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

watch

4 shorts with this record on screen
Short 1: The five most common parts, opening frameplay · 0:38
rendered · short-01.mp4 · drawn from the dataset

short 1 0:38

The five most common parts

transcript

The five parts that turn up most often in simulation games don't simulate anything.

We broke 179 of them into their parts. First is the pause button, in 46 percent of them. Then placing buildings where you like, support for mods, a tech tree, and scenario goals.

Production chains come sixth, and they're the first part on the list that models something in the world: ore into plates, plates into gears.

The parts a game is known for are rare. RimWorld's storyteller, its mood breaks and its body-part injuries each show up in fewer than ten catalog games.

also on the pages for

Short 3: A border post and a daughter, opening frameplay · 0:36
rendered · short-03.mp4 · drawn from the dataset

short 3 0:36

A border post and a daughter

transcript

A border-checkpoint game from 2013 and a daughter-raising game from 1993 belong to the same family.

We grouped 179 simulation games by the parts they're built from, then redid the grouping on 1000 random subsets of the catalog. These two land together almost every time.

Both give you time in fixed slots: a shift at the border, three slots a month for your daughter. Both keep money tight. Both keep sending authored events at you.

Princess Maker 2 is filed as a life sim, and it lands far from The Sims.

also on the pages for

Short 8: City builders don't tell stories, opening frameplay · 0:38
rendered · short-08.mp4 · drawn from the dataset

short 8 0:38

City builders don't tell stories

transcript

Only one game in our catalog lets you place buildings and also runs chains of story events: 77 games do the first, 17 the second.

In Cities: Skylines, a district built all at once grows old all at once. Decades later its residents die in a wave, and the hearses back up. The game treats it as a services problem. Nothing tells you a story about any of them.

The exception is Surviving Mars, which lays authored mysteries like plagues and AI revolts over a colony you lay out yourself. Even there, the mysteries are layered on top of the colony.

also on the pages for

Short 12: The parts the agents skipped, opening frameplay · 0:33
rendered · short-12.mp4 · drawn from the dataset

short 12 0:33

The parts the agents skipped

transcript

The most common parts of simulation games almost went uncounted in our dataset.

The first catalog was built by AI agents working in parallel. Each one recorded the parts that made a game distinctive and skipped the obvious ones: the pause button, placing buildings, tech trees. An outside review caught it.

Once the gaps were filled, the pause button turned out to be the most common part of all, in 46 percent of the catalog. Now every number in this series is checked against the data each time it's built.

also on the pages for

definition

The player picks a structure type, position, and usually rotation. The game tests the footprint against occupancy, terrain slope, required neighbors (road access, a water tile, an ore patch), and cost. A valid placement writes the structure into the occupancy grid or spatial index and deducts cost; demolition reverses it, often with a partial refund. Tile grids (SimCity, Factorio, RimWorld) make footprints exact; gridless placement (Manor Lords, Foundation) allows arbitrary angles and curved streets. A ghost preview tinted valid or invalid is the standard interface. The occupancy map is the input to pathing, coverage, adjacency, and room detection.

player experience

A spatial puzzle with immediate feedback. Players plan space, fit footprints together, and live with early decisions as the layout fills. Gridless placement adds expressive freedom but also the chore of aligning things by eye.

design levers

  • grid, offset grid, or gridless placement, with or without snapping
  • footprint sizes and shapes, and whether rotation changes them
  • terrain rules: slope tolerance, water, and foundations
  • requirement rules such as road adjacency or resource tiles
  • demolition refund and rebuild cost, which set how much commitment a placement carries

failure modes

  • Gridless placement leaves slivers and gaps that waste space and look untidy.
  • Free demolition and full refunds remove commitment, so placement stops being a decision.
  • A red ghost with no reason given makes hidden placement rules feel arbitrary.
  • Permissive rules with abundant space make layout trivial.

dynamics

  • Early placements constrain later ones, producing path-dependent layouts and eventual rebuilds.
  • Space becomes a resource that players trade against throughput or beauty.
  • Players converge on standard modules, which leads to blueprint copying and sharing.

open questions

  • Can natural-language or sketch placement ("put a market near the docks") keep the puzzle while removing the click cost?
  • Which footprint rules make gridless placement as plannable as a grid?

appears in

the paper, 2 sections · 5 chapters · 5 episodes · 4 shorts
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 space & construction, with its summary

book
ch 1

Chapter 1. Same parts

named in the text

book
ch 4

Chapter 4. Families

named in the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ch 10

Chapter 10. Bets

named in the text

book
ch 13
book
ep 1

Every simulation game is made of the same parts

on screen at 2:30 the most common parts

episode
ep 2

Where the parts came from

on screen at 0:39 a date is a lower bound

episode
ep 3

Families across genres

on screen at 0:17 cold open, 0:27 same chain, different games, 3:38 odd couples, 5:12 series and descendants and 2 more

episode
ep 8

Vacant lots

on screen at 0:21 the missing story, 6:01 lots that might stay empty

episode
ep 12

How this was made

on screen at 0:11 cold open

episode
short 1

The five most common parts

0:38 · on screen in the short

short
short 3

A border post and a daughter

0:36 · on screen in the short

short
short 8

City builders don't tell stories

0:38 · on screen in the short

short
short 12

The parts the agents skipped

0:33 · on screen in the short

short

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m4taxonomy