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simgrammar the grammar of simulation

definition

A milestone is a predicate over aggregate state (population at least 1,000, output of an item, cumulative revenue, a tier of residents) paired with a set of unlocks. State owned: the ordered list of milestones and which are reached. Update rule: periodically test the next milestones; on success, permanently unlock their content and notify the player. Unlike research, the player spends nothing directly; progress is a side effect of growth. Canonical forms: Cities: Skylines population milestones that unlock services, zoning types, policies, and map tiles; Anno resident tiers whose population thresholds unlock new buildings. Satisfactory names its HUB unlocks milestones, but they are paid for with item deliveries, which places them closer to a tech tree.

player experience

Growth is rewarded with options. The player expands toward the next threshold, gets a burst of new tools, and learns systems in the order the designer chose rather than all at once.

design levers

  • threshold variable: population, output, money, or satisfaction
  • spacing of thresholds, linear or geometric
  • which content is gated and in what order
  • whether milestones can be lost if the variable falls back
  • option to disable gating for sandbox play

failure modes

  • Gating essential services, such as sewage or healthcare, behind milestones forces players to build broken cities before they can fix them.
  • Thresholds hit too quickly flood the player with unexplained tools.
  • Thresholds placed far apart produce long stretches of growing without new decisions.

dynamics

  • Players inflate the gated variable artificially, such as dense cheap housing to reach a population tier, then rebuild.
  • Milestone order shapes city or factory layout, since early buildings lock in space before later ones arrive.
  • As a tutorial pacing tool it teaches systems in sequence; experienced players disable it.

open questions

  • Can milestones be selected adaptively from what the player has not yet engaged with, rather than fixed by the designer?
  • Does gating by behavior (built a working transit line) teach better than gating by aggregate size?

appears in

the paper, 2 sections · 1 chapter · 1 episode
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 progression & goals, with its summary

book
ch 9

Chapter 9. Vacant lots

named in the text

book
ep 2

Where the parts came from

on screen at 3:30 the founding games

episode

provenance

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