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

definition

Trips generated by zones or agents travel over a road network; each segment has a capacity, and travel time rises as volume approaches or exceeds it. Micropolis, the released SimCity engine, has no vehicles: a zone tries a random walk of up to 30 steps along roads until it is adjacent to a destination zone of the required type, and success adds 50 to the traffic density at saved points on the path. Density decays each scan by 34 above 200 and by 24 above 24, and is otherwise reset to zero. Cities: Skylines simulates individual vehicles on lanes. Cities: Skylines II agents choose routes by a combined cost of time, comfort, money, and behavior, spread across lanes, and can be stopped by accidents checked per segment. Inputs: trips, network capacity, route choice. Outputs: per-segment volume, travel times, and delays to services.

player experience

Watching gridlock form. Players see jams, trace them to bad intersections or missing routes, and redesign. Congestion is the most visible symptom of a city's structure, and fixing one jam often moves it elsewhere.

design levers

  • capacity per lane or road type
  • route choice model: random walk, shortest path, or cost-based with re-routing
  • trip generation rate and timing
  • consequences: lower desirability, delayed services, or lost deliveries
  • stuck-vehicle handling such as despawning

failure modes

  • Vehicles that crowd into one lane while parallel lanes sit empty, a common complaint about the first Cities: Skylines, produce jams that better road design cannot fix.
  • Despawning stuck vehicles, as the first Cities: Skylines does by default, hides real congestion problems.
  • Opaque route choices make traffic feel random.

dynamics

  • Induced demand: new capacity attracts more trips.
  • Congestion delays emergency services, so fires spread and crime rises.
  • Players build hierarchies and transit to shift demand.

open questions

  • Could learned driving policies trained on real traffic data make in-game congestion match real-world patterns at city scale?
  • What level of traffic fidelity improves design decisions rather than just spectacle?

appears in

the paper, 3 sections · 2 chapters · 5 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
paper

6. Five ceilings

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under logistics & networks, with its summary

book
ch 5
book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 2

Where the parts came from

on screen at 2:53 the founding games

episode
ep 4

Why deep systems are hard to read

on screen at 4:41 expensive and hidden

episode
ep 5

The five ceilings

on screen at 6:38 lifting one ceiling spends another

episode
ep 8

Vacant lots

on screen at 1:12 packages, 7:02 how a lot closes

episode
ep 10

What breaks

on screen at 3:10 opaque replacements

episode

relations

1 stored edges

sources

2
Will Wright, Don Hopkins (2008). Micropolis: open-source SimCity source code. GitHub (SimHacker/micropolis)
Colossal Order, Paradox Interactive (2023-06-26). Cities: Skylines II Feature Highlight #2: Traffic AI. Paradox Interactive

provenance

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