The five ceilings

on screen at 3:20 ticks per second

episode

relations

1 stored edges
influenced by

sources

2
Wikipedia contributors (2026). SimCity (2013 video game). Wikipedia
Frank Cifaldi (2012-03-07). GDC 2012: Breaking down SimCity's Glassbox engine. Game Developer

provenance

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