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

definition

Each deposit holds a remaining quantity that every extraction cycle decrements. At zero the node disappears or the extractor stops; some games instead decay the extraction rate toward a floor. Factorio ore patches store an amount per tile that mining drills consume, while crude oil fields report a yield percentage in which 1% equals 300 pumpjack cycles and depletion stops at a 20% floor. Warcraft and Age of Empires gold mines and The Settlers II mountain mines run dry. Satisfactory is the counterexample: its nodes are infinite and differ only in purity. Inputs: extraction cycles. Outputs: remaining amount, current rate, and an exhaustion event that idles the extractors and any chain they feed.

player experience

A visible timer the player cannot stop. Every mine is temporary, so the player keeps scouting, claiming, and rebuilding at new sites, and judges how much infrastructure a deposit deserves given how long it will last. Losing a key deposit mid-chain creates a scramble to relocate before stocks run out.

design levers

  • starting quantity per deposit and its distribution across the map
  • whether depletion ends output or decays the rate toward a floor
  • efficiency upgrades that change output per unit removed, such as Factorio mining productivity research
  • visibility of remaining amounts and warnings before exhaustion
  • whether deposits regenerate, can be rediscovered, or have substitutes

failure modes

  • Depletion that is too fast makes relocation the whole game and punishes building anything permanent.
  • Depletion that is too slow is never felt within a session.
  • Hidden remaining amounts cause sudden collapses that read as bugs.
  • Infinite nodes or high rate floors remove expansion pressure, so the map stops mattering after the first claims.

dynamics

  • Pushes expansion outward, which raises defense, logistics, and threat costs at new outposts.
  • Creates contested chokepoints in competitive maps as the last deposits run out.
  • Drives substitution toward recycling, alternate recipes, or trade once local supply ends.
  • Staggers rebuild cycles, giving long games a rhythm of boom at new sites and decline at old ones.

open questions

  • Can procedural geology models generate deposits whose size players can estimate from surface signals, turning prospecting into inference?
  • What depletion time relative to session length keeps relocation interesting rather than tedious?

appears in

the paper, 2 sections
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
glossary

Glossary of mechanics

listed under resources & production, with its summary

book

relations

1 stored edges

sources

2
Factorio Wiki contributors (2026). Crude oil. Official Factorio Wiki
Satisfactory Wiki contributors (2026). Resource node. Satisfactory Wiki (wiki.gg)

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m1taxonomy