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

definition

Owns a pollution value per cell or chunk. Each update, emitters add pollution, a fraction diffuses to neighboring cells, and terrain, vegetation, or water absorb some; other systems read the local value as a penalty to health, land value, crop growth, or happiness. Factorio stores pollution per 32x32-tile chunk, updates every 64 ticks, diffuses 2% to each cardinal neighbor once a chunk holds 15 or more, absorbs it by tile type and trees (trees are damaged above 60), and lets enemy spawners absorb it to fund attack waves. SimCity computes a pollution map from industry and traffic that depresses land value; Cities: Skylines separates ground, noise, and water pollution, and sewage released upstream contaminates water intakes downstream. Inputs are emitter locations and rates; outputs are a spatial field read by other systems.

player experience

Growth leaves a visible stain. The player separates factories from homes, plants green buffers, and watches the overlay creep outward; in Factorio a bigger factory directly invites bigger attacks. Cleanup competes with expansion for the same resources.

design levers

  • emission rate per source and modifiers such as efficiency upgrades or filters
  • diffusion fraction, minimum amount before diffusing, and grid resolution
  • absorption by terrain, water, and vegetation, and whether absorbers are damaged
  • what pollution affects: health, land value, crops, happiness, enemy aggression
  • cleanup tools and their cost

failure modes

  • Pollution that only lowers land value is solved once by zoning distance and then ignored.
  • Fine-grained diffusion with no threshold or chunking costs compute and produces smeared, unreadable fields.
  • Effects carried by hidden channels, such as water contamination far downstream, read as unexplained sickness.

dynamics

  • Zoning separates polluting and sensitive uses, which lengthens commutes and adds traffic.
  • In Factorio pollution couples production scale to attack size, so efficiency becomes a defense strategy.
  • Absorbers degrade under load, so a polluted region can tip into faster spread as forests die.

open questions

  • Can learned dispersion surrogates make air and water pollution fields physically plausible while staying cheap and legible?

appears in

the paper, 2 sections · 4 episodes
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 environment & ecology, with its summary

book
ep 2

Where the parts came from

on screen at 2:53 the founding games, 7:21 built from older parts

episode
ep 3

Families across genres

on screen at 0:00 cold open, 0:27 same chain, different games, 5:12 series and descendants

episode
ep 8

Vacant lots

on screen at 1:45 packages

episode

sources

2
Factorio Wiki contributors (2026). Pollution. Official Factorio Wiki
Will Wright, Don Hopkins (2008). Micropolis: open-source SimCity source code. GitHub (SimHacker/micropolis)

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m5taxonomy