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

definition

Owns a catalog of policies, each with an active flag or a choice among mutually exclusive options in a group, prerequisites, an enactment cost (money, political capital, influence, or time), upkeep, and a cooldown. Enacting a policy applies modifiers or changes rules: it unlocks an action, alters a rate, or changes how agents behave, with a stated benefit and a stated cost. Frostpunk (2018) has a Book of Laws in which similar laws are sequenced so later ones are harsher, and accepting early compromises makes later ones likelier. Victoria 3 groups laws into mutually exclusive sets and, since update 1.3, requires each law to pass three enactment phases whose success chances depend on interest-group support, with up to three setbacks before failure. SimCity 2000 introduced city ordinances, and Civilization civics and Cities: Skylines district policies are other forms.

player experience

Choosing which tradeoff to live with. The player browses a menu of laws, weighs their benefits against costs and side effects, and commits. In Frostpunk each signature feels like a moral line crossed; in grand strategy, passing a law is a political campaign.

design levers

  • number of policies and how many can be active at once (slots, groups, budget)
  • enactment cost, delay, and cooldown
  • size and visibility of side effects
  • reversibility: free to revoke, costly, or permanent
  • prerequisites and sequencing (escalating law chains)

failure modes

  • Policies with no real downside become always-on, leaving a menu of mandatory picks.
  • Too many small modifiers make each choice unnoticeable.
  • Free revocation lets players toggle policies around events, undermining the tradeoff.

dynamics

  • Escalating law chains pull players toward harsher policies one reasonable step at a time.
  • Policies that change agent behavior ripple into economic and social systems in ways their tooltips do not state.
  • Mutually exclusive groups create identity: a society defined by its chosen laws.

open questions

  • Could players draft bespoke policies in language and have an LLM translate them into balanced, consistent rule changes?
  • Which explanations of second-order policy effects keep surprises interesting rather than unfair?

appears in

the paper, 2 sections · 2 chapters · 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 governance & policy, with its summary

book
ch 8

Chapter 8. Where AI lands

named in the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 3

Families across genres

on screen at 3:42 odd couples, 5:20 the sequel that moved

episode

sources

3
Wikipedia contributors (2026). Frostpunk. Wikipedia
Paradox Development Studio (2023-04-06). Victoria 3 Dev Diary #80: Law Enactment and Revolution Clock in 1.3. Paradox Interactive
Wikipedia contributors (2026). SimCity 2000. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m2taxonomy