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

watch

2 shorts with this record on screen
Short 1: The five most common parts, opening frameplay · 0:38
rendered · short-01.mp4 · drawn from the dataset

short 1 0:38

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

Short 7: Most used, barely touched, opening frameplay · 0:36
rendered · short-07.mp4 · drawn from the dataset

short 7 0:36

Most used, barely touched

transcript

The kind of mechanic simulation games use most is among the kinds AI research has touched least.

Resources and production is the most used family in our catalog. Of its 14 mechanics, 12 have no AI technique pointed at them, production chains included.

A furnace starves far upstream, and the player blames the building in front of them. The record for production chains lists that as a known failure in games without flow statistics.

Instead the techniques pile up on stories and characters. Narrative and generation is the most exposed family in the set.

also on the pages for

definition

Each producer holds a recipe (input amounts, output amounts, cycle time), an input buffer, an output buffer, and a progress timer. Each tick, if inputs and power or labor are present and the output buffer has room, progress advances; on completion inputs are consumed and outputs added. Chained producers form a directed graph from raw resources to finished goods whose steady-state throughput is set by recipe ratios and the slowest stage. The Settlers (1993) chains wheat through a mill to a bakery; Anno 1800 gives each building a fixed cycle time so players build in ratios; Factorio and Satisfactory expose rates directly and add alternate recipes, modules, and productivity bonuses. GlassBox, the SimCity (2013) engine, expresses production as rules that move or combine resources held in a unit's bins. Inputs: raw goods, labor, energy. Outputs: intermediate and final goods, plus a blocked or starved state per producer.

player experience

Building machines that build things. The player traces a desired product back through its tree, sizes each stage, and watches for the stage that starves or backs up. Satisfaction comes from a balanced line running unattended; tension comes from every new product adding a branch to an already crowded layout.

design levers

  • recipe depth and branching factor of the dependency tree
  • cycle times and ratios, and whether they are round numbers players can compute
  • alternate recipes and multi-output recipes that create choices
  • buffer sizes at inputs and outputs
  • modifiers such as modules, worker skill, or productivity bonuses
  • how chains are displayed: hidden, per-building stats, or a full production overview

failure modes

  • A single optimal ratio per product, once solved, turns play into copying calculator output.
  • Deep trees of single-use intermediates add layout work without adding decisions.
  • Starvation far upstream is hard to diagnose without flow statistics, so players blame the wrong building.

dynamics

  • The slowest stage sets throughput, so the bottleneck moves each time players fix one, creating a chase loop.
  • Shared intermediates create contention between chains and force priority decisions.
  • Coupled with logistics, layout distance becomes part of the recipe cost.
  • Machines that build machines produce exponential factory growth, capped by inputs, space, or threat.

open questions

  • Can AI generate recipe graphs that are solvable, non-degenerate, and on-theme, cutting content cost for factory games?
  • Do players learn chain design faster from flow visualizations or from AI explanations of bottlenecks?

appears in

the paper, 2 sections · 7 chapters · 6 episodes · 2 shorts
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 1

Chapter 1. Same parts

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 8

Chapter 8. Where AI lands

named in the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ch 10

Chapter 10. Bets

named in the text

book
ch 13
book
ep 1

Every simulation game is made of the same parts

on screen at 2:30 the most common parts, 3:43 six jobs

episode
ep 2

Where the parts came from

on screen at 3:15 the founding games, 7:21 built from older parts

episode
ep 3

Families across genres

on screen at 0:17 cold open, 0:27 same chain, different games, 3:18 odd couples, 4:44 series and descendants and 1 more

episode
ep 7

Where AI lands

on screen at 5:22 the economic core

episode
ep 8

Vacant lots

on screen at 3:19 workers who grow old, 4:03 shared designs, 5:37 lots already built

episode
ep 9

Bets worth making

on screen at 0:27 a tool that names the cause

episode
short 1

The five most common parts

0:38 · on screen in the short

short
short 7

Most used, barely touched

0:36 · on screen in the short

short

relations

1 stored edges
synergy

Storage and buffers

Buffers decouple steps of a chain; their fill levels reveal bottlenecks.

sources

1
Frank Cifaldi (2012-03-07). GDC 2012: Breaking down SimCity's Glassbox engine. Game Developer

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m1taxonomy