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

parts

21 mechanics, as Stellaris does them

core · 3

population & lineage

Population strata

Pops fill jobs created by planetary districts and buildings in worker, specialist, and ruler strata; each job consumes and produces resources such as energy, minerals, food, consumer goods, and alloys.

progression & goals

Tech tree

Physics, society, and engineering research each offer three semi-random project cards weighted by ethics, the scientist's traits, and known technologies; rare technologies and anomaly-granted cards vary each run, and costs rise as the game goes on.

narrative & generation

Triggered event chains

Anomalies found by science ships open authored event chains, and galactic crises such as marauder invasions, awakened machine empires, and extradimensional invaders begin after set periods.

supporting · 18

governance & policy

Corruption leakage

Empire size grows with systems, colonies, and pops, and size beyond administrative capacity raises technology and tradition costs; bureaucrat jobs add capacity to offset it.

population & lineage

Culture and religion conversion

Each pop holds an ethic that drifts toward ethics with higher attraction, modified by government ethics, policies, and living conditions, and pop ethics decide faction membership.

control & automation

Delegation to AI managers

Planets beyond the core limit can be grouped into sectors run by AI governors with a player-set focus.

social relations

Faction diplomacy

Empires negotiate, form federations, and go to war; ethics such as xenophobe or xenophile shape AI attitudes.

information & legibility

Fog of war

resources & production

Goods consumption

governance & policy

Interest groups

Pops join political factions according to ethics, and faction support produces unity.

multiplayer & persistence

Modding API

Script and data files define species, events, and technologies; total conversions replace the setting.

space & construction

Modular assembly

Ships are designed from hull sections and components.

agents & behavior

Personality traits

Species traits and leader traits modify output and behavior.

governance & policy

Policy toggles

Ethics, civics, policies, and edicts change empire rules.

governance & policy

Political capital

Unity, produced partly by faction support, buys traditions, and influence pays for new outposts and territorial claims.

world generation

Procedural terrain

Each galaxy is generated with star systems linked only by hyperlanes.

governance & policy

Stability and unrest

conflict & defense

Statistical combat resolution

Fleet battles resolve from ship weapons, shields, armor, and hull values against each other, and ground combat compares army attack and health.

conflict & defense

Territorial control

Empires take systems by building outposts, borders follow owned systems, and claims bought with influence set what wars can take.

conflict & defense

War score and peace terms

War exhaustion rises from losses and occupation, and a side at maximum exhaustion can be forced into a status quo peace.

core loop

survey systems with science ships -> claim systems and colonize planets -> build districts that create jobs for pops -> draw research cards and build fleets -> negotiate or fight neighboring empires -> survive the late-game crisis

design notes

Stellaris combines a space 4X opening (survey, claim, colonize) with Paradox grand strategy systems: real time with pause, internal factions, and event chains. Its research model replaces a visible tree with weighted random card draws, so two runs of the same empire research in different orders. Hyperlane-only travel turns the galaxy into a graph with chokepoints. Henrik Fahraeus named Star Control II, Master of Orion II, and Europa Universalis IV as roughly equal influences.

appears in

the paper, 2 sections · 3 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 4

Chapter 4. Families

linked from the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ch 10

Chapter 10. Bets

linked from the text

book
ep 3

Families across genres

on screen at 3:46 odd couples

episode
ep 8

Vacant lots

on screen at 4:44 research by people

episode

relations

1 stored edges

sources

3
Wikipedia contributors (2026). Stellaris (video game). Wikipedia
Doomdark (2015-11-30). Stellaris Dev Diary #11: Research & Technology. Paradox Interactive forums
(2016-02). Stellaris Dev Diary #21: Administrative Sectors. Paradox Interactive forums

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance