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

definition

The player assigns a subsystem (a city, sector, colony, fleet, department, or set of planets) to an AI controller and sets objectives and constraints: a focus, a budget, permissions, and policies. Each decision interval the controller runs the same decision logic the game's opponent AI uses, restricted to that subsystem, and issues actions on the player's behalf. State owned: assignment, goal settings, and permissions per delegated unit; the rest is read from the subsystem. Inputs: subsystem state and player settings. Outputs: build, research, production, or movement actions. Canonical forms: Stellaris sectors, which a 2016 dev diary justified with a core-world limit and in which sector governors develop planets and build mining stations under a player-set focus, Hearts of Iron IV battle plans executed by AI-controlled generals, automated workers in the Civilization series, Football Manager staff responsibilities, and automated traders and miners in X4: Foundations.

player experience

The player moves up a level of abstraction and manages managers. Delegation trades control for attention and enables play at empire scale. When the AI does something dumb it feels like losing control; when it works it feels like governing.

design levers

  • granularity of goals: single focus, weighted priorities, or explicit rules
  • permissions such as may build, may demolish, may spend reserves
  • transparency: whether the manager explains its choices
  • manager competence relative to a good player
  • incentives to delegate: hard limits on direct control versus voluntary convenience
  • ease of reclaiming control and per-item overrides

failure modes

  • Managers that underperform a competent player turn delegation into a penalty that players avoid at all costs.
  • Opaque managers make unexplained choices that players cannot correct without micromanaging.
  • Managers that are too strong remove the game: the optimal play is to delegate everything.
  • Forced delegation through control caps is widely resented; Stellaris sectors were reworked in later updates.

dynamics

  • Delegation allows simulations far larger than one player could micromanage, shifting play to allocation among managers.
  • Partial delegation creates principal-agent tension: players watch managers and intervene at thresholds.
  • Delegated units pursuing local goals can conflict with each other, such as two governors competing for one resource.

open questions

  • Can language-model managers take natural-language mandates (keep morale high but never let the treasury go negative), explain their tradeoffs, and remain competent?
  • Does delegation to a learned policy trained against the game's simulation make managers better than humans, and what is left for the player if so?

appears in

the paper, 3 sections · 3 chapters
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

8. Where the techniques land

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under control & automation, with its summary

book
ch 8

Chapter 8. Where AI lands

linked from the text

book
ch 10

Chapter 10. Bets

named in the text

book
ch 12

Chapter 12. Keeping score

named in the text

book

relations

1 stored edges
tension

Embodied skill control

Automating a subsystem removes the skill expression that made it the point.

claims

1 with sources
c01high

Stellaris launched with a limit on directly controlled core worlds, beyond which penalties applied, and sectors run by governors who develop planets under a player-set focus and taxation.

src-paradox-2016-stellaris-dev-diary-21-sectors

sources

1
(2016-02). Stellaris Dev Diary #21: Administrative Sectors. Paradox Interactive forums

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m6taxonomy