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simgrammar the grammar of simulation

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Short 8: City builders don't tell stories, opening frameplay · 0:38
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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

definition

Generators, consumers, and optional storage are joined by poles, wires, or adjacency into connected components. Each tick each component sums generation and demand; if supply covers demand every consumer runs, otherwise a shortfall rule applies: proportional slowdown, priority shedding, or outages in some order. Factorio spreads power evenly so machines slow proportionally (a 300 kW load on 180 kW of solar runs at 60%), dispatches solar first, then steam engines, turbines, and fusion, discharges accumulators only when other sources fall short, and charges every connected machine an idle drain. Micropolis, the released SimCity engine, walks conductive tiles outward from each plant, spends one unit of capacity per tile (700 per coal plant, 2,000 per nuclear plant), and when capacity runs out reports brownouts and leaves the remaining tiles unpowered. Oxygen Not Included gives wires a load capacity and damages overloaded wires. Inputs: generator output (fuel, weather, time of day), consumer demand, topology. Outputs: a satisfaction ratio per component and the operating state of each consumer.

player experience

A clear supply-demand puzzle with a visible penalty. Players watch the satisfaction bar, add generation ahead of growth, and learn that a fuel shortage at the plant can slow the very machines that supply its fuel. Night, weather, and storage add a timing layer to an otherwise static capacity problem.

design levers

  • shortfall rule: proportional slowdown, priority tiers, or hard outages
  • connection model: pole radius, wires with capacity, or adjacency
  • generator variability by fuel, time of day, and weather, plus storage buffers
  • idle drain and standby consumption
  • wire or transformer capacity limits and overload consequences

failure modes

  • A single global power pool without topology reduces the mechanic to a number to keep positive.
  • Proportional slowdown can cause a death spiral when brownouts slow the miners and inserters that fuel the generators, a known trap in early Factorio steam power.
  • Overload damage without clear warnings reads as random breakage.

dynamics

  • Growth outpaces generation in steps, so power becomes a recurring stop-and-fix cadence.
  • Variable sources such as solar and wind plus storage create daily cycles of surplus and deficit that decide what runs when.
  • Grid topology sets the blast radius of failures: one broken link can isolate a district.
  • Circuit or priority controls let players build load shedding, coupling power to automation.

open questions

  • Would learned grid operators that forecast demand and weather turn power from a capacity check into a dispatch problem players manage?
  • How much electrical realism (voltage, phase, line losses) can players absorb before the grid stops being legible?

appears in

the paper, 2 sections · 5 chapters · 3 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
glossary

Glossary of mechanics

listed under resources & production, with its summary

book
ch 2

Chapter 2. Six layers

named in the text

book
ch 3

Chapter 3. Old parts

named in the text

book
ch 4

Chapter 4. Families

named in the text

book
ch 9

Chapter 9. Vacant lots

named in the text

book
ch 12

Chapter 12. Keeping score

named in the text

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, 3:38 odd couples, 5:12 series and descendants

episode
ep 8

Vacant lots

on screen at 5:20 lots already built

episode
short 8

City builders don't tell stories

0:38 · on screen in the short

short

relations

1 stored edges
synergy

Production chains

Machines draw power, so production throughput becomes coupled to generation capacity.

sources

2
Factorio Wiki contributors (2026). Electric system. 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-m1taxonomy