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simgrammar the grammar of simulation

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Short 1: The five most common parts, opening frameplay · 0:38
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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

definition

The game exposes two surfaces: data definitions for entities, recipes, and parameters that the engine loads at startup, and a scripting runtime that registers handlers for game events and calls an API to read and change state. Factorio mods use modified Lua 5.2 and pass through settings, prototype (data), and runtime (control) stages in a fixed lifecycle, with the runtime stage event-driven. RimWorld loads XML definitions and C# assemblies; Crusader Kings III exposes event, trigger, and effect scripting; Minecraft's Java Edition relies largely on third-party loaders. A mod manager resolves load order and dependencies. Inputs: mod files. Outputs: changed content, rules, and UI.

player experience

Players reshape the game to their taste, from small fixes to total conversions, and the game keeps renewing years after release. Modders gain a creative outlet and an audience, and non-modders browse mod lists to assemble their own version of the game.

design levers

  • surface breadth: data only, data plus scripting, or full code injection
  • sandboxing and determinism requirements, such as lockstep multiplayer
  • API stability and versioning policy
  • load-order and dependency management
  • distribution channel and discovery, such as an official mod portal or Steam Workshop

failure modes

  • Game updates break mods, and players delay updating or abandon saves.
  • Large mod lists conflict and degrade performance in ways that are hard to diagnose.
  • Unsandboxed code mods carry security risk to players' machines.

dynamics

  • Popular mods become de facto features, and developers later absorb them into the base game.
  • Moddable games keep long active communities and sales tails.
  • Mods expose and fix balance problems faster than official patches.

open questions

  • Can coding models let non-programmers write working mods from natural-language descriptions against a documented API?
  • What API design keeps generated mods sandboxed, deterministic, and compatible across updates?

appears in

the paper, 3 sections · 3 chapters · 5 episodes · 1 short
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 multiplayer & persistence, with its summary

book
ch 8

Chapter 8. Where AI lands

linked from the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ch 10

Chapter 10. Bets

named in the text

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 1:15 a date is a lower bound

episode
ep 3

Families across genres

on screen at 3:18 odd couples, 7:31 close

episode
ep 4

Why deep systems are hard to read

on screen at 5:51 choosing a point

episode
ep 9

Bets worth making

on screen at 4:42 mods from a sentence

episode
short 1

The five most common parts

0:38 · on screen in the short

short

sources

1
Wube Software (2026). Factorio Lua API documentation. lua-api.factorio.com

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m7taxonomy
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance