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

definition

Map nodes (ore patches, trees, fishing spots, oil wells) hold a resource type and a richness or purity value. An extractor, which is a placed machine, an assigned worker, or the avatar with a tool, produces units at a base rate multiplied by tool tier, worker skill, richness, and modifiers. Output goes to an adjacent buffer or is carried away by hauling. Satisfactory multiplies extraction by node purity (impure 0.5x, normal 1.0x, pure 2.0x); Factorio drills mine a fixed rate per tile with productivity research; RTS games such as Age of Empires assign villagers who gather by walking to nodes and back; Minecraft and Valheim gate which blocks can be mined by tool tier. Inputs: node, extractor, labor or power. Outputs: a stream of raw materials and, where depletion exists, a decrement to the node.

player experience

The first link in every chain. Players scout for rich nodes, claim them, and judge how many extractors a site justifies. In avatar games, swinging a tool at a rock is a tactile, repeatable earning loop; in factory games, placing drills on the best patch is an early, high-leverage decision.

design levers

  • base rate per extractor and tool or tier multipliers
  • richness or purity variation across nodes
  • labor model: machine, assigned worker, or avatar action
  • node placement and distance from base
  • whether extraction depletes the node (see deposit depletion) or is infinite

failure modes

  • Uniform nodes make location choice irrelevant.
  • Extraction rates far above processing capacity create endless stockpiles and remove pressure.
  • Avatar gathering that never automates becomes grind late in a run.

dynamics

  • Rich nodes far from base create a tradeoff between yield and logistics cost.
  • Contested nodes become flashpoints in multiplayer and RTS maps.
  • Extraction is the root of every production chain, so its rate caps the whole economy.

open questions

  • Could procedural geology tied to visible terrain features make extraction sites a matter of inference rather than icons?

appears in

the paper, 2 sections · 2 chapters · 2 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 resources & production, with its summary

book
ch 3

Chapter 3. Old parts

named in the text

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 2

Where the parts came from

on screen at 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, 4:32 series and descendants, 5:36 the sequel that moved

episode

sources

1
Satisfactory Wiki contributors (2026). Resource node. Satisfactory Wiki (wiki.gg)

provenance

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