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      },
      {
        "data": {
          "id": "synergy:agent-skills->work-priorities",
          "source": "agent-skills",
          "target": "work-priorities",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:attribute-match-engine->scouting-knowledge",
          "source": "attribute-match-engine",
          "target": "scouting-knowledge",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:blueprints->content-sharing",
          "source": "blueprints",
          "target": "content-sharing",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:blueprints->conveyor-transport",
          "source": "blueprints",
          "target": "conveyor-transport",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:budget-treasury->loans-debt",
          "source": "budget-treasury",
          "target": "loans-debt",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:byproducts-waste->pollution-spread",
          "source": "byproducts-waste",
          "target": "pollution-spread",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:causal-tooltips->opinion-modifiers",
          "source": "causal-tooltips",
          "target": "opinion-modifiers",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:citizen-satisfaction->elections",
          "source": "citizen-satisfaction",
          "target": "elections",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:citizen-satisfaction->immigration-attractiveness",
          "source": "citizen-satisfaction",
          "target": "immigration-attractiveness",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:citizen-satisfaction->stability-unrest",
          "source": "citizen-satisfaction",
          "target": "stability-unrest",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:comparative-histograms->design-performance-rating",
          "source": "comparative-histograms",
          "target": "design-performance-rating",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:comparative-histograms->player-programming",
          "source": "comparative-histograms",
          "target": "player-programming",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:contagion->service-coverage",
          "source": "contagion",
          "target": "service-coverage",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:content-sharing->generative-content",
          "source": "content-sharing",
          "target": "generative-content",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:content-sharing->modding-api",
          "source": "content-sharing",
          "target": "modding-api",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:contracts-orders->vehicle-route-scheduling",
          "source": "contracts-orders",
          "target": "vehicle-route-scheduling",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:conveyor-transport->production-chain",
          "source": "conveyor-transport",
          "target": "production-chain",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:creature-care->real-time-clock",
          "source": "creature-care",
          "target": "real-time-clock",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:creature-learning->god-powers",
          "source": "creature-learning",
          "target": "god-powers",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:crisis-countdown->forecasting",
          "source": "crisis-countdown",
          "target": "forecasting",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:crisis-countdown->seasons",
          "source": "crisis-countdown",
          "target": "seasons",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:crop-cultivation->daily-action-budget",
          "source": "crop-cultivation",
          "target": "daily-action-budget",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:crop-cultivation->seasons",
          "source": "crop-cultivation",
          "target": "seasons",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:crowd-preferences->customer-value-choice",
          "source": "crowd-preferences",
          "target": "customer-value-choice",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:crowd-preferences->service-queues",
          "source": "crowd-preferences",
          "target": "service-queues",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:daily-schedules->needs-decay",
          "source": "daily-schedules",
          "target": "needs-decay",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:daily-schedules->traffic-congestion",
          "source": "daily-schedules",
          "target": "traffic-congestion",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:data-overlays->land-value",
          "source": "data-overlays",
          "target": "land-value",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:data-overlays->pollution-spread",
          "source": "data-overlays",
          "target": "pollution-spread",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:data-overlays->service-coverage",
          "source": "data-overlays",
          "target": "service-coverage",
          "type": "synergy"
        }
      },
      {
        "data": {
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          "source": "data-overlays",
          "target": "traffic-congestion",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:decoration-beauty->room-recognition",
          "source": "decoration-beauty",
          "target": "room-recognition",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:design-performance-rating->modular-assembly",
          "source": "design-performance-rating",
          "target": "modular-assembly",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:design-performance-rating->structural-integrity",
          "source": "design-performance-rating",
          "target": "structural-integrity",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:designation-orders->hauling-jobs",
          "source": "designation-orders",
          "target": "hauling-jobs",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:diagnose-repair->wear-breakdown",
          "source": "diagnose-repair",
          "target": "wear-breakdown",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:diagnosis-treatment->service-queues",
          "source": "diagnosis-treatment",
          "target": "service-queues",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:dilemma-cards->policy-toggles",
          "source": "dilemma-cards",
          "target": "policy-toggles",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:dynasty-succession->trait-inheritance",
          "source": "dynasty-succession",
          "target": "trait-inheritance",
          "type": "synergy"
        }
      },
      {
        "data": {
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          "source": "education-workforce",
          "target": "labor-market",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:education-workforce->lifecycle-aging",
          "source": "education-workforce",
          "target": "lifecycle-aging",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:embodied-skill-control->vehicle-dynamics",
          "source": "embodied-skill-control",
          "target": "vehicle-dynamics",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:equity-buyouts->rival-firms",
          "source": "equity-buyouts",
          "target": "rival-firms",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:faction-diplomacy->reputation",
          "source": "faction-diplomacy",
          "target": "reputation",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:falling-sand-materials->material-interactions",
          "source": "falling-sand-materials",
          "target": "material-interactions",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:fire-spread->weather",
          "source": "fire-spread",
          "target": "weather",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:flight-aerodynamics->procedural-checklists",
          "source": "flight-aerodynamics",
          "target": "procedural-checklists",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:fluid-gas-simulation->heat-transfer",
          "source": "fluid-gas-simulation",
          "target": "heat-transfer",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:fog-of-war->military-operations",
          "source": "fog-of-war",
          "target": "military-operations",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:food-web->habitat-suitability",
          "source": "food-web",
          "target": "habitat-suitability",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:food-web->natural-selection",
          "source": "food-web",
          "target": "natural-selection",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:generative-content->natural-language-interaction",
          "source": "generative-content",
          "target": "natural-language-interaction",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:god-powers->terraforming",
          "source": "god-powers",
          "target": "terraforming",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:goods-consumption->population-strata",
          "source": "goods-consumption",
          "target": "population-strata",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:gossip-propagation->relationship-values",
          "source": "gossip-propagation",
          "target": "relationship-values",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:gossip-propagation->reputation",
          "source": "gossip-propagation",
          "target": "reputation",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:habitat-suitability->terraforming",
          "source": "habitat-suitability",
          "target": "terraforming",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:hauling-jobs->storage-capacity",
          "source": "hauling-jobs",
          "target": "storage-capacity",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:heat-transfer->material-interactions",
          "source": "heat-transfer",
          "target": "material-interactions",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:heat-transfer->spoilage",
          "source": "heat-transfer",
          "target": "spoilage",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:history-chronicle->history-generation",
          "source": "history-chronicle",
          "target": "history-generation",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:history-chronicle->storyteller-director",
          "source": "history-chronicle",
          "target": "storyteller-director",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:history-generation->procedural-terrain",
          "source": "history-generation",
          "target": "procedural-terrain",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:hydrology->terraforming",
          "source": "hydrology",
          "target": "terraforming",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:interest-groups->policy-toggles",
          "source": "interest-groups",
          "target": "policy-toggles",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:interest-groups->stability-unrest",
          "source": "interest-groups",
          "target": "stability-unrest",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:land-value->pollution-spread",
          "source": "land-value",
          "target": "pollution-spread",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:land-value->service-coverage",
          "source": "land-value",
          "target": "service-coverage",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:land-value->zoning",
          "source": "land-value",
          "target": "zoning",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:lifecycle-aging->romance-family",
          "source": "lifecycle-aging",
          "target": "romance-family",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:lifecycle-aging->trait-inheritance",
          "source": "lifecycle-aging",
          "target": "trait-inheritance",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:memories-thoughts->mood-breakdown",
          "source": "memories-thoughts",
          "target": "mood-breakdown",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:military-operations->supply-lines",
          "source": "military-operations",
          "target": "supply-lines",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:modular-assembly->orbital-mechanics",
          "source": "modular-assembly",
          "target": "orbital-mechanics",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:modular-assembly->rigid-body-physics",
          "source": "modular-assembly",
          "target": "rigid-body-physics",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:mood-breakdown->needs-decay",
          "source": "mood-breakdown",
          "target": "needs-decay",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:natural-language-interaction->relationship-values",
          "source": "natural-language-interaction",
          "target": "relationship-values",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:natural-selection->trait-inheritance",
          "source": "natural-selection",
          "target": "trait-inheritance",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:needs-decay->smart-objects",
          "source": "needs-decay",
          "target": "smart-objects",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:opinion-modifiers->triggered-event-chains",
          "source": "opinion-modifiers",
          "target": "triggered-event-chains",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:permadeath->procedural-characters",
          "source": "permadeath",
          "target": "procedural-characters",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:persistent-world->player-driven-market",
          "source": "persistent-world",
          "target": "player-driven-market",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:persistent-world->player-legislation",
          "source": "persistent-world",
          "target": "player-legislation",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:player-legislation->player-organizations",
          "source": "player-legislation",
          "target": "player-organizations",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:player-programming->signal-circuits",
          "source": "player-programming",
          "target": "signal-circuits",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:power-grid->production-chain",
          "source": "power-grid",
          "target": "production-chain",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:production-chain->storage-capacity",
          "source": "production-chain",
          "target": "storage-capacity",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:public-transit->traffic-congestion",
          "source": "public-transit",
          "target": "traffic-congestion",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:rail-signaling->signal-circuits",
          "source": "rail-signaling",
          "target": "signal-circuits",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:rci-demand->zoning",
          "source": "rci-demand",
          "target": "zoning",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:relationship-values->villager-requests",
          "source": "relationship-values",
          "target": "villager-requests",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:rival-firms->supply-demand-pricing",
          "source": "rival-firms",
          "target": "supply-demand-pricing",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:soft-body-deformation->vehicle-dynamics",
          "source": "soft-body-deformation",
          "target": "vehicle-dynamics",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:spoilage->storage-capacity",
          "source": "spoilage",
          "target": "storage-capacity",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:structural-integrity->voxel-destruction",
          "source": "structural-integrity",
          "target": "voxel-destruction",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:supply-demand-pricing->trade-routes",
          "source": "supply-demand-pricing",
          "target": "trade-routes",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "synergy:terrain-deformation->vehicle-dynamics",
          "source": "terrain-deformation",
          "target": "vehicle-dynamics",
          "type": "synergy"
        }
      },
      {
        "data": {
          "id": "tension:adaptive-threat-scaling->milestone-unlocks",
          "source": "adaptive-threat-scaling",
          "target": "milestone-unlocks",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "tension:autonomy-levels->unit-commands",
          "source": "autonomy-levels",
          "target": "unit-commands",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "tension:comparative-histograms->storyteller-director",
          "source": "comparative-histograms",
          "target": "storyteller-director",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "tension:data-overlays->fog-of-war",
          "source": "data-overlays",
          "target": "fog-of-war",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "tension:delegation-to-ai->embodied-skill-control",
          "source": "delegation-to-ai",
          "target": "embodied-skill-control",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "tension:embodied-skill-control->turn-structure",
          "source": "embodied-skill-control",
          "target": "turn-structure",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "tension:embodied-skill-control->variable-speed",
          "source": "embodied-skill-control",
          "target": "variable-speed",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "tension:generative-content->triggered-event-chains",
          "source": "generative-content",
          "target": "triggered-event-chains",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "tension:persistent-world->variable-speed",
          "source": "persistent-world",
          "target": "variable-speed",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "tension:procedural-build-assist->structural-integrity",
          "source": "procedural-build-assist",
          "target": "structural-integrity",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "tension:real-time-clock->variable-speed",
          "source": "real-time-clock",
          "target": "variable-speed",
          "type": "tension"
        }
      },
      {
        "data": {
          "id": "uses:a-tale-in-the-desert->elections",
          "source": "a-tale-in-the-desert",
          "target": "elections",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:a-tale-in-the-desert->hand-crafting",
          "source": "a-tale-in-the-desert",
          "target": "hand-crafting",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:a-tale-in-the-desert->persistent-world",
          "source": "a-tale-in-the-desert",
          "target": "persistent-world",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:a-tale-in-the-desert->player-legislation",
          "source": "a-tale-in-the-desert",
          "target": "player-legislation",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:a-tale-in-the-desert->player-organizations",
          "source": "a-tale-in-the-desert",
          "target": "player-organizations",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:a-tale-in-the-desert->production-chain",
          "source": "a-tale-in-the-desert",
          "target": "production-chain",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:a-tale-in-the-desert->resource-extraction",
          "source": "a-tale-in-the-desert",
          "target": "resource-extraction",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:a-tale-in-the-desert->seasonal-world-reset",
          "source": "a-tale-in-the-desert",
          "target": "seasonal-world-reset",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->adaptive-threat-scaling",
          "source": "against-the-storm",
          "target": "adaptive-threat-scaling",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->citizen-satisfaction",
          "source": "against-the-storm",
          "target": "citizen-satisfaction",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->crisis-countdown",
          "source": "against-the-storm",
          "target": "crisis-countdown",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->fog-of-war",
          "source": "against-the-storm",
          "target": "fog-of-war",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->free-placement",
          "source": "against-the-storm",
          "target": "free-placement",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->population-strata",
          "source": "against-the-storm",
          "target": "population-strata",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->procedural-terrain",
          "source": "against-the-storm",
          "target": "procedural-terrain",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->production-chain",
          "source": "against-the-storm",
          "target": "production-chain",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->scenario-objectives",
          "source": "against-the-storm",
          "target": "scenario-objectives",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->seasons",
          "source": "against-the-storm",
          "target": "seasons",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->tech-tree",
          "source": "against-the-storm",
          "target": "tech-tree",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->trade-routes",
          "source": "against-the-storm",
          "target": "trade-routes",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:against-the-storm->variable-speed",
          "source": "against-the-storm",
          "target": "variable-speed",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:ai-dungeon->content-sharing",
          "source": "ai-dungeon",
          "target": "content-sharing",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:ai-dungeon->generative-content",
          "source": "ai-dungeon",
          "target": "generative-content",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:ai-dungeon->natural-language-interaction",
          "source": "ai-dungeon",
          "target": "natural-language-interaction",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:ai-dungeon->turn-structure",
          "source": "ai-dungeon",
          "target": "turn-structure",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->collection-goals",
          "source": "animal-crossing-new-horizons",
          "target": "collection-goals",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->decoration-beauty",
          "source": "animal-crossing-new-horizons",
          "target": "decoration-beauty",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->direct-avatar",
          "source": "animal-crossing-new-horizons",
          "target": "direct-avatar",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->free-placement",
          "source": "animal-crossing-new-horizons",
          "target": "free-placement",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->hand-crafting",
          "source": "animal-crossing-new-horizons",
          "target": "hand-crafting",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->milestone-unlocks",
          "source": "animal-crossing-new-horizons",
          "target": "milestone-unlocks",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->real-time-clock",
          "source": "animal-crossing-new-horizons",
          "target": "real-time-clock",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->relationship-values",
          "source": "animal-crossing-new-horizons",
          "target": "relationship-values",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->renewable-regrowth",
          "source": "animal-crossing-new-horizons",
          "target": "renewable-regrowth",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->seasons",
          "source": "animal-crossing-new-horizons",
          "target": "seasons",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->spoilage",
          "source": "animal-crossing-new-horizons",
          "target": "spoilage",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->terraforming",
          "source": "animal-crossing-new-horizons",
          "target": "terraforming",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:animal-crossing-new-horizons->weather",
          "source": "animal-crossing-new-horizons",
          "target": "weather",
          "type": "uses"
        }
      },
      {
        "data": {
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          "source": "anno-117",
          "target": "adjacency-scoring",
          "type": "uses"
        }
      },
      {
        "data": {
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          "source": "anno-117",
          "target": "free-placement",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-117->goods-consumption",
          "source": "anno-117",
          "target": "goods-consumption",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-117->modular-assembly",
          "source": "anno-117",
          "target": "modular-assembly",
          "type": "uses"
        }
      },
      {
        "data": {
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          "source": "anno-117",
          "target": "population-strata",
          "type": "uses"
        }
      },
      {
        "data": {
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          "source": "anno-117",
          "target": "production-chain",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-117->reputation",
          "source": "anno-117",
          "target": "reputation",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-117->road-network",
          "source": "anno-117",
          "target": "road-network",
          "type": "uses"
        }
      },
      {
        "data": {
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          "source": "anno-117",
          "target": "tech-tree",
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        }
      },
      {
        "data": {
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          "source": "anno-117",
          "target": "trade-routes",
          "type": "uses"
        }
      },
      {
        "data": {
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          "source": "anno-117",
          "target": "unit-commands",
          "type": "uses"
        }
      },
      {
        "data": {
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          "source": "anno-117",
          "target": "variable-speed",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-117->vehicle-route-scheduling",
          "source": "anno-117",
          "target": "vehicle-route-scheduling",
          "type": "uses"
        }
      },
      {
        "data": {
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          "source": "anno-1800",
          "target": "blueprints",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->free-placement",
          "source": "anno-1800",
          "target": "free-placement",
          "type": "uses"
        }
      },
      {
        "data": {
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          "source": "anno-1800",
          "target": "goods-consumption",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->labor-market",
          "source": "anno-1800",
          "target": "labor-market",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->megaproject-sink",
          "source": "anno-1800",
          "target": "megaproject-sink",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->milestone-unlocks",
          "source": "anno-1800",
          "target": "milestone-unlocks",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->population-strata",
          "source": "anno-1800",
          "target": "population-strata",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->production-chain",
          "source": "anno-1800",
          "target": "production-chain",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->rival-firms",
          "source": "anno-1800",
          "target": "rival-firms",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->storage-capacity",
          "source": "anno-1800",
          "target": "storage-capacity",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->trade-routes",
          "source": "anno-1800",
          "target": "trade-routes",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->variable-speed",
          "source": "anno-1800",
          "target": "variable-speed",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:anno-1800->vehicle-route-scheduling",
          "source": "anno-1800",
          "target": "vehicle-route-scheduling",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:arma-3->content-sharing",
          "source": "arma-3",
          "target": "content-sharing",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:arma-3->day-night-cycle",
          "source": "arma-3",
          "target": "day-night-cycle",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:arma-3->direct-avatar",
          "source": "arma-3",
          "target": "direct-avatar",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:arma-3->injury-body-model",
          "source": "arma-3",
          "target": "injury-body-model",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:arma-3->military-operations",
          "source": "arma-3",
          "target": "military-operations",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:arma-3->modding-api",
          "source": "arma-3",
          "target": "modding-api",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:arma-3->projectile-ballistics",
          "source": "arma-3",
          "target": "projectile-ballistics",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:arma-3->scenario-objectives",
          "source": "arma-3",
          "target": "scenario-objectives",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:arma-3->unit-commands",
          "source": "arma-3",
          "target": "unit-commands",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:arma-3->weather",
          "source": "arma-3",
          "target": "weather",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->agent-skills",
          "source": "aurora-4x",
          "target": "agent-skills",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->budget-treasury",
          "source": "aurora-4x",
          "target": "budget-treasury",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->deposit-depletion",
          "source": "aurora-4x",
          "target": "deposit-depletion",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->fog-of-war",
          "source": "aurora-4x",
          "target": "fog-of-war",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->habitat-suitability",
          "source": "aurora-4x",
          "target": "habitat-suitability",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->modular-assembly",
          "source": "aurora-4x",
          "target": "modular-assembly",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->planetary-climate",
          "source": "aurora-4x",
          "target": "planetary-climate",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->procedural-terrain",
          "source": "aurora-4x",
          "target": "procedural-terrain",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->real-world-data-feeds",
          "source": "aurora-4x",
          "target": "real-world-data-feeds",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->resource-extraction",
          "source": "aurora-4x",
          "target": "resource-extraction",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->tech-tree",
          "source": "aurora-4x",
          "target": "tech-tree",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->turn-structure",
          "source": "aurora-4x",
          "target": "turn-structure",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:aurora-4x->wear-breakdown",
          "source": "aurora-4x",
          "target": "wear-breakdown",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->animal-husbandry",
          "source": "autonauts",
          "target": "animal-husbandry",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->crop-cultivation",
          "source": "autonauts",
          "target": "crop-cultivation",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->direct-avatar",
          "source": "autonauts",
          "target": "direct-avatar",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->execution-budget",
          "source": "autonauts",
          "target": "execution-budget",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->goods-consumption",
          "source": "autonauts",
          "target": "goods-consumption",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->hand-crafting",
          "source": "autonauts",
          "target": "hand-crafting",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->modding-api",
          "source": "autonauts",
          "target": "modding-api",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->modular-assembly",
          "source": "autonauts",
          "target": "modular-assembly",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->player-programming",
          "source": "autonauts",
          "target": "player-programming",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->production-chain",
          "source": "autonauts",
          "target": "production-chain",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->programming-by-demonstration",
          "source": "autonauts",
          "target": "programming-by-demonstration",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:autonauts->tech-tree",
          "source": "autonauts",
          "target": "tech-tree",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:balance-of-power->alerts-feed",
          "source": "balance-of-power",
          "target": "alerts-feed",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:balance-of-power->data-overlays",
          "source": "balance-of-power",
          "target": "data-overlays",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:balance-of-power->faction-diplomacy",
          "source": "balance-of-power",
          "target": "faction-diplomacy",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:balance-of-power->reputation",
          "source": "balance-of-power",
          "target": "reputation",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:balance-of-power->stability-unrest",
          "source": "balance-of-power",
          "target": "stability-unrest",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:balance-of-power->turn-structure",
          "source": "balance-of-power",
          "target": "turn-structure",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:banished->contagion",
          "source": "banished",
          "target": "contagion",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:banished->crop-cultivation",
          "source": "banished",
          "target": "crop-cultivation",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:banished->fire-spread",
          "source": "banished",
          "target": "fire-spread",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:banished->free-placement",
          "source": "banished",
          "target": "free-placement",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:banished->goods-consumption",
          "source": "banished",
          "target": "goods-consumption",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:banished->hauling-jobs",
          "source": "banished",
          "target": "hauling-jobs",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:banished->immigration-attractiveness",
          "source": "banished",
          "target": "immigration-attractiveness",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:banished->lifecycle-aging",
          "source": "banished",
          "target": "lifecycle-aging",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:banished->random-disasters",
          "source": "banished",
          "target": "random-disasters",
          "type": "uses"
        }
      },
      {
        "data": {
          "id": "uses:banished->renewable-regrowth",
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        }
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          "type": "game"
        }
      },
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        }
      },
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          "type": "game"
        }
      },
      {
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          "type": "game"
        }
      },
      {
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          "summary": "An industrial-era city builder in which residents advance through five Old World tiers by consuming goods from multi-island production chains, linked to a New World session by trade routes and contested by AI rivals.",
          "type": "game"
        }
      },
      {
        "data": {
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          "type": "game"
        }
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          "type": "game"
        }
      },
      {
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          "type": "game"
        }
      },
      {
        "data": {
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          "summary": "A Cold War geopolitical sim in which the player, as US or Soviet leader, spends aid, treaties, and interventions on minor countries over eight annual turns and manages escalating crises to gain prestige without triggering nuclear war.",
          "type": "game"
        }
      },
      {
        "data": {
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          "group": "city-builder",
          "id": "banished",
          "name": "Banished",
          "summary": "A survival city builder without money or a tech tree in which exiled families gather, farm, and stockpile for winter while aging, births, disease, and disasters decide whether the town grows or starves.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C11",
          "group": "vehicle-sim",
          "id": "beamng-drive",
          "name": "BeamNG.drive",
          "summary": "A vehicle sim built on soft-body physics in which every vehicle is a node-and-beam skeleton that flexes, deforms, and breaks under impact, played as a free-roam sandbox with scenarios.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C09",
          "group": "construction-engineering",
          "id": "besiege",
          "name": "Besiege",
          "summary": "A physics construction game where the player builds medieval siege machines from blocks, wheels, and weapons, then drives them against castles and armies in objective levels or a sandbox.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "business-economic-sim",
          "id": "big-ambitions",
          "name": "Big Ambitions",
          "summary": "A business life sim set in a simulated New York City in which the player's avatar rents storefronts, stocks and staffs shops, builds warehouse logistics, and grows from one store into a business empire.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "factory-automation",
          "id": "big-pharma",
          "name": "Big Pharma",
          "summary": "A pharmaceutical factory and business sim in which the player routes ingredients through machines on conveyor belts to push their concentration into the range that activates cures while suppressing side effects, then sells into contested markets.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C20",
          "group": "programming-sim",
          "id": "bitburner",
          "name": "Bitburner",
          "summary": "A free, open-source incremental hacking game in which the player writes JavaScript scripts that hack, grow, and weaken simulated servers for money, then spends it with faction reputation on augmentations that reset progress in exchange for permanent multipliers.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C14",
          "group": "god-game",
          "id": "black-and-white",
          "name": "Black & White",
          "summary": "A god game in which the player wins villagers' belief through miracles, help, or fear while training a giant creature whose behavior is learned from the player's rewards and punishments.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C03",
          "group": "city-builder",
          "id": "caesar-3",
          "name": "Caesar III",
          "summary": "A Roman city builder in which service walkers roam the roads from their buildings, houses evolve only where food, goods, and services actually reach them, and missions are won on culture, prosperity, peace, and favor ratings.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "business-economic-sim",
          "id": "capitalism",
          "name": "Capitalism",
          "summary": "A corporate business sim in which the player builds retail stores, factories, farms, mines, and R&D centers from internal unit layouts and competes with AI firms on price, quality, and brand across city markets.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "factory-automation",
          "id": "captain-of-industry",
          "name": "Captain of Industry",
          "summary": "An industrial colony builder in which the player reshapes island terrain with excavators and trucks, runs production chains to feed, house, and power a settlement, and spends the Unity its satisfied population generates on edicts, quick builds, and world-map expansion.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C21",
          "group": "job-sim",
          "id": "car-mechanic-simulator-2021",
          "name": "Car Mechanic Simulator 2021",
          "summary": "A first-person garage sim in which the player diagnoses and repairs customer cars part by part, restores auction and barn-find cars, and expands the workshop.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C13",
          "group": "rpg-sim",
          "id": "caves-of-qud",
          "name": "Caves of Qud",
          "summary": "A science-fantasy roguelike RPG with simulated factions, liquids, body parts, and procedurally generated histories, built partly with wave function collapse.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C07",
          "group": "city-builder",
          "id": "cities-skylines",
          "name": "Cities: Skylines",
          "summary": "A city builder in which road-following zones, agent citizens who route to work along computed paths, district policies, and player-drawn transit lines make traffic flow the central design problem.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C07",
          "group": "city-builder",
          "id": "cities-skylines-2",
          "name": "Cities: Skylines II",
          "summary": "The sequel to Cities: Skylines, with citizens choosing routes by time, comfort, and money, a tech tree of development points, preset climates with seasons, and maps of up to 441 tiles.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "4x-strategy",
          "id": "civilization",
          "name": "Sid Meier's Civilization",
          "summary": "A turn-based 4X game in which the player guides a civilization from 4000 BC toward the space age by founding cities, researching a technology tree, building one-per-world wonders, and competing with rival civilizations by diplomacy or war.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C10",
          "group": "wargame",
          "id": "command-modern-operations",
          "name": "Command: Modern Operations",
          "summary": "A real-time operational military simulation in which the player commands air, naval, and land units drawn from a database of tens of thousands of real platforms, sensors, and weapons on a map of Earth, managing doctrine, emissions control, and missions.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C15",
          "group": "job-sim",
          "id": "contraband-police",
          "name": "Contraband Police",
          "summary": "A first-person border-post sim set in 1981 in which the player checks drivers' documents, searches vehicles for hidden contraband, chases smugglers, and upgrades the post against gang attacks.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C14",
          "group": "artificial-life",
          "id": "creatures",
          "name": "Creatures",
          "summary": "An artificial-life game in which the player hatches and raises Norns whose neural-network brains, simulated biochemistry, and haploid digital genomes produce learned behavior and heritable mutation.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "grand-strategy",
          "id": "crusader-kings-3",
          "name": "Crusader Kings III",
          "summary": "A character-driven grand strategy game in which the player rules as successive heads of a medieval dynasty from 867 or later to 1453, managing traits, stress, vassal opinion, marriages, and succession across a map of feudal titles.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C10",
          "group": "flight-sim",
          "id": "dcs-world",
          "name": "DCS World",
          "summary": "A combat flight sim platform of study-level aircraft modules with clickable cockpits and modeled subsystems, flown in missions and on multiplayer servers built with a Lua-scriptable mission editor.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "political-sim",
          "id": "democracy-4",
          "name": "Democracy 4",
          "summary": "A turn-based government sim in which the player, as leader of a democracy, adjusts policy sliders whose weighted effects move statistics and overlapping voter groups, resolves dilemmas, and tries to balance the budget and win the next election.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C06",
          "group": "survival-sim",
          "id": "dont-starve",
          "name": "Don't Starve",
          "summary": "A survival sim in a procedurally generated wilderness where the player balances hunger, health, and sanity, crafts tools and light, and prepares for darkness, hounds, and seasons.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "colony-sim",
          "id": "dwarf-fortress",
          "name": "Dwarf Fortress",
          "summary": "A colony sim in which the player directs a fortress of autonomous dwarves inside a procedurally generated world whose history, geology, fluids, bodies, and minds are all simulated.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "factory-automation",
          "id": "dyson-sphere-program",
          "name": "Dyson Sphere Program",
          "summary": "A 3D factory automation game in which the player's mech builds production lines on rotating planets, links star systems with logistics drones and warp vessels, and launches sails and rockets to assemble Dyson spheres around stars.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C12",
          "group": "mmo-world",
          "id": "eco",
          "name": "Eco",
          "summary": "A multiplayer civilization survival game in which players on one server share a simulated ecosystem, specialize in skills, craft and trade with player-made currencies, and pass enforceable laws while researching how to stop a meteor due in thirty days without wrecking the environment.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C19",
          "group": "space-sim",
          "id": "elite",
          "name": "Elite",
          "summary": "A 3D space trading and combat game in which the player flies a single ship through eight seed-generated galaxies, buying and selling cargo and fighting pirates and police to raise a combat rating.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C19",
          "group": "space-sim",
          "id": "elite-dangerous",
          "name": "Elite Dangerous",
          "summary": "An online space sim set in a 1:1 procedurally generated Milky Way where players trade, fight, mine, and explore while a server-side background simulation shifts faction control from aggregate player actions.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C18",
          "group": "ecosystem-evolution",
          "id": "equilinox",
          "name": "Equilinox",
          "summary": "A relaxed nature-building game in which the player spreads biomes with grasses, places plants and animals that each have environmental requirements, and spends diversity points earned by healthy species on evolutions and genetic modifications.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C11",
          "group": "vehicle-sim",
          "id": "euro-truck-simulator-2",
          "name": "Euro Truck Simulator 2",
          "summary": "A truck driving sim in which the player hauls timed cargo deliveries across a scaled European road network and grows a transport company of trucks, garages, and hired drivers.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "grand-strategy",
          "id": "europa-universalis-4",
          "name": "Europa Universalis IV",
          "summary": "A real-time-with-pause grand strategy game in which the player directs one of over 500 nations from 1444 to 1821 through monarch-point spending, trade-node competition, colonization, diplomacy, and war on a province map.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C12",
          "group": "mmo-world",
          "id": "eve-online",
          "name": "EVE Online",
          "summary": "A single-universe space MMO in which players mine, manufacture, trade, and fight in ships that are destroyed for good, inside a player-made economy and a galaxy of high-, low-, and null-security space where player alliances claim sovereignty.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C08",
          "group": "social-sim",
          "id": "facade",
          "name": "Façade",
          "summary": "A free 2005 interactive drama in which the player types natural language as a dinner guest of the married couple Grace and Trip while a drama manager sequences authored beats toward one of three endings.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "factory-automation",
          "id": "factorio",
          "name": "Factorio",
          "summary": "A factory automation game in which the player builds belt, train, robot, and circuit networks that mine, refine, and assemble items on an alien planet while pollution provokes native biters that evolve over time.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "colony-sim",
          "id": "fallout-shelter",
          "name": "Fallout Shelter",
          "summary": "A vault management sim in which the Overseer builds rooms in an underground shelter, assigns dwellers to power, food, and water production by their SPECIAL stats, and grows the population through recruitment, rescue, and breeding.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C11",
          "group": "farming-sim",
          "id": "farming-simulator-25",
          "name": "Farming Simulator 25",
          "summary": "The 2024 entry in Giants Software's series in which the player runs a farm business by operating over 400 licensed vehicles and implements across seasonal field work, livestock, forestry, and production chains.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C03",
          "group": "city-builder",
          "id": "farthest-frontier",
          "name": "Farthest Frontier",
          "summary": "A frontier-town city builder in which crop rotation, soil fertility, diet variety, clean water, and healers decide whether named diseases spread, while prosperity draws stronger raiders against walled defenses.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C22",
          "group": "sports-management",
          "id": "football-manager",
          "name": "Football Manager",
          "summary": "A football club management series in which the player sets tactics, training, transfers, and finances while a match engine simulates games from the attributes of players drawn from a researched database of real footballers.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C03",
          "group": "city-builder",
          "id": "foundation",
          "name": "Foundation",
          "summary": "A gridless medieval city builder in which painted zones grow homes organically, monuments are assembled from modular parts, and the village advances along Labor, Clergy, or Kingdom estates.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C16",
          "group": "god-game",
          "id": "from-dust",
          "name": "From Dust",
          "summary": "A god game in which the player carries sand, water, and lava across islands whose material simulation erodes, floods, and hardens terrain, protecting a tribe as it founds villages at totems.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C17",
          "group": "city-builder",
          "id": "frostpunk",
          "name": "Frostpunk",
          "summary": "A survival city builder in which the leader of the last city around a coal generator must keep falling temperatures at bay while signing laws that trade citizens' welfare against productivity under hope and discontent meters.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "city-builder",
          "id": "frostpunk-2",
          "name": "Frostpunk 2",
          "summary": "The sequel to Frostpunk, in which the Steward builds whole districts on the frost and must pass laws through a council of 100 faction delegates while faction tension can escalate into civil war.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C17",
          "group": "space-sim",
          "id": "ftl",
          "name": "FTL: Faster Than Light",
          "summary": "A roguelite starship sim where the player allocates reactor power and directs crew through room-level oxygen, fire, breach, and system-damage simulation while fleeing a rebel fleet across eight sectors.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "business-economic-sim",
          "id": "game-dev-story",
          "name": "Game Dev Story",
          "summary": "A game-studio management sim in which the player hires and trains staff, licenses consoles, and develops games from genre and type combinations that four critics score across a twenty-year span.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "business-economic-sim",
          "id": "game-dev-tycoon",
          "name": "Game Dev Tycoon",
          "summary": "A game-studio business sim where the player picks topic, genre, and platform for each game, splits development effort across design and technology focus areas, and lives or dies by review scores across the history of the industry.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C13",
          "group": "artificial-life",
          "id": "game-of-life",
          "name": "Conway's Game of Life",
          "summary": "A zero-player cellular automaton on an infinite square grid in which each cell lives or dies by the B3/S23 neighbor-count rule, producing gliders, oscillators, and universal computation from a seeded pattern.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C09",
          "group": "physics-sandbox",
          "id": "garrys-mod",
          "name": "Garry's Mod",
          "summary": "A Source engine physics sandbox in which players spawn props, ragdolls, and NPCs, join them with welds and constraints, and script whole new multiplayer game modes in Lua.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C08",
          "group": "ai-native",
          "id": "generative-agents-smallville",
          "name": "Generative Agents (Smallville)",
          "summary": "A research sandbox in which 25 language-model agents in a Sims-like town keep natural-language memory streams, reflect, and plan their days, producing unscripted information spread and social coordination.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "colony-sim",
          "id": "going-medieval",
          "name": "Going Medieval",
          "summary": "A colony sim set after a plague in which settlers with traits, needs, and moods dig into and build up a multi-level voxel terrain to survive seasons and raids.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C11",
          "group": "vehicle-sim",
          "id": "gran-turismo",
          "name": "Gran Turismo",
          "summary": "A PlayStation racing game that paired a tuned handling model and 140 production cars with license tests, prize credits, and parts tuning in a Simulation mode career.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C11",
          "group": "vehicle-sim",
          "id": "gran-turismo-7",
          "name": "Gran Turismo 7",
          "summary": "A console racing simulator that combines a detailed vehicle dynamics model and car collection with GT Sophy, a deep reinforcement learning opponent added as a permanent rival in 2023.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C13",
          "group": "city-builder",
          "id": "hamurabi",
          "name": "Hamurabi",
          "summary": "A ten-turn text game in which the player, as the Babylonian king Hammurabi, splits a grain stock between feeding people, planting acres, and buying land while harvests, rats, and plague vary at random.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C21",
          "group": "job-sim",
          "id": "hardspace-shipbreaker",
          "name": "Hardspace: Shipbreaker",
          "summary": "A zero-gravity salvage sim in which the player cuts derelict ships apart with a laser cutter and grapple, manages decompression and volatile systems, and sorts salvage to pay down a large debt.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C18",
          "group": "farming-sim",
          "id": "harvest-moon",
          "name": "Harvest Moon",
          "summary": "An early farming sim for the Super Famicom in which the player has two and a half years to restore an inherited farm through daily crop watering, livestock care, and courting one of five eligible women.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "grand-strategy",
          "id": "hearts-of-iron-4",
          "name": "Hearts of Iron IV",
          "summary": "A World War II grand strategy game starting in 1936 or 1939 in which the player builds factories, turns resources into equipment, designs divisions, follows a national focus tree, and directs fronts and battle plans across land, sea, and air.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C21",
          "group": "job-sim",
          "id": "house-flipper",
          "name": "House Flipper",
          "summary": "A first-person renovation sim in which the player cleans, paints, demolishes, and furnishes rundown houses, then sells them to buyers whose bids depend on how well the house fits their needs.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C08",
          "group": "ai-native",
          "id": "infinite-craft",
          "name": "Infinite Craft",
          "summary": "A browser crafting game in which combining any two elements yields a new element whose name and emoji a language model generates on first request and a shared database then fixes for all players.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "life-sim",
          "id": "inzoi",
          "name": "inZOI",
          "summary": "A Krafton life sim in early access since March 2025 in which the player oversees autonomous Zois with eight needs in dense cities, with optional on-device language model prompts and generative tools for patterns and objects.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C11",
          "group": "vehicle-sim",
          "id": "iracing",
          "name": "iRacing",
          "summary": "A subscription online racing sim with laser-scanned cars and tracks in which drivers race scheduled official series and advance through license classes gated by a no-fault Safety Rating, while an Elo-style iRating sorts fields.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C23",
          "group": "city-builder",
          "id": "islanders",
          "name": "Islanders",
          "summary": "A minimalist placement puzzle in which every building scores points from compatible and incompatible neighbors on a procedural island, and score thresholds unlock new building packs and new islands.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C09",
          "group": "job-sim",
          "id": "job-simulator",
          "name": "Job Simulator",
          "summary": "A room-scale VR comedy set in a museum run by robots, where the player performs parodied office, kitchen, store, and garage tasks by grabbing and manipulating physics objects.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "management-tycoon",
          "id": "jurassic-world-evolution",
          "name": "Jurassic World Evolution",
          "summary": "A dinosaur park management game in which the player excavates fossils for DNA, breeds and modifies dinosaurs, and keeps them contained through storms, sabotage, and breakouts while balancing three division contracts.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C03",
          "group": "rpg-sim",
          "id": "kenshi",
          "name": "Kenshi",
          "summary": "A squad-based open-world RPG with no hero character, where any recruit can starve, lose limbs, train skills by doing, be enslaved, or found an outpost among reactive factions.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C19",
          "group": "space-sim",
          "id": "kerbal-space-program",
          "name": "Kerbal Space Program",
          "summary": "A space flight sim where the player assembles rockets from parts and flies them under patched-conic orbital physics and atmospheric aerodynamics through a scaled-down planetary system.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C03",
          "group": "city-builder",
          "id": "kingdoms-and-castles",
          "name": "Kingdoms and Castles",
          "summary": "A medieval town builder in which peasants farm and stockpile for an annual winter while the player stacks castle blocks into walls and towers to defend against vikings, dragons, and ogres.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C13",
          "group": "business-economic-sim",
          "id": "lemonade-stand",
          "name": "Lemonade Stand",
          "summary": "A 1973 educational business sim in which the player runs a lemonade stand for 12 days, setting glasses made, advertising signs, and price against a daily weather report.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C14",
          "group": "life-sim",
          "id": "little-computer-people",
          "name": "Little Computer People",
          "summary": "A 1985 home-computer life sim in which one procedurally seeded little person lives in a cross-section of a three-story house, follows a daily routine, and depends on the player for food, water, and attention.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C03",
          "group": "city-builder",
          "id": "manor-lords",
          "name": "Manor Lords",
          "summary": "An early-access medieval city builder in which families settle gridless burgage plots along curved roads, fields depend on soil fertility and crop rotation, and the lord fields retinue and militia in real-time battles.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C10",
          "group": "flight-sim",
          "id": "microsoft-flight-simulator-2020",
          "name": "Microsoft Flight Simulator (2020)",
          "summary": "A flight sim that streams a photorealistic model of the whole Earth built from map and photogrammetry data and flies aircraft through live weather with a surface-level aerodynamic model.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C10",
          "group": "flight-sim",
          "id": "microsoft-flight-simulator-2024",
          "name": "Microsoft Flight Simulator 2024",
          "summary": "The successor to Microsoft Flight Simulator (2020) that adds a career mode of certified aviation jobs, walk-around preflight, revised aircraft systems, and modeled ground surfaces to the streamed whole-Earth flight sim.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "factory-automation",
          "id": "mindustry",
          "name": "Mindustry",
          "summary": "An open-source automation tower defense game in which the player belts ore into factories that supply turrets, units, and the core against enemy waves while capturing campaign sectors on two planets, with an assembly-like logic language for controlling blocks and units.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C06",
          "group": "sandbox-world",
          "id": "minecraft",
          "name": "Minecraft",
          "summary": "A procedurally generated voxel sandbox where players mine blocks, craft tools, survive hostile night mobs and hunger, farm and trade, and build circuits from redstone.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C07",
          "group": "transport-logistics",
          "id": "mini-metro",
          "name": "Mini Metro",
          "summary": "A minimalist subway-design game where the player draws and redraws lines between shape-coded stations under a weekly ration of trains and tunnels until a station overcrowds.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C22",
          "group": "sports-management",
          "id": "motorsport-manager",
          "name": "Motorsport Manager",
          "summary": "A racing team management game in which the player designs car parts across seasons, hires drivers and staff, and makes live strategy calls on tyres, pit stops, and weather while races are simulated.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "business-economic-sim",
          "id": "mule",
          "name": "M.U.L.E.",
          "summary": "A four-player economic strategy game on a colony planet where players outfit M.U.L.E. robots to produce food, energy, smithore, and crystite and trade them in real-time auctions.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C14",
          "group": "virtual-pet",
          "id": "nintendogs",
          "name": "Nintendogs",
          "summary": "A Nintendo DS puppy sim in which the player pets, washes, feeds, and walks up to three dogs, teaches them tricks with recorded voice commands, and enters disc, agility, and obedience trials.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C06",
          "group": "physics-sandbox",
          "id": "noita",
          "name": "Noita",
          "summary": "A roguelite action game in which every pixel of the world is simulated as a falling-sand material that burns, melts, flows, and reacts, and the player builds wands from spells to dig through procedurally generated levels.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "business-economic-sim",
          "id": "offworld-trading-company",
          "name": "Offworld Trading Company",
          "summary": "A real-time economic strategy game on Mars where companies claim resource tiles, refine goods for a shared market whose prices move with every trade, and win by buying out every rival's stock.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C20",
          "group": "programming-sim",
          "id": "opus-magnum",
          "name": "Opus Magnum",
          "summary": "A programming puzzle game in which the player builds alchemical machines from arms, tracks, and glyphs on a hex grid, programs them on an instruction timeline, and compares each looping solution's cost, cycles, and area against other players' histograms.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C13",
          "group": "survival-sim",
          "id": "oregon-trail",
          "name": "The Oregon Trail",
          "summary": "An educational turn-based travel sim in which the player buys supplies and sets rations for a wagon journey to Oregon while random events, weather, and illness threaten the party.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C22",
          "group": "sports-management",
          "id": "out-of-the-park-baseball",
          "name": "Out of the Park Baseball",
          "summary": "A text-based baseball management sim in which the player runs a franchise's roster, scouting, draft, trades, and finances while a pitch-by-pitch engine simulates games for career, historical, or fictional leagues.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "colony-sim",
          "id": "oxygen-not-included",
          "name": "Oxygen Not Included",
          "summary": "A side-view colony sim in which a few duplicants survive inside an asteroid where every tile holds an element with mass and temperature, so air, liquids, heat, and germs flow through the base.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C15",
          "group": "job-sim",
          "id": "papers-please",
          "name": "Papers, Please",
          "summary": "A border inspection game in which the player checks entrants' documents against daily-changing rules on a timed shift and spends the wages on a family's rent, food, and heat.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "life-sim",
          "id": "paralives",
          "name": "Paralives",
          "summary": "An indie life sim, in early access since May 2026, in which players build grid-less homes and guide Parafolks with needs, emotions, traits, skills, and careers in an open-world town.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C21",
          "group": "job-sim",
          "id": "pc-building-simulator",
          "name": "PC Building Simulator",
          "summary": "A workshop sim in which the player takes email jobs to build, upgrade, repair, and overclock PCs from licensed parts and verifies the results with benchmark software.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C03",
          "group": "city-builder",
          "id": "pharaoh",
          "name": "Pharaoh",
          "summary": "An Egyptian city builder on the Caesar III engine in which a yearly Nile flood waters floodplain farms, walkers carry services to housing, five gods must be appeased, and monuments take years of labor and materials.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C17",
          "group": "ecosystem-evolution",
          "id": "plague-inc",
          "name": "Plague Inc.",
          "summary": "A strategy game in which the player evolves a pathogen's transmission, symptoms, and abilities to infect and kill the world's population before humanity's cure research finishes.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "management-tycoon",
          "id": "planet-coaster",
          "name": "Planet Coaster",
          "summary": "A 3D theme park builder with a spline and piece coaster editor, modular scenery, and individually simulated guests and staff, built around sharing creations through the Steam Workshop.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "management-tycoon",
          "id": "planet-zoo",
          "name": "Planet Zoo",
          "summary": "A zoo management game where the player builds habitats to meet each species' welfare needs, manages genetics and breeding, and raises a conservation rating, using Planet Coaster's building tools.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C07",
          "group": "city-builder",
          "id": "pocket-city",
          "name": "Pocket City",
          "summary": "A premium mobile city builder in which the mayor zones residential, commercial, and industrial land along roads that also carry power and water, and earns experience levels that unlock buildings.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C09",
          "group": "construction-engineering",
          "id": "poly-bridge",
          "name": "Poly Bridge",
          "summary": "A bridge-building puzzle game where the player places beams and roads from materials with different costs and strengths under a budget, then runs a physics test as vehicles cross.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C16",
          "group": "god-game",
          "id": "populous",
          "name": "Populous",
          "summary": "The first god game, in which the player raises and lowers land so followers can build and multiply, then spends the mana they generate on disasters against a rival deity's people.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C21",
          "group": "job-sim",
          "id": "powerwash-simulator",
          "name": "PowerWash Simulator",
          "summary": "A first-person cleaning sim in which the player power-washes vehicles and buildings, choosing nozzles and soaps to strip dirt layers until every part reports clean.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C15",
          "group": "life-sim",
          "id": "princess-maker-2",
          "name": "Princess Maker 2",
          "summary": "A raising sim in which the player, as a father figure, schedules a daughter's training, part-time jobs, rest, and adventures from age 10 to 18, and her accumulated attributes decide one of 74 endings.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "management-tycoon",
          "id": "prison-architect",
          "name": "Prison Architect",
          "summary": "A prison management sim in which the player builds a facility, sets an hourly regime, and staffs it while hundreds of prisoners pursue needs whose neglect leads to fights, escapes, and riots.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "medical-sim",
          "id": "project-hospital",
          "name": "Project Hospital",
          "summary": "A hospital management sim in which the player builds departments and hires staff while doctors diagnose patients by ordering examinations that reveal symptoms until one diagnosis remains.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C08",
          "group": "ai-native",
          "id": "project-sid",
          "name": "Project Sid",
          "summary": "An Altera research demonstration that runs 10 to 1,000-plus language-model agents with the concurrent PIANO architecture in Minecraft to study role specialization, collective rule-making, and cultural transmission.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C06",
          "group": "survival-sim",
          "id": "project-zomboid",
          "name": "Project Zomboid",
          "summary": "An isometric zombie survival sandbox in which one survivor manages moodles, injuries, skills, and failing utilities across a large Kentucky map until an inevitable death.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "social-sim",
          "id": "prom-week",
          "name": "Prom Week",
          "summary": "A 2012 browser social sim in which the player picks social exchanges among 18 high school students in the week before prom, with the Comme il Faut rule system deciding who wants to do what and how targets respond.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "transport-logistics",
          "id": "railroad-tycoon",
          "name": "Railroad Tycoon",
          "summary": "A railroad business sim in which the player lays track, builds stations, schedules trains to meet regional supply and demand, and battles rival barons through the stock market.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "political-sim",
          "id": "rebel-inc",
          "name": "Rebel Inc.",
          "summary": "A counterinsurgency strategy game in which the player, as a coalition governor, spends a monthly budget on civilian and military initiatives to build popular support and stabilize regions of a war-torn country while corruption, inflation, and an insurgency push back.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C15",
          "group": "political-sim",
          "id": "reigns",
          "name": "Reigns",
          "summary": "A swipe-based card game in which the player, as a succession of medieval monarchs, accepts or rejects advisers' requests that push church, people, army, and treasury meters, and each reign ends when any meter empties or fills.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "colony-sim",
          "id": "rimworld",
          "name": "RimWorld",
          "summary": "A colony sim where a few named colonists with needs, traits, injuries, and relationships survive on a frontier planet while a storyteller AI paces events.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "management-tycoon",
          "id": "rollercoaster-tycoon",
          "name": "RollerCoaster Tycoon",
          "summary": "An amusement park management game in which the player builds rides and custom coasters piece by piece, rated for excitement, intensity, and nausea, to satisfy guests with individual preferences and meet scenario goals.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "factory-automation",
          "id": "satisfactory",
          "name": "Satisfactory",
          "summary": "A first-person 3D factory automation game in which a pioneer taps infinite resource nodes on an alien planet and connects machines with belts, pipes, trains, and drones to deliver project parts to FICSIT's Space Elevator.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "business-economic-sim",
          "id": "schedule-i",
          "name": "Schedule I",
          "summary": "A first-person crime business sim in which the player grows and cooks drugs, mixes ingredients to create products with effects customers want, sells them around a city under police pressure, and automates production with hired staff.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C12",
          "group": "programming-sim",
          "id": "screeps",
          "name": "Screeps",
          "summary": "A persistent MMO strategy game in which players control colonies only by writing JavaScript that the server runs every tick, directing creeps assembled from body parts to harvest energy, upgrade room controllers, trade, and fight other players' code under a CPU budget.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C14",
          "group": "virtual-pet",
          "id": "seaman",
          "name": "Seaman",
          "summary": "A Dreamcast virtual pet in which the player talks through a microphone to a sardonic human-faced fish, managing its tank's heat, water, and food while it matures through five life stages.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C12",
          "group": "mmo-world",
          "id": "second-life",
          "name": "Second Life",
          "summary": "A persistent 3D virtual world in which residents build objects from prims and meshes, script them in the Linden Scripting Language, own land in server-simulated regions, and trade goods and land for Linden Dollars exchangeable for real currency.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "factory-automation",
          "id": "shapez-2",
          "name": "shapez 2",
          "summary": "A combat-free factory automation game in which the player builds multi-level factories on space platforms that cut, rotate, stack, and paint layered geometric shapes and deliver them to a central Vortex to meet escalating milestone and operator goals.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C10",
          "group": "vehicle-sim",
          "id": "silent-hunter-3",
          "name": "Silent Hunter III",
          "summary": "A World War II U-boat sim with a dynamic campaign that generates convoys and escorts, manual torpedo targeting, and a persistent crew that gains rank, experience, and morale across patrols.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C03",
          "group": "artificial-life",
          "id": "simant",
          "name": "SimAnt",
          "summary": "A Maxis ant-colony simulation in which the player controls one yellow ant that lays trails and recruits nestmates while managing a black colony's castes against a rival red colony, predators, and the household.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C07",
          "group": "city-builder",
          "id": "simcity-1989",
          "name": "SimCity",
          "summary": "The city builder in which a mayor zones residential, commercial, and industrial land, lays power and roads, and sets taxes while grid maps of land value, crime, pollution, and traffic drive where the city grows.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C07",
          "group": "city-builder",
          "id": "simcity-2000",
          "name": "SimCity 2000",
          "summary": "The isometric sequel to SimCity that adds terrain elevation, an underground layer of water pipes and subways, separate zone tax rates, bonds, ordinances, and power plants that age out.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C07",
          "group": "city-builder",
          "id": "simcity-2013",
          "name": "SimCity (2013)",
          "summary": "A SimCity reboot built on the agent-based GlassBox engine, in which agents carry workers, power, water, and goods between buildings and small cities share a region over an always-online connection.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C07",
          "group": "city-builder",
          "id": "simcity-4",
          "name": "SimCity 4",
          "summary": "A city builder in which several cities share a region map and trade utilities, while zones develop by density and wealth level and a commute model routes trips across roads and transit.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C16",
          "group": "god-game",
          "id": "simearth",
          "name": "SimEarth",
          "summary": "A planetary god game built on James Lovelock's Gaia hypothesis in which geology, atmosphere, climate, life, and civilization models interact over billions of years under the player's parameter changes and interventions.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C16",
          "group": "artificial-life",
          "id": "simlife",
          "name": "SimLife",
          "summary": "A Maxis artificial-life toy in which the player edits plant and animal genes, landscape, and the world's physical parameters, then watches food chains and evolution play out.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C07",
          "group": "management-tycoon",
          "id": "simtower",
          "name": "SimTower",
          "summary": "A skyscraper management game in which the player stacks offices, condos, hotels, and shops and designs elevator service so tenants on daily routines do not wait long enough to stress out and leave.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C11",
          "group": "vehicle-sim",
          "id": "snowrunner",
          "name": "SnowRunner",
          "summary": "An off-road trucking sim in which the player hauls cargo across mud, snow, and water whose surfaces deform under each truck's weight and tires, upgrading a fleet to reach harder terrain.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C03",
          "group": "city-builder",
          "id": "songs-of-syx",
          "name": "Songs of Syx",
          "summary": "A low-fantasy city builder in which tens of thousands of individually simulated citizens and slaves of several races live in a growing city-state whose armies of up to 50,000 units fight real-time battles.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C09",
          "group": "sandbox-world",
          "id": "space-engineers",
          "name": "Space Engineers",
          "summary": "A voxel sandbox where players mine asteroids and planets and build ships and stations block by block, with every block carrying mass, inertia, power needs, and damage under Newtonian physics.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "colony-sim",
          "id": "space-haven",
          "name": "Space Haven",
          "summary": "A spaceship colony sim in which the player builds a ship tile by tile and keeps a crew with needs, moods, and relationships alive inside a tile-based simulation of oxygen, CO2, heat, and power.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C20",
          "group": "programming-sim",
          "id": "spacechem",
          "name": "SpaceChem",
          "summary": "A programming puzzle game in which the player lays out instruction paths for two waldos in grid reactors that grab, bond, rotate, and split atoms into target molecules, with each solution scored on cycles, reactors, and instructions against global histograms.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C16",
          "group": "artificial-life",
          "id": "species-alre",
          "name": "Species: Artificial Life, Real Evolution",
          "summary": "A solo-developed evolution simulator in which creatures defined by numeric genes mutate, breed, and speciate in real time across a 3D world while the player observes, edits the gene pool, and alters climate.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C23",
          "group": "ecosystem-evolution",
          "id": "spore",
          "name": "Spore",
          "summary": "A five-stage game in which the player guides a species from cell to galactic empire, building its body, vehicles, and buildings in part-based editors whose creations are shared automatically through the Sporepedia.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C18",
          "group": "farming-sim",
          "id": "stardew-valley",
          "name": "Stardew Valley",
          "summary": "A farming and life sim in which the player restores an inherited farm over four 28-day seasons, splitting a daily energy budget among crops, animals, mining, fishing, and friendships with Pelican Town's residents.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C06",
          "group": "survival-sim",
          "id": "stationeers",
          "name": "Stationeers",
          "summary": "A first-person space station survival game whose core is an atmospheric simulation of gas mixtures, pressure, temperature, and combustion that the player must engineer with pipes, power, and programmable logic.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "4x-strategy",
          "id": "stellaris",
          "name": "Stellaris",
          "summary": "A real-time-with-pause space 4X and grand strategy game in which the player designs a species and empire, expands across a procedurally generated hyperlane galaxy from 2200, manages pops, jobs, ethics-based factions, and research card draws, and faces late-game crises.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C06",
          "group": "survival-sim",
          "id": "subnautica",
          "name": "Subnautica",
          "summary": "An underwater survival game on an ocean planet where the player manages oxygen, food, and water while crafting tools, submersibles, and bases to explore deeper and escape.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C08",
          "group": "ai-native",
          "id": "suck-up",
          "name": "Suck Up!",
          "summary": "A voice-controlled comedy game in which the player, as a disguised vampire, talks AI-driven townspeople into letting them inside, with each resident's replies generated by a language model from its personality and the player's words.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C09",
          "group": "medical-sim",
          "id": "surgeon-simulator",
          "name": "Surgeon Simulator",
          "summary": "A physics comedy surgery game in which the player controls one hand with separate finger keys to perform transplants on the patient Bob before his vital signs fail.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "city-builder",
          "id": "surviving-mars",
          "name": "Surviving Mars",
          "summary": "A Mars colony city builder in which drones build power, water, and oxygen networks before colonists with traits arrive in domes, while research, Earth sponsors, and dust storms, meteors, and cold waves shape survival.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C15",
          "group": "political-sim",
          "id": "suzerain",
          "name": "Suzerain",
          "summary": "A text-based political narrative game in which the player, as newly elected President Anton Rayne of Sordland, makes dialogue and policy choices across one term that shift the budget, foreign alignment, and constitutional reform toward one of several endings.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C14",
          "group": "virtual-pet",
          "id": "tamagotchi",
          "name": "Tamagotchi",
          "summary": "A 1996 keychain virtual pet whose hunger, happiness, and training meters run on a real-time clock, and whose care quality determines which adult form it grows into and how long it lives.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C09",
          "group": "physics-sandbox",
          "id": "teardown",
          "name": "Teardown",
          "summary": "A heist and destruction game set in fully destructible voxel levels where the player plans a route by cutting, smashing, and driving through structures, then races a 60-second alarm timer to grab the targets.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C16",
          "group": "city-builder",
          "id": "terra-nil",
          "name": "Terra Nil",
          "summary": "A reverse city builder in which the player places machines to clean toxic soil, restore water, and grow biomes on a barren map, then recycles every building and leaves.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C20",
          "group": "programming-sim",
          "id": "the-farmer-was-replaced",
          "name": "The Farmer Was Replaced",
          "summary": "A programming game in which the player writes Python-like code for a farming drone on a grid farm, where every operation costs simulated ticks, and harvests crops to buy unlocks for language features, farm size, more drones, and new crops.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C09",
          "group": "construction-engineering",
          "id": "the-incredible-machine",
          "name": "The Incredible Machine",
          "summary": "A Rube Goldberg puzzle game in which the player places supplied parts such as balls, ropes, pulleys, belts, and animals into a level so that a deterministic physics run completes a simple goal.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C06",
          "group": "survival-sim",
          "id": "the-long-dark",
          "name": "The Long Dark",
          "summary": "A first-person wilderness survival sim set in frozen northern Canada where the player manages warmth, calories, thirst, fatigue, and afflictions against cold, weather, and wildlife.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C06",
          "group": "physics-sandbox",
          "id": "the-powder-toy",
          "name": "The Powder Toy",
          "summary": "An open-source falling-sand sandbox where hundreds of elements interact cell by cell under simulated air pressure, heat, gravity, and electricity.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "life-sim",
          "id": "the-sims",
          "name": "The Sims",
          "summary": "A life sim in which the player builds a house and guides a household of Sims whose decaying motives, personalities, careers, and relationships produce an open-ended domestic story.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "life-sim",
          "id": "the-sims-2",
          "name": "The Sims 2",
          "summary": "The 3D sequel to The Sims that adds aging through seven life stages, genetic inheritance, aspirations with wants and fears, and memories, so households play across generations.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "life-sim",
          "id": "the-sims-3",
          "name": "The Sims 3",
          "summary": "The third mainline Sims game, which places households in a seamless open neighborhood where unplayed Sims keep living, and replaces personality sliders with up to five traits and mood with stacked moodlets.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "life-sim",
          "id": "the-sims-4",
          "name": "The Sims 4",
          "summary": "The fourth mainline Sims game, built around a dominant emotion computed from moodlets, three-trait personalities with aspiration rewards, multitasking, room-based building, and an in-game Gallery for sharing creations.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "management-tycoon",
          "id": "theme-hospital",
          "name": "Theme Hospital",
          "summary": "A hospital management game where the player builds rooms, hires and trains staff, and routes patients with comic diseases through diagnosis and treatment to meet level goals.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "management-tycoon",
          "id": "theme-park",
          "name": "Theme Park",
          "summary": "A theme park management game in which the player builds rides and shops, tunes prices and recipes for individually simulated visitors, and sells parks to expand worldwide.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C15",
          "group": "survival-sim",
          "id": "this-war-of-mine",
          "name": "This War of Mine",
          "summary": "A survival sim about civilians in a besieged city who maintain a shelter by day, scavenge by night, and face moral choices that change their mood until a randomized ceasefire.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C17",
          "group": "city-builder",
          "id": "timberborn",
          "name": "Timberborn",
          "summary": "A city builder for beaver colonies in which simulated water flows over terrain, recurring droughts and toxic badtides cut or poison it, and players dam, channel, and store water while building upward.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C24",
          "group": "city-builder",
          "id": "tiny-glade",
          "name": "Tiny Glade",
          "summary": "A medieval building sandbox in which drawn walls, paths, and building outlines are assembled by procedural rules into detailed castles and cottages, with no goals, management, or failure states.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "life-sim",
          "id": "tomodachi-life",
          "name": "Tomodachi Life",
          "summary": "A Nintendo 3DS life sim in which player-made Mii characters live in an island apartment building, form friendships, quarrels, and romances on their own, and ask the player to solve their problems.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C24",
          "group": "city-builder",
          "id": "townscaper",
          "name": "Townscaper",
          "summary": "A town-building toy in which clicking colored blocks onto an irregular grid lets a wave function collapse solver assemble houses, arches, stairways, bridges, and gardens, with no goals or resources.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C04",
          "group": "transport-logistics",
          "id": "transport-tycoon",
          "name": "Transport Tycoon",
          "summary": "A transport business sim in which the player builds road, rail, sea, and air networks between towns and industries over a century, earning by delivery speed and distance while vehicles age and break down.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "city-builder",
          "id": "tropico-6",
          "name": "Tropico 6",
          "summary": "A political city builder in which El Presidente develops an island archipelago across four eras while individually simulated citizens' happiness and faction loyalties decide elections, protests, and revolts.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "management-tycoon",
          "id": "two-point-hospital",
          "name": "Two Point Hospital",
          "summary": "A hospital management game and spiritual successor to Theme Hospital in which the player builds rooms, trains staff with traits and qualifications, and cures comic illnesses across a chain of hospitals.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C12",
          "group": "mmo-world",
          "id": "ultima-online",
          "name": "Ultima Online",
          "summary": "A persistent fantasy MMO in which players progress through skills without classes or levels, craft goods for a player-driven economy, own persistent houses, and could attack each other anywhere until the 2000 split into Trammel and Felucca.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C19",
          "group": "physics-sandbox",
          "id": "universe-sandbox",
          "name": "Universe Sandbox",
          "summary": "A space physics sandbox where the player builds and alters star systems and watches Newtonian n-body gravity, collisions, and simplified planetary climate play out at adjustable speed.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "city-builder",
          "id": "utopia",
          "name": "Utopia",
          "summary": "A two-player Intellivision strategy game in which rival island rulers spend gold on buildings and boats in timed rounds, scoring points for how well their populations are housed, fed, and kept content.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C06",
          "group": "survival-sim",
          "id": "valheim",
          "name": "Valheim",
          "summary": "A co-op Viking survival game in a seeded procedural world of biomes where players gather, build structurally supported shelters, eat for stat buffs, and defeat biome bosses to progress.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C02",
          "group": "social-sim",
          "id": "versu",
          "name": "Versu",
          "summary": "A 2013 iPad interactive story platform from Linden Lab in which the player controls one character among autonomous agents who choose actions by simulating their outcomes against hundreds of desires within authored social practices.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C05",
          "group": "grand-strategy",
          "id": "victoria-3",
          "name": "Victoria 3",
          "summary": "An economic grand strategy game set from 1836 to 1936 in which the player industrializes a nation by building production chains, passing laws through interest-group politics, and pursuing diplomatic plays while population strata respond through wages, needs, and radicalism.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C18",
          "group": "ecosystem-evolution",
          "id": "viva-pinata",
          "name": "Viva Piñata",
          "summary": "A garden sim in which the player shapes terrain, plants, and water to attract 60 piñata species, then meets each species' requirements to make them residents, breed them, and manage the predators among them.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C08",
          "group": "rpg-sim",
          "id": "where-winds-meet",
          "name": "Where Winds Meet",
          "summary": "An open-world martial-arts RPG whose NPCs answer free-text and voice chat through a live language model, included as an early large-audience deployment of runtime LLM characters.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C08",
          "group": "ai-native",
          "id": "whispers-from-the-star",
          "name": "Whispers from the Star",
          "summary": "A voice-driven sci-fi narrative game in which the player helps stranded astronaut Stella survive on the planet Gaia through open-ended spoken or typed conversation answered by an AI-generated, voiced performance.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C03",
          "group": "city-builder",
          "id": "workers-and-resources",
          "name": "Workers & Resources: Soviet Republic",
          "summary": "A planned-economy city builder in which every building, commodity, and citizen moves through explicit logistics, from construction materials delivered by truck to exports at border customs for rubles or dollars.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C10",
          "group": "flight-sim",
          "id": "x-plane",
          "name": "X-Plane",
          "summary": "A flight sim whose flight model computes forces on small elements of each wing, control surface, and propeller from aircraft geometry, used for entertainment and in FAA-approved training devices.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C06",
          "group": "sandbox-world",
          "id": "zelda-breath-of-the-wild",
          "name": "The Legend of Zelda: Breath of the Wild",
          "summary": "An open-world action adventure whose physics and chemistry engines let fire, wind, electricity, temperature, and material properties combine, so puzzles and fights accept solutions the designers did not script.",
          "type": "game"
        }
      },
      {
        "data": {
          "cluster": "C01",
          "group": "management-tycoon",
          "id": "zoo-tycoon",
          "name": "Zoo Tycoon",
          "summary": "A zoo management game in which the player builds exhibits whose terrain, foliage, shelters, and toys must suit each species, balancing animal happiness against guest happiness and income.",
          "type": "game"
        }
      },
      {
        "data": {
          "group": "risk-failure",
          "id": "adaptive-threat-scaling",
          "name": "Adaptive threat scaling",
          "prevalence": 9,
          "summary": "Threat intensity is computed from a measure of the player's strength, such as wealth, population, time survived, or recent performance.",
          "technique_exposure": 0.775,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "adjacency-scoring",
          "name": "Adjacency scoring",
          "prevalence": 4,
          "summary": "A placement's value is computed from a table of bonuses and penalties for the placements around it.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "advertising-awareness",
          "name": "Advertising and awareness",
          "prevalence": 7,
          "summary": "Spending on advertising raises a demand or awareness stock that decays without upkeep and scales how many customers arrive or buy.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "information-legibility",
          "id": "advisors",
          "name": "Advisors",
          "prevalence": 6,
          "summary": "In-world advisor characters monitor simulation indicators, summarize problems, and recommend actions.",
          "technique_exposure": 1.125,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "information-legibility",
          "id": "agent-inspection",
          "name": "Agent inspection",
          "prevalence": 5,
          "summary": "Selecting an agent opens a panel that reveals its needs, mood contributors, current job, and the reasons behind its behavior.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "agent-pathfinding",
          "name": "Agent pathfinding",
          "prevalence": 9,
          "summary": "Agents compute routes through space using movement costs, and the routes they choose shape congestion, travel time, and access.",
          "technique_exposure": 1.25,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "agent-skills",
          "name": "Agent skills",
          "prevalence": 35,
          "summary": "Agents gain skill through practice or training, and skill sets work speed, quality, and access to tasks.",
          "technique_exposure": 0.25,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "information-legibility",
          "id": "alerts-feed",
          "name": "Alerts feed",
          "prevalence": 3,
          "summary": "A notification layer surfaces discrete events and threshold crossings with severity and a link to their location.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "biology-health",
          "id": "animal-husbandry",
          "name": "Animal husbandry",
          "prevalence": 9,
          "summary": "Domestic animals are housed, fed, tended, and bred, and they yield products whose quantity and quality depend on their care.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "aspiration-wants",
          "name": "Aspirations and wants",
          "prevalence": 3,
          "summary": "An agent's long-term aspiration and current state generate short-horizon wants, and sometimes fears, whose fulfillment pays into a reward meter or currency.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "multiplayer-persistence",
          "id": "async-shared-region",
          "name": "Asynchronous shared regions",
          "prevalence": 4,
          "summary": "Separate players' simulations affect each other asynchronously through shared regions, visits, or exchanges of goods and services.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "attribute-match-engine",
          "name": "Attribute-driven match engine",
          "prevalence": 3,
          "summary": "Contest outcomes are simulated play by play from participant attributes, tactics, and randomness instead of being played directly.",
          "technique_exposure": 0.2,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "auctions",
          "name": "Auctions",
          "prevalence": 4,
          "summary": "Goods, land, or rights are allocated by bidding procedures in which players or agents compete on price under rules for timing, ties, and reserves.",
          "technique_exposure": 0.25,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "autonomy-levels",
          "name": "Autonomy levels",
          "prevalence": 3,
          "summary": "The degree to which agents act on their own is adjustable, from full free will to explicit commands only.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "blueprints",
          "name": "Blueprints",
          "prevalence": 11,
          "summary": "Player-made layouts can be saved, stamped as build orders, copied, and shared as text or files.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "risk-failure",
          "id": "board-confidence",
          "name": "Board confidence",
          "prevalence": 3,
          "summary": "An evaluator such as a board, owner, or chairman sets expectations, updates a confidence stock from results against them, and fires the player below a threshold.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "budget-treasury",
          "name": "Treasury and budget",
          "prevalence": 29,
          "summary": "A money stock with income and expense flows such as taxes, upkeep, wages, and service funding; a negative balance leads to debt or failure.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "byproducts-waste",
          "name": "Byproducts and waste",
          "prevalence": 3,
          "summary": "Production emits secondary outputs such as sludge, garbage, heat, or spent fuel that must be handled or they impair the system.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "biology-health",
          "id": "care-dependent-development",
          "name": "Care-dependent development",
          "prevalence": 2,
          "summary": "A creature's or character's accumulated care or attribute history selects which form or outcome it develops into at each stage boundary, from a fixed branching table.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "progression-goals",
          "id": "career-ladder",
          "name": "Career ladder",
          "prevalence": 13,
          "summary": "Characters advance through ranked job levels by meeting skill, relationship, and performance requirements.",
          "technique_exposure": 0.3,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "information-legibility",
          "id": "causal-tooltips",
          "name": "Causal breakdown tooltips",
          "prevalence": 3,
          "summary": "Hovering a derived value shows the named modifiers that produce it, and terms inside the tooltip can be hovered in turn.",
          "technique_exposure": 0.3,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "governance-policy",
          "id": "citizen-satisfaction",
          "name": "Citizen satisfaction",
          "prevalence": 10,
          "summary": "An aggregate satisfaction score computed from services, conditions, and events modulates growth, productivity, and unrest.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "progression-goals",
          "id": "collection-goals",
          "name": "Collection goals",
          "prevalence": 7,
          "summary": "Catalogs of items, species, or bundles give the player sets to complete for rewards or recognition.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "progression-goals",
          "id": "combination-discovery",
          "name": "Combination discovery",
          "prevalence": 2,
          "summary": "The player combines owned elements to discover the products of a hidden recipe graph, and finding recipes is itself the goal.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "information-legibility",
          "id": "comparative-histograms",
          "name": "Comparative histograms",
          "prevalence": 2,
          "summary": "A player's solution is plotted against distributions of other players' scores on several metrics.",
          "technique_exposure": 0.1,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "environment-ecology",
          "id": "contagion",
          "name": "Contagion",
          "prevalence": 10,
          "summary": "Disease spreads between agents or regions via contact rates and moves hosts through compartments such as susceptible, infected, and recovered.",
          "technique_exposure": 0.2,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "multiplayer-persistence",
          "id": "content-sharing",
          "name": "Content sharing",
          "prevalence": 24,
          "summary": "Player creations such as buildings, creatures, or blueprints are uploaded, browsed, rated, and imported into other players' games.",
          "technique_exposure": 0.5,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "contracts-orders",
          "name": "Contracts and orders",
          "prevalence": 17,
          "summary": "Discrete jobs with requirements, deadlines, and payouts, such as deliveries or commissions, drive income and planning.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "conveyor-transport",
          "name": "Conveyor transport",
          "prevalence": 9,
          "summary": "Items move continuously on belts or lanes with throughput limits, splitters, merges, and priorities.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "governance-policy",
          "id": "corruption-leakage",
          "name": "Corruption leakage",
          "prevalence": 4,
          "summary": "A corruption level driven by spending, administrative reach, or size removes a share of revenue or output until countermeasures bring it down.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "biology-health",
          "id": "creature-care",
          "name": "Creature care",
          "prevalence": 6,
          "summary": "The player directly feeds, cleans, and plays with a creature whose needs decay; neglect causes sickness, stunted growth, or death.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "creature-learning",
          "name": "Creature learning",
          "prevalence": 4,
          "summary": "A creature's behavior is learned from player reward and punishment or from neural adaptation over its life.",
          "technique_exposure": 0.625,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "risk-failure",
          "id": "crime-policing",
          "name": "Crime and policing",
          "prevalence": 6,
          "summary": "Crime levels arise from local conditions such as land value, density, or unemployment, and police coverage, prisons, and justice reduce them.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "time-pacing",
          "id": "crisis-countdown",
          "name": "Crisis countdown",
          "prevalence": 10,
          "summary": "A known future crisis such as a storm, winter, cure, or deadline is announced in advance, and the remaining time structures preparation.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "crop-cultivation",
          "name": "Crop cultivation",
          "prevalence": 25,
          "summary": "Planted crops progress through growth stages over days or seasons depending on water, soil, and season, then are harvested.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "crowd-preferences",
          "name": "Crowd preferences",
          "prevalence": 6,
          "summary": "Large visitor populations with individual preferences, budgets, and tolerances choose attractions and react with visible thoughts.",
          "technique_exposure": 0.375,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "population-lineage",
          "id": "culture-religion-conversion",
          "name": "Culture and religion conversion",
          "prevalence": 4,
          "summary": "Provinces or population groups carry culture and faith identities that drift or are converted by missionaries, policies, and rulers, changing unrest, opinion, and bonuses.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "customer-value-choice",
          "name": "Customer value choice",
          "prevalence": 8,
          "summary": "Customers choose among offerings by comparing price to perceived value and personal preference.",
          "technique_exposure": 0.25,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "time-pacing",
          "id": "daily-action-budget",
          "name": "Daily action budget",
          "prevalence": 5,
          "summary": "A per-day pool of energy, stamina, or time slots limits how many actions the player can take, and the day's end resets it and forces prioritization.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "daily-schedules",
          "name": "Daily schedules",
          "prevalence": 8,
          "summary": "Agents follow time-blocked routines for work, sleep, and leisure that create rhythms of demand across the day.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "information-legibility",
          "id": "data-overlays",
          "name": "Data overlays",
          "prevalence": 5,
          "summary": "Map layers visualize hidden variables such as land value, pollution, coverage, or traffic.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "progression-goals",
          "id": "dated-tech-timeline",
          "name": "Dated technology timeline",
          "prevalence": 5,
          "summary": "New vehicle models, platforms, or products enter and leave availability on a calendar tied to in-game dates rather than to research, forcing fleet or platform renewal.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "environment-ecology",
          "id": "day-night-cycle",
          "name": "Day-night cycle",
          "prevalence": 20,
          "summary": "A diurnal cycle changes light, visibility, temperature, and which agents are active, so activity follows the hour of the day.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "decoration-beauty",
          "name": "Decoration and beauty",
          "prevalence": 11,
          "summary": "Decorative objects and scenery carry beauty values that are aggregated over tiles, rooms, or radii and feed agent mood or ratings.",
          "technique_exposure": 1.375,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "delegation-to-ai",
          "name": "Delegation to AI managers",
          "prevalence": 7,
          "summary": "Subsystems are handed to AI managers or governors that pursue player-set goals within bounds.",
          "technique_exposure": 1.062,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "delivery-time-payment",
          "name": "Delivery-time payment",
          "prevalence": 2,
          "summary": "Payment for a delivery depends on cargo type, quantity, distance, and transit time, with each cargo losing value at its own rate the longer it travels.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "deposit-depletion",
          "name": "Deposit depletion",
          "prevalence": 5,
          "summary": "Extractable deposits hold finite quantities and run out, forcing expansion, relocation, or substitution.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "design-performance-rating",
          "name": "Design performance rating",
          "prevalence": 8,
          "summary": "Player-built designs are run or analyzed and scored on simulated metrics such as ride excitement, bridge stress, or cost and cycles.",
          "technique_exposure": 0.438,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "designation-orders",
          "name": "Designation orders",
          "prevalence": 5,
          "summary": "The player marks tiles or objects for work such as dig, chop, or build, and autonomous agents claim and execute the jobs.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "operation-procedure",
          "id": "diagnose-repair",
          "name": "Diagnose and repair",
          "prevalence": 2,
          "summary": "The player inspects a machine, finds faulty parts with tools and tests, disassembles in order to reach them, and repairs or replaces them.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "biology-health",
          "id": "diagnosis-treatment",
          "name": "Diagnosis and treatment",
          "prevalence": 3,
          "summary": "Patients present symptoms, examinations reduce uncertainty about a hidden condition, and the correct treatment cures it while wrong or late treatment harms.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "narrative-generation",
          "id": "dilemma-cards",
          "name": "Dilemma cards",
          "prevalence": 7,
          "summary": "Discrete choice events present a situation with a few options that each shift meters, values, or flags in tradeoff.",
          "technique_exposure": 0.225,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "direct-avatar",
          "name": "Direct avatar control",
          "prevalence": 31,
          "summary": "The player directly controls one embodied character's movement and actions in the simulated world.",
          "technique_exposure": 2.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "population-lineage",
          "id": "dynasty-succession",
          "name": "Dynasty succession",
          "prevalence": 3,
          "summary": "When the player character dies, play continues as an heir chosen by inheritance rules.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "population-lineage",
          "id": "education-workforce",
          "name": "Education and workforce",
          "prevalence": 3,
          "summary": "Education levels gate job types, and schooling converts the labor pool into higher levels over time.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "governance-policy",
          "id": "elections",
          "name": "Elections",
          "prevalence": 7,
          "summary": "Periodic votes by simulated or real voters determine tenure or policy.",
          "technique_exposure": 0.438,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "embodied-skill-control",
          "name": "Embodied skill control",
          "prevalence": 14,
          "summary": "Real-time motor skill operating a simulated mechanism, such as hand-flying, driving, or surgery, is the main challenge.",
          "technique_exposure": 1.9,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "equity-buyouts",
          "name": "Equity and buyouts",
          "prevalence": 4,
          "summary": "Companies issue shares whose price tracks performance, and players buy them for profit or accumulate a majority to take control of rivals.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "execution-budget",
          "name": "Execution budget",
          "prevalence": 4,
          "summary": "Player-written programs are metered against a simulated compute budget, such as CPU per tick, tick cost per operation, instruction slots, or RAM, which makes efficiency the scarce resource.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "social-relations",
          "id": "faction-diplomacy",
          "name": "Faction diplomacy",
          "prevalence": 15,
          "summary": "Factions hold relations with each other, and treaties, alliances, and wars follow from interests and opinion.",
          "technique_exposure": 0.812,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "falling-sand-materials",
          "name": "Falling-sand materials",
          "prevalence": 2,
          "summary": "Every pixel or cell holds a material whose class rule makes it fall, flow, or rise by swapping with neighbors, with reactions layered on top.",
          "technique_exposure": 0.25,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "environment-ecology",
          "id": "fire-spread",
          "name": "Fire spread",
          "prevalence": 18,
          "summary": "Fire ignites and spreads across flammable cells or objects at rates set by fuel, wind, and moisture, consuming what it burns.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "flight-aerodynamics",
          "name": "Flight aerodynamics",
          "prevalence": 5,
          "summary": "Lift, drag, thrust, and control-surface forces computed from airspeed and attitude govern aircraft motion.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "fluid-gas-simulation",
          "name": "Fluid and gas simulation",
          "prevalence": 11,
          "summary": "Liquids and gases stored per cell or as fields flow, mix, and pressurize across space according to pressure and density differences.",
          "technique_exposure": 0.2,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "fluid-pipe-network",
          "name": "Fluid pipe networks",
          "prevalence": 12,
          "summary": "Fluids such as water, oil, sewage, or gas flow through pipes with pressure or throughput limits between producers and consumers.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "information-legibility",
          "id": "fog-of-war",
          "name": "Fog of war",
          "prevalence": 13,
          "summary": "Parts of the world stay hidden or stale until observed by the player's units, structures, or sensors.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "environment-ecology",
          "id": "food-web",
          "name": "Food web",
          "prevalence": 4,
          "summary": "Species eat and are eaten along a feeding graph, so populations rise, crash, and oscillate under predator-prey dynamics.",
          "technique_exposure": 0.1,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "information-legibility",
          "id": "forecasting",
          "name": "Forecasting",
          "prevalence": 2,
          "summary": "The interface projects future states such as resource runway, budget balance, or upcoming weather.",
          "technique_exposure": 0.25,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "free-placement",
          "name": "Building placement",
          "prevalence": 77,
          "summary": "The player places discrete structures on a grid or freely, and placement constraints turn layout into a spatial puzzle.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "narrative-generation",
          "id": "generative-content",
          "name": "Generative content on demand",
          "prevalence": 7,
          "summary": "A generative model creates new content such as text, items, recipes, or rules at runtime in response to player input.",
          "technique_exposure": 5.812,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "god-powers",
          "name": "God powers",
          "prevalence": 5,
          "summary": "The player spends a power resource on miracles that alter terrain, weather, or creatures.",
          "technique_exposure": 0.5,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "goods-consumption",
          "name": "Goods consumption",
          "prevalence": 17,
          "summary": "A population consumes goods at per-capita rates; unmet consumption lowers satisfaction or blocks advancement.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "social-relations",
          "id": "gossip-propagation",
          "name": "Gossip propagation",
          "prevalence": 3,
          "summary": "Information about events spreads through social contacts, changing what agents know and believe.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "environment-ecology",
          "id": "habitat-suitability",
          "name": "Habitat suitability",
          "prevalence": 12,
          "summary": "Species or crops thrive only where conditions such as terrain, temperature, water, and cover match their needs, scored per location.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "hand-crafting",
          "name": "Hand crafting",
          "prevalence": 18,
          "summary": "The player or avatar combines carried components into items from a recipe list, gated by workstations and known recipes.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "hauling-jobs",
          "name": "Hauling jobs",
          "prevalence": 5,
          "summary": "Agents pick up and carry items between locations via a job queue, making hauling capacity a hidden throughput constraint.",
          "technique_exposure": 0.1,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "heat-transfer",
          "name": "Heat transfer",
          "prevalence": 9,
          "summary": "Temperature diffuses between cells, materials, and objects by conductivity and heat capacity, and thresholds trigger phase changes and damage.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "narrative-generation",
          "id": "history-chronicle",
          "name": "History chronicle",
          "prevalence": 2,
          "summary": "The game records significant simulation events into a structured history that players can browse and other systems can reference.",
          "technique_exposure": 0.375,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "world-generation",
          "id": "history-generation",
          "name": "Simulated history generation",
          "prevalence": 2,
          "summary": "World generation simulates years to centuries of civilizations, figures, and events before play begins, producing the starting world.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "environment-ecology",
          "id": "hydrology",
          "name": "Hydrology",
          "prevalence": 4,
          "summary": "Water flows across terrain and through rivers by height differences, producing floods, droughts, irrigation, and dam management.",
          "technique_exposure": 0.1,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "population-lineage",
          "id": "immigration-attractiveness",
          "name": "Immigration by attractiveness",
          "prevalence": 4,
          "summary": "Population arrives or leaves based on attractiveness such as jobs, housing, and happiness relative to alternatives.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "biology-health",
          "id": "injury-body-model",
          "name": "Injury body model",
          "prevalence": 7,
          "summary": "Bodies are hierarchies of parts with their own damage, and wounds, bleeding, infection, and prosthetics change capacities such as moving and manipulation.",
          "technique_exposure": 0.25,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "governance-policy",
          "id": "interest-groups",
          "name": "Interest groups",
          "prevalence": 6,
          "summary": "Factions within a polity have clout and preferences over policies, and their approval gates what the player can do.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "labor-market",
          "name": "Labor market",
          "prevalence": 5,
          "summary": "Workers fill jobs by type and education; mismatches create unemployment or labor shortages that throttle production.",
          "technique_exposure": 0.25,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "land-value",
          "name": "Land value",
          "prevalence": 5,
          "summary": "Each location's value is computed from nearby amenities, nuisances, and access, and it drives density and building upgrades.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "population-lineage",
          "id": "lifecycle-aging",
          "name": "Lifecycle and aging",
          "prevalence": 23,
          "summary": "Agents are born, age through life stages with different capabilities, and die.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "loans-debt",
          "name": "Loans and debt",
          "prevalence": 14,
          "summary": "Capital can be borrowed at interest with repayment schedules, so leverage accelerates both growth and failure.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "risk-failure",
          "id": "loss-on-death",
          "name": "Loss on death",
          "prevalence": 4,
          "summary": "When a character or ship is destroyed, its carried or fitted assets are lost or dropped at the death site for the owner or others to recover, with insurance or retrieval rules as softeners.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "machine-boosting",
          "name": "Machine boosting",
          "prevalence": 5,
          "summary": "Per-machine modifiers such as modules, beacons, clock speed, or coatings trade extra power, scarce items, or currency for faster or more productive machines.",
          "technique_exposure": 0.1,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "material-interactions",
          "name": "Material interactions",
          "prevalence": 8,
          "summary": "A rule table defines how elements such as fire, water, and electricity change materials and each other on contact.",
          "technique_exposure": 0.938,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "progression-goals",
          "id": "megaproject-sink",
          "name": "Megaproject sink",
          "prevalence": 6,
          "summary": "A terminal construction absorbs very large quantities of produced goods in staged phases and serves as the long-run goal and output sink of a production game.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "memories-thoughts",
          "name": "Memories and thoughts",
          "prevalence": 10,
          "summary": "Events create itemized, time-limited mood modifiers or lasting memories that shape later behavior.",
          "technique_exposure": 1.312,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "progression-goals",
          "id": "milestone-unlocks",
          "name": "Milestone unlocks",
          "prevalence": 24,
          "summary": "Reaching thresholds such as population, output, or score unlocks new buildings, areas, or features.",
          "technique_exposure": 0.3,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "conflict-defense",
          "id": "military-operations",
          "name": "Military operations",
          "prevalence": 4,
          "summary": "Units with modeled sensors, weapons, platforms, and doctrine conduct operations at operational fidelity, mostly under player orders and automated behavior.",
          "technique_exposure": 0.938,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "multiplayer-persistence",
          "id": "modding-api",
          "name": "Modding API",
          "prevalence": 55,
          "summary": "Hooks for scripts and data definitions, official or through a de facto loader most modders use, let players change and extend the simulation's content and rules.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "modular-assembly",
          "name": "Modular assembly",
          "prevalence": 27,
          "summary": "The player builds machines, vehicles, or creatures from parts whose stats and physical arrangement determine how the result behaves.",
          "technique_exposure": 1.35,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "mood-breakdown",
          "name": "Mood and breakdowns",
          "prevalence": 8,
          "summary": "Mood aggregates needs, memories, and environment, and crossing thresholds triggers mental breaks or inspired performance.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "social-relations",
          "id": "natural-language-interaction",
          "name": "Natural-language interaction",
          "prevalence": 11,
          "summary": "The player communicates with characters by free text or voice, and the system interprets intent and responds.",
          "technique_exposure": 2.175,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "population-lineage",
          "id": "natural-selection",
          "name": "Natural selection",
          "prevalence": 3,
          "summary": "Differential survival and reproduction by fitness shifts trait distributions across generations.",
          "technique_exposure": 0.438,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "needs-decay",
          "name": "Needs decay",
          "prevalence": 30,
          "summary": "Each agent has needs such as hunger, energy, social, and fun that decay over time and are restored by actions.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "negotiation",
          "name": "Negotiation",
          "prevalence": 4,
          "summary": "The player and an AI party exchange offers and counteroffers over wages, prices, or contract terms against the AI's hidden reservation value until a deal is struck or talks fail.",
          "technique_exposure": 0.625,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "population-lineage",
          "id": "offscreen-life-progression",
          "name": "Off-screen life progression",
          "prevalence": 3,
          "summary": "Households or agents outside the player's active simulation advance through life events on a cheap stochastic model, so the world changes between visits.",
          "technique_exposure": 0.812,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "social-relations",
          "id": "opinion-modifiers",
          "name": "Opinion modifiers",
          "prevalence": 2,
          "summary": "Opinions are sums of named, decaying modifiers from events and traits, itemized for the player.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "orbital-mechanics",
          "name": "Orbital mechanics",
          "prevalence": 2,
          "summary": "Bodies move under gravity, and maneuvers spend delta-v to change orbits, intercepts, and transfers.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "time-pacing",
          "id": "periodic-ticks",
          "name": "Periodic ticks",
          "prevalence": 4,
          "summary": "Some state changes, such as budgets, harvests, or growth, resolve in batches at fixed intervals like a month or a year rather than continuously.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "risk-failure",
          "id": "permadeath",
          "name": "Permadeath",
          "prevalence": 21,
          "summary": "Death of agents or the avatar is permanent, and the save system prevents undoing it.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "multiplayer-persistence",
          "id": "persistent-world",
          "name": "Persistent shared world",
          "prevalence": 7,
          "summary": "A server-side world keeps running and keeps its state for many players, whether or not any one player is logged in.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "personality-traits",
          "name": "Personality traits",
          "prevalence": 25,
          "summary": "Fixed or slow-changing traits change each agent's needs, preferences, and available actions.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "environment-ecology",
          "id": "planetary-climate",
          "name": "Planetary climate",
          "prevalence": 5,
          "summary": "Planet-scale variables such as atmospheric composition, temperature, sea level, and biosphere evolve under coupled feedbacks and can be deliberately altered.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "player-driven-market",
          "name": "Player-driven markets",
          "prevalence": 5,
          "summary": "Players post buy and sell orders in shared order books, and prices emerge from player behavior.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "governance-policy",
          "id": "player-legislation",
          "name": "Player legislation",
          "prevalence": 2,
          "summary": "Players author, propose, and vote on rules that the game then enforces inside a shared world, such as taxes, bans, and permits.",
          "technique_exposure": 1.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "multiplayer-persistence",
          "id": "player-organizations",
          "name": "Player organizations",
          "prevalence": 5,
          "summary": "Players form corporations, guilds, or governments with membership, roles, permissions, and shared assets.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "player-programming",
          "name": "Player programming",
          "prevalence": 10,
          "summary": "The player writes code in a language the game executes to control units, machines, or the world.",
          "technique_exposure": 0.5,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "governance-policy",
          "id": "policy-influence-network",
          "name": "Policy influence network",
          "prevalence": 1,
          "summary": "Policies, indicators, and voter groups connect through a weighted causal graph with delays.",
          "technique_exposure": 0.25,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "governance-policy",
          "id": "policy-toggles",
          "name": "Policy toggles",
          "prevalence": 15,
          "summary": "Enactable laws or policies change simulation rules with explicit tradeoffs.",
          "technique_exposure": 0.6,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "governance-policy",
          "id": "political-capital",
          "name": "Political capital",
          "prevalence": 7,
          "summary": "An abstract governing currency accrues each period from leaders, factions, or population welfare and is spent on policy changes, edicts, and other state actions.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "environment-ecology",
          "id": "pollution-spread",
          "name": "Pollution spread",
          "prevalence": 7,
          "summary": "Pollution emitted by sources accumulates and diffuses across land, water, or air cells and harms health, land value, or growth, or provokes threats.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "population-lineage",
          "id": "population-strata",
          "name": "Population strata",
          "prevalence": 13,
          "summary": "The population is divided into classes or tiers with distinct needs, roles, and upgrade paths.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "power-allocation",
          "name": "Power allocation",
          "prevalence": 2,
          "summary": "The player splits a fixed power budget among a vehicle's subsystems in real time, trading shields, weapons, engines, and life support against each other.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "power-grid",
          "name": "Power grid",
          "prevalence": 22,
          "summary": "Generators produce energy that is distributed over a connected network to consumers; shortfalls cause brownouts or shutdowns.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "procedural-build-assist",
          "name": "Procedural build assist",
          "prevalence": 2,
          "summary": "Coarse player input such as a block or a drawn wall is turned into detailed, organic structures by procedural rules.",
          "technique_exposure": 1.812,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "world-generation",
          "id": "procedural-characters",
          "name": "Procedural characters",
          "prevalence": 6,
          "summary": "Characters are generated with names, backstories, traits, skills, and appearance sampled from constrained tables or grammars.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "operation-procedure",
          "id": "procedural-checklists",
          "name": "Procedural checklists",
          "prevalence": 6,
          "summary": "Operating simulated equipment requires performing ordered steps on modeled controls that mirror real procedures, with system states gating each step.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "world-generation",
          "id": "procedural-terrain",
          "name": "Procedural terrain",
          "prevalence": 20,
          "summary": "Maps are generated from a seed through noise, erosion, climate, and placement rules.",
          "technique_exposure": 4.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "product-development",
          "name": "Product development",
          "prevalence": 4,
          "summary": "The player configures a product's features, and a simulated market scores it against trends, quality, and competition.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "production-chain",
          "name": "Production chains",
          "prevalence": 38,
          "summary": "Buildings or machines convert input goods into output goods via fixed recipes and cycle times, forming multi-step dependency trees.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "programming-by-demonstration",
          "name": "Programming by demonstration",
          "prevalence": 2,
          "summary": "An agent or vehicle learns a routine by recording the player performing it, and the recording becomes a replayable, sometimes editable, program.",
          "technique_exposure": 0.438,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "projectile-ballistics",
          "name": "Projectile ballistics",
          "prevalence": 4,
          "summary": "Shots are simulated as projectiles in flight with velocity, gravity, drag, and penetration, so range, angle, and lead decide hits rather than an instant trace or a dice roll.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "public-transit",
          "name": "Public transit lines",
          "prevalence": 5,
          "summary": "Player-drawn lines with stops and vehicles carry passengers whose ridership depends on coverage, frequency, and transfers.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "multiplayer-persistence",
          "id": "pvp-security-zones",
          "name": "PvP security zones",
          "prevalence": 2,
          "summary": "A shared world is divided into zones whose rules set whether players may attack each other and what an aggressor pays, such as NPC police response or lost standing.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "quality-tiers",
          "name": "Quality tiers",
          "prevalence": 4,
          "summary": "Produced items carry quality grades derived from inputs, worker skill, or chance, scaling their value or effect.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "conflict-defense",
          "id": "raid-defense",
          "name": "Raid defense",
          "prevalence": 15,
          "summary": "Settlements defend against periodic attacks with walls, turrets, traps, and fighters placed and commanded by the player.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "rail-signaling",
          "name": "Rail signaling",
          "prevalence": 5,
          "summary": "Block and path signals partition track so trains can share it without collision; throughput depends on signal design.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "risk-failure",
          "id": "random-disasters",
          "name": "Random disasters",
          "prevalence": 19,
          "summary": "Stochastic disasters such as fires, floods, earthquakes, storms, or meteors strike at random times and places and damage the system.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "rci-demand",
          "name": "RCI demand",
          "prevalence": 4,
          "summary": "A demand signal for residential, commercial, and industrial land derived from the balance of jobs, workers, and goods.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "time-pacing",
          "id": "real-time-clock",
          "name": "Real-time clock",
          "prevalence": 8,
          "summary": "Game time follows the real-world clock and calendar, so the world advances, ages, and holds events while the game is closed.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "world-generation",
          "id": "real-world-data-feeds",
          "name": "Real-world data feeds",
          "prevalence": 4,
          "summary": "Simulation state is initialized or driven at runtime by external real-world data such as map imagery, elevation, star catalogs, live weather, or live traffic instead of authored or procedural content.",
          "technique_exposure": 0.562,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "social-relations",
          "id": "relationship-values",
          "name": "Relationship values",
          "prevalence": 21,
          "summary": "Pairwise numeric affinity between characters changes with interactions and drives social choices.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "renewable-regrowth",
          "name": "Renewable regrowth",
          "prevalence": 6,
          "summary": "Harvested stocks such as forests, fish, game, and soil regenerate over time at density-dependent rates, allowing sustainable yield or overexploitation.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "social-relations",
          "id": "reputation",
          "name": "Reputation",
          "prevalence": 23,
          "summary": "A standing value with a faction or the public changes access, prices, and how others respond.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "request-provider-logistics",
          "name": "Request-provider logistics",
          "prevalence": 2,
          "summary": "Containers declare per-item requests and supplies, and a dispatcher sends drones or robots from providers to requesters without fixed routes.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "resource-extraction",
          "name": "Resource extraction",
          "prevalence": 29,
          "summary": "Workers or machines harvest raw materials from map nodes (ore, trees, fish, oil) at rates set by tools, labor, and node richness.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "rigid-body-physics",
          "name": "Rigid-body physics",
          "prevalence": 13,
          "summary": "Objects with mass and inertia move under forces and collide, constrained by contacts and joints solved each step.",
          "technique_exposure": 2.788,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "rival-firms",
          "name": "Rival firms",
          "prevalence": 8,
          "summary": "AI or player competitors contest markets, prices, and assets; market share decides who wins.",
          "technique_exposure": 1.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "road-network",
          "name": "Road networks",
          "prevalence": 8,
          "summary": "Roads and paths define connectivity; buildings must connect to function, and travel cost depends on network geometry.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "social-relations",
          "id": "romance-family",
          "name": "Romance and family",
          "prevalence": 12,
          "summary": "Agents court, partner, marry, and form families according to compatibility and relationship state.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "room-recognition",
          "name": "Room recognition",
          "prevalence": 6,
          "summary": "Enclosed spaces are detected by flood fill and classified into room types by their size and contents, and the type grants effects.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "operation-procedure",
          "id": "rule-checking-inspection",
          "name": "Rule-checking inspection",
          "prevalence": 2,
          "summary": "The player checks documents, people, or cargo against a rulebook that changes over time, under time pressure, with penalties for errors.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "progression-goals",
          "id": "scenario-objectives",
          "name": "Scenario objectives",
          "prevalence": 40,
          "summary": "Preset maps or situations come with explicit goals, constraints, and often a deadline.",
          "technique_exposure": 1.3,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "information-legibility",
          "id": "scouting-knowledge",
          "name": "Scouting knowledge",
          "prevalence": 4,
          "summary": "Entity attributes are known only with uncertainty that scouting effort reduces.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "multiplayer-persistence",
          "id": "seasonal-world-reset",
          "name": "Seasonal world reset",
          "prevalence": 2,
          "summary": "A shared world runs for a bounded season and is then wiped and restarted, often with rule changes carried into the next season.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "environment-ecology",
          "id": "seasons",
          "name": "Seasons",
          "prevalence": 16,
          "summary": "A seasonal calendar cycles conditions such as temperature, daylight, and growing windows that govern growth, demand, and risk.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "service-coverage",
          "name": "Service coverage",
          "prevalence": 11,
          "summary": "Service buildings such as police, fire, clinics, and schools satisfy demand within a radius or network distance, up to a capacity.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "service-queues",
          "name": "Service queues",
          "prevalence": 7,
          "summary": "Agents wait in lines for limited-capacity services; waiting time feeds back into satisfaction and throughput.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "signal-circuits",
          "name": "Signal circuits",
          "prevalence": 12,
          "summary": "In-world wires, sensors, and logic elements carry signals that read machine state and control machines.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "smart-objects",
          "name": "Smart objects",
          "prevalence": 4,
          "summary": "Objects advertise the need satisfaction they offer, and agents query nearby objects to decide what to do.",
          "technique_exposure": 0.125,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "social-relations",
          "id": "social-exchanges",
          "name": "Social exchanges",
          "prevalence": 7,
          "summary": "Discrete social moves such as flirt, insult, or apologize have preconditions on social state and norms, and they update relationships.",
          "technique_exposure": 1.312,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "soft-body-deformation",
          "name": "Soft-body deformation",
          "prevalence": 1,
          "summary": "Objects built from mass nodes and spring beams bend, crumple, and break under stress, and deformation persists.",
          "technique_exposure": 0.9,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "spoilage",
          "name": "Spoilage",
          "prevalence": 10,
          "summary": "Perishable goods lose value or rot over time depending on storage conditions such as temperature and containers.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "governance-policy",
          "id": "stability-unrest",
          "name": "Stability and unrest",
          "prevalence": 12,
          "summary": "Grievances accumulate into unrest that triggers protests, strikes, or revolt.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "staff-hiring",
          "name": "Staff hiring and rosters",
          "prevalence": 17,
          "summary": "The player hires individual staff with skills, traits, and wages to operate a facility or team.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "conflict-defense",
          "id": "stat-combat-resolution",
          "name": "Statistical combat resolution",
          "prevalence": 7,
          "summary": "Battles between units resolve from attack, defense, morale, terrain, and random rolls in rounds rather than from physics or modeled sensors and weapons.",
          "technique_exposure": 0.3,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "information-legibility",
          "id": "stats-dashboards",
          "name": "Stats dashboards",
          "prevalence": 7,
          "summary": "Graphs and tables show the recorded history of simulation variables over selectable time windows.",
          "technique_exposure": 0.3,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "risk-failure",
          "id": "stimulus-attraction",
          "name": "Stimulus attraction",
          "prevalence": 2,
          "summary": "Player actions emit sound or light stimuli with a radius and decay, and agents that perceive them move toward the source, so managing emissions is part of survival.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "resources-production",
          "id": "storage-capacity",
          "name": "Storage and buffers",
          "prevalence": 19,
          "summary": "Goods occupy finite storage; buffers decouple producers from consumers, and full storage blocks production.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "narrative-generation",
          "id": "storyteller-director",
          "name": "Storyteller director",
          "prevalence": 3,
          "summary": "A director AI chooses which events to fire and when, pacing them by a model of tension and the current state.",
          "technique_exposure": 1.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "stress-accumulation",
          "name": "Stress accumulation",
          "prevalence": 2,
          "summary": "A slow per-agent stress stock integrates negative experiences scaled by personality and, as it crosses levels, triggers breaks or lasting changes.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "structural-integrity",
          "name": "Structural integrity",
          "prevalence": 5,
          "summary": "Structures carry support values or loads propagated from the ground, and elements that lose support or exceed their limits collapse.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "risk-failure",
          "id": "subsystem-damage",
          "name": "Subsystem damage",
          "prevalence": 5,
          "summary": "A vehicle or ship is a set of named components with their own integrity, and damage to one removes its capacity, such as power, thrust, shields, or sensors, until it is repaired.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "supply-demand-pricing",
          "name": "Supply-demand pricing",
          "prevalence": 10,
          "summary": "Prices adjust to supply and demand, so scarcity raises prices and gluts lower them.",
          "technique_exposure": 0.287,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "supply-lines",
          "name": "Supply lines",
          "prevalence": 2,
          "summary": "Remote units or outposts need a continuous connection to a supply source; cutting the connection causes attrition.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "operation-procedure",
          "id": "surface-work-tools",
          "name": "Surface work tools",
          "prevalence": 3,
          "summary": "The player applies a tool to surfaces to clean, paint, or strip them, and a per-surface coverage state shows visible progress toward completion.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "biology-health",
          "id": "survival-meters",
          "name": "Survival meters",
          "prevalence": 13,
          "summary": "The avatar's bodily stocks such as hunger, thirst, warmth, and fatigue deplete over time and, if unmanaged, drain health and kill.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "taxation",
          "name": "Taxation",
          "prevalence": 14,
          "summary": "Player-set tax rates convert economic activity into revenue at the cost of growth, happiness, or competitiveness.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "progression-goals",
          "id": "tech-tree",
          "name": "Tech tree",
          "prevalence": 43,
          "summary": "A research or unlock graph gates buildings, recipes, or abilities behind prerequisites and accumulated research.",
          "technique_exposure": 0.3,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "terraforming",
          "name": "Terraforming",
          "prevalence": 19,
          "summary": "The player raises, lowers, flattens, or repaints terrain, usually at a cost, to make land usable or to reshape water and paths.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "terrain-deformation",
          "name": "Terrain deformation",
          "prevalence": 2,
          "summary": "Wheels, feet, and impacts displace soft ground such as mud and snow, and the persistent ruts change traction for later passes.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "conflict-defense",
          "id": "territorial-control",
          "name": "Territorial control",
          "prevalence": 6,
          "summary": "Map regions have an owner and a current controller; occupation flips control in war, and peace, purchase, or integration transfers ownership at a cost in time, unrest, or political currency.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "track-laying",
          "name": "Track laying",
          "prevalence": 5,
          "summary": "The player builds rail or coaster track segment by segment under grade, curvature, terrain, and cost constraints, and vehicles then run on the resulting path.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "economy-finance",
          "id": "trade-routes",
          "name": "Trade routes",
          "prevalence": 17,
          "summary": "Goods are exchanged between settlements, regions, or foreign markets along routes with price differences, tariffs, and transit time.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "traffic-congestion",
          "name": "Traffic congestion",
          "prevalence": 6,
          "summary": "Trips route over a capacitated network; volume beyond capacity raises travel time and delays services and deliveries.",
          "technique_exposure": 0.45,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "population-lineage",
          "id": "trait-inheritance",
          "name": "Trait inheritance",
          "prevalence": 7,
          "summary": "Offspring inherit traits or genes from their parents with recombination, variation, or mutation.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "travel-mode-choice",
          "name": "Travel mode choice",
          "prevalence": 2,
          "summary": "Agents choose among walking, cycling, driving, and transit for each trip by comparing time, money, and comfort costs, which sets how demand splits across networks.",
          "technique_exposure": 0.287,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "narrative-generation",
          "id": "triggered-event-chains",
          "name": "Triggered event chains",
          "prevalence": 17,
          "summary": "Authored event templates fire when state conditions hold, and their outcomes schedule follow-up events that chain into multi-step stories.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "time-pacing",
          "id": "turn-structure",
          "name": "Turn structure",
          "prevalence": 12,
          "summary": "The simulation advances in discrete turns, each divided into ordered phases in which players decide and the world then resolves.",
          "technique_exposure": 0.2,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "control-automation",
          "id": "unit-commands",
          "name": "Unit commands",
          "prevalence": 18,
          "summary": "The player issues direct orders to specific units or agents, overriding their autonomous behavior.",
          "technique_exposure": 1.562,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "utility-action-selection",
          "name": "Utility action selection",
          "prevalence": 18,
          "summary": "Agents choose actions by scoring options against needs and context, then picking the highest or sampling among high scores.",
          "technique_exposure": 2.95,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "time-pacing",
          "id": "variable-speed",
          "name": "Pause and speed control",
          "prevalence": 83,
          "summary": "The player pauses the simulation and switches between speed multipliers, trading attention against elapsed game time.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "vehicle-dynamics",
          "name": "Vehicle dynamics",
          "prevalence": 9,
          "summary": "Tire, suspension, drivetrain, and weight-transfer models compute vehicle handling from forces at each wheel.",
          "technique_exposure": 1.413,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "vehicle-route-scheduling",
          "name": "Vehicle routes and schedules",
          "prevalence": 10,
          "summary": "Vehicles are assigned ordered stops with load and unload rules to move goods or passengers between nodes.",
          "technique_exposure": 0.1,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "vertical-layers",
          "name": "Vertical layers",
          "prevalence": 9,
          "summary": "The world has stacked layers such as z-levels, floors, or underground networks, and rules connect what happens between them.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "narrative-generation",
          "id": "villager-requests",
          "name": "Villager requests",
          "prevalence": 3,
          "summary": "Characters generate small requests or quests from templates whose parameters are filled from simulation state, with rewards and deadlines.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "physics-materials",
          "id": "voxel-destruction",
          "name": "Voxel destruction",
          "prevalence": 2,
          "summary": "The world is built from small destructible units that can be removed, broken loose, and burned anywhere.",
          "technique_exposure": 0.75,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "logistics-networks",
          "id": "walker-service-delivery",
          "name": "Walker service delivery",
          "prevalence": 2,
          "summary": "Services are delivered by agents walking routes from their building, so coverage depends on where walkers actually go.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "conflict-defense",
          "id": "war-score-peace",
          "name": "War score and peace terms",
          "prevalence": 5,
          "summary": "Each war tracks a score or exhaustion level from battles, occupation, and war goals, and that value caps what a peace settlement can demand or forces capitulation.",
          "technique_exposure": 0.188,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "risk-failure",
          "id": "wear-breakdown",
          "name": "Wear and breakdown",
          "prevalence": 20,
          "summary": "Assets lose condition with use and age, breakdown risk rises as condition falls, and maintenance or repair restores it.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "environment-ecology",
          "id": "weather",
          "name": "Weather",
          "prevalence": 27,
          "summary": "Weather states such as rain, storms, snow, wind, and temperature change over time and modify activities and other systems.",
          "technique_exposure": 0.688,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "agents-behavior",
          "id": "work-priorities",
          "name": "Work priorities",
          "prevalence": 6,
          "summary": "The player sets which agents do which job types in what order, and agents self-assign from that priority table.",
          "technique_exposure": 0.0,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "space-construction",
          "id": "zoning",
          "name": "Zoning",
          "prevalence": 10,
          "summary": "The player paints land-use zones, and the simulation decides whether and what to build, upgrade, or abandon on each zoned lot.",
          "technique_exposure": 0.375,
          "type": "mechanic"
        }
      },
      {
        "data": {
          "group": "math-discovery",
          "id": "alphaevolve-algorithm-discovery",
          "name": "LLM-guided evolutionary program search",
          "summary": "An LLM proposes edits to code, an automated evaluator scores each candidate, and an evolutionary database keeps the best and most diverse programs, finding heuristics and constructions that beat human-designed ones.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "automated-game-design",
          "id": "automated-playtesting",
          "name": "Agent-based automated playtesting and balancing",
          "summary": "Studios train imitation, reinforcement learning, and search agents to play builds, estimating level difficulty, pass and churn rates, progression pacing, map coverage, and exploits before players reach them.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "automated-game-design",
          "id": "automated-rule-generation",
          "name": "Automated generation of game rules and mechanics",
          "summary": "Systems that write complete game rule sets as code in a description language, using evolution or language models to propose rules and self-play agents to score balance, decisiveness, and strategic depth before a human sees them.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "game-theoretic-solvers",
          "id": "cicero-strategic-dialogue",
          "name": "Language models grounded in strategic planning for negotiation games",
          "summary": "Meta's Cicero couples a dialogue language model with a planning engine that infers other players' intentions from the board and conversation, so its free-text negotiation proposes and follows concrete joint plans, reaching human-level Diplomacy.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "llm-agents",
          "id": "constrained-decoding",
          "name": "Grammar-constrained decoding for valid game actions",
          "summary": "Decoding that masks every token which cannot extend a valid string of a schema, regular expression, or grammar, so a model's output always parses as a legal game action or data record.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "artificial-life-research",
          "id": "continuous-alife-and-asal",
          "name": "Continuous cellular automata and foundation-model search for artificial life",
          "summary": "Continuous cellular automata such as Lenia and mass-conserving Flow-Lenia produce lifelike self-organizing creatures, and ASAL uses vision-language foundation models to search their rule spaces for phenomena described in text or for open-ended novelty.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "reinforcement-learning",
          "id": "deep-rl-npc-policies",
          "name": "Deep reinforcement learning policies for NPC opponents and navigation",
          "summary": "Neural control policies trained with deep reinforcement learning inside the game's own simulation drive opponents and NPCs, as with Sony AI's Gran Turismo Sophy, a selectable rival in Gran Turismo 7 since 2023.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "differentiable-simulation",
          "id": "differentiable-simulation",
          "name": "Differentiable simulation",
          "summary": "Simulators written so automatic differentiation returns gradients of an outcome with respect to initial state, controls, or rule parameters, replacing black-box search with gradient descent for tuning and inverse design.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "generative-world-model",
          "id": "diffusion-game-engines",
          "name": "Diffusion and autoregressive neural game engines",
          "summary": "Action-conditioned generative models trained on recordings of one existing game predict each next frame from recent frames and player input, so the model itself plays the role of the game engine.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "neural-rendering-3d",
          "id": "gaussian-splatting",
          "name": "3D Gaussian Splatting",
          "summary": "Scenes are represented as millions of anisotropic 3D Gaussians optimized from photos and rasterized in real time, giving photoreal captured or generated environments at 1080p and 30+ fps.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "llm-agents",
          "id": "generalist-game-agents",
          "name": "Generalist instructable game agents (SIMA)",
          "summary": "Agents that read screen pixels and natural-language instructions and output keyboard and mouse actions across many commercial 3D games, with later versions reasoning, conversing, and improving through self-generated tasks.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "neural-rendering-3d",
          "id": "generated-3d-worlds",
          "name": "Prompt-to-persistent 3D world generation",
          "summary": "Models such as World Labs Marble and HunyuanWorld turn text, images, video, or coarse 3D blockouts into persistent explorable scenes exported as Gaussian splats and meshes with collision proxies.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "llm-agents",
          "id": "generative-agents",
          "name": "Generative agents (memory stream, reflection, planning)",
          "summary": "LLM-driven characters that store observations in a natural-language memory stream, retrieve them by recency, importance, and relevance, synthesize reflections, and plan their day top-down.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "generative-world-model",
          "id": "genie-world-models",
          "name": "Genie foundation world models",
          "summary": "Google DeepMind's Genie models generate playable worlds from a text or image prompt and render them in real time from player input, with Genie 3 reaching 720p at 24 fps and about a minute of visual memory.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "neural-physics",
          "id": "graph-network-simulators",
          "name": "Graph network simulators and neural operators",
          "summary": "Learned simulators that predict the next state of particles, meshes, or continuous fields with message-passing networks or Fourier-space operators, trained on numerical solver output and run 10-1000x faster than that solver.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "player-modeling",
          "id": "human-behavior-simulation-models",
          "name": "LLM models of individual human choice",
          "summary": "Language models conditioned on interviews or fine-tuned on millions of experimental choices that predict how specific people or populations answer surveys, play economic games, and choose in decision tasks.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "game-theoretic-solvers",
          "id": "imperfect-information-solvers",
          "name": "Regret minimization and search for imperfect-information games",
          "summary": "Self-play algorithms that minimize counterfactual regret over information sets, refined by real-time subgame search, compute hard-to-exploit strategies that bluff and hide information and beat top humans at poker, Stratego, and Scotland Yard.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "procedural-generation",
          "id": "learned-level-generation",
          "name": "Learned level and map generation (PCGRL, MarioGPT, LLM generators)",
          "summary": "Generators trained by reinforcement learning or on example levels, including small and large language models that emit tile maps from text prompts, produce playable levels and maps without hand-written generation rules.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "animation-motion",
          "id": "learned-motion-synthesis",
          "name": "Learned kinematic motion synthesis",
          "summary": "Neural networks generate or compress kinematic character animation, as in Ubisoft's learned motion matching, EA's HyperMotion, and inZOI's motion extraction from uploaded video.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "multi-agent-social-sim",
          "id": "llm-agent-societies",
          "name": "Many-agent LLM societies",
          "summary": "Simulations of hundreds to a million LLM-driven agents with concurrent cognitive modules, shared environments, and message buses that produce role specialization, rule changes, cultural spread, and polarization.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "llm-narrative-dialogue",
          "id": "llm-explanation-of-state",
          "name": "LLM explanation of simulation state",
          "summary": "Language models that read simulation state, modifier breakdowns, agent traces, or event logs and answer why and what-if questions or summarize what happened for players and designers.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "llm-narrative-dialogue",
          "id": "llm-game-master",
          "name": "LLM game master and narrative director",
          "summary": "A language model that adjudicates player and NPC intentions, decides outcomes, generates events and quests, and narrates them, either free-form or checked against a typed world state and canon.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "generative-world-model",
          "id": "llm-rule-adjudication",
          "name": "LLM-adjudicated state transitions (LLM as game mechanic)",
          "summary": "A language model computes the outcome of an interaction (two elements combined, an action on an object) from a text description of the inputs, with results cached so every player sees the same rule.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "differentiable-simulation",
          "id": "massively-parallel-simulation",
          "name": "Massively parallel GPU simulation",
          "summary": "Simulators that keep thousands of world instances as tensors on a GPU or TPU and step them all in one kernel, raising throughput to millions of steps per second for agent training and Monte Carlo sweeps.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "game-theoretic-solvers",
          "id": "mean-field-games",
          "name": "Mean field games and mean-field learning",
          "summary": "Mean field game theory replaces an N-player game with one representative agent responding to the population distribution, and recent learning methods compute these equilibria for state spaces of hundreds of billions of states.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "neural-physics",
          "id": "ml-weather-models",
          "name": "Machine-learned weather forecasting",
          "summary": "Neural networks trained on decades of atmospheric reanalysis forecast global weather 10-15 days ahead in seconds to minutes on one accelerator, matching or beating physics-based operational models on most verification targets.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "reinforcement-learning",
          "id": "model-based-planning-muzero",
          "name": "Self-play planning with learned models (AlphaZero, MuZero, Dreamer)",
          "summary": "Agents that combine tree search or imagined rollouts with neural policy and value networks trained by self-play, where MuZero and Dreamer also learn the environment's dynamics, reach superhuman play from rules or pixels alone.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "game-theoretic-solvers",
          "id": "monte-carlo-tree-search",
          "name": "Monte Carlo tree search for game AI",
          "summary": "A best-first search that grows a game tree from repeated simulated playouts and picks branches with a bandit rule such as UCT, letting AI players plan from a forward model without a hand-tuned evaluation function.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "generative-world-model",
          "id": "muse-wham",
          "name": "Muse World and Human Action Model (WHAM)",
          "summary": "Microsoft Research's WHAM is a transformer trained on seven years of Bleeding Edge play that generates both future frames and the player's controller actions, aimed at gameplay ideation, with a real-time Quake II follow-up (WHAMM).",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "artificial-life-research",
          "id": "neural-cellular-automata",
          "name": "Neural cellular automata",
          "summary": "Cellular automata whose local update rule is a small learned network or logic circuit, trained so that cells grow, maintain, and regenerate a target pattern, texture, structure, or level from a seed.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "neural-rendering-3d",
          "id": "neural-rendering-shaders",
          "name": "Neural rendering in the graphics pipeline",
          "summary": "Small neural networks inside the renderer upscale frames, generate extra frames, denoise ray tracing, decode compressed textures and layered materials, and since DLSS 5 re-light the final frame, all without touching simulation state.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "inference-efficiency",
          "id": "on-device-language-models",
          "name": "On-device small language models for characters",
          "summary": "Pruned, distilled, and 4-bit quantized language, speech, and embedding models that run on the player's GPU beside rendering to drive character decisions, dialogue, and voice without per-token server cost.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "reinforcement-learning",
          "id": "open-ended-environment-generation",
          "name": "Open-ended co-generation of environments and agents",
          "summary": "Systems that keep generating new environments or tasks at the edge of an agent's ability and train agents on them, from POET's co-evolved terrains to OMNI-EPIC's foundation-model-written task code and SIMA 2 practicing in Genie 3 worlds.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "generative-world-model",
          "id": "open-interactive-video-models",
          "name": "Open real-time interactive video world models",
          "summary": "Open and startup interactive video models (Matrix-Game, Hunyuan-GameCraft, WorldPlay, Yan, Mirage, Odyssey) adapt pretrained video diffusion transformers to keyboard and mouse control and stream frames in real time, adding pose-indexed memory and text edits during play.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "generative-world-model",
          "id": "physical-world-foundation-models",
          "name": "Physical-world foundation models",
          "summary": "Video-pretrained models of physical dynamics, NVIDIA Cosmos for generating action-conditioned training video and Meta's V-JEPA 2 for latent prediction and planning, target robotics and driving rather than games.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "animation-motion",
          "id": "physics-based-character-control",
          "name": "Learned physics-based character control",
          "summary": "Neural policies trained with reinforcement learning drive simulated humanoids by joint torques to imitate motion capture, and MaskedMimic-style controllers accept partial goals such as keyframes, text, or an object to sit on.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "procedural-generation",
          "id": "quality-diversity-search",
          "name": "Quality-diversity search (MAP-Elites) for content and balance",
          "summary": "Evolutionary search that keeps the best solution found in each cell of a grid of designer-chosen behavior descriptors, returning an archive of diverse high-quality levels, decks, or strategies instead of one optimum.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "neural-rendering-3d",
          "id": "real-time-video-restyling",
          "name": "Real-time generative restyling of game video",
          "summary": "A live video-to-video diffusion model repaints each frame of a running game from a text prompt in under 40 ms, leaving the game's own simulation and state untouched.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "speech-audio",
          "id": "realtime-voice-models",
          "name": "Realtime speech-to-speech and expressive TTS for characters",
          "summary": "Streaming speech recognition, speech-native language models, and context-aware text-to-speech that let characters hold spoken, interruptible conversations with roughly 200-250 ms response onset and generated emotional delivery.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "procedural-generation",
          "id": "satellite-world-reconstruction",
          "name": "ML reconstruction of the planet from aerial imagery",
          "summary": "Machine learning classifies buildings, vegetation, and terrain in satellite and aerial imagery and procedural rules rebuild them as 3D scenery, which Microsoft Flight Simulator streams for the whole Earth.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "math-discovery",
          "id": "simulation-based-inference",
          "name": "Simulation-based inference for calibrating simulators",
          "summary": "Neural density estimators trained on simulator runs return a posterior over a simulator's parameters given observed data, calibrating agent-based and economic models whose likelihoods cannot be computed.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "neural-physics",
          "id": "subspace-neural-physics",
          "name": "Subspace neural physics and learned deformers",
          "summary": "Small networks trained on offline cloth, flesh, or muscle simulation predict deformation in a compressed subspace or as corrective morph targets, running hundreds to thousands of times faster than the source simulation inside a game engine.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "neural-rendering-3d",
          "id": "text-to-3d-assets",
          "name": "Text- and image-to-3D asset generation",
          "summary": "Open 3D generative models (TRELLIS, Hunyuan3D 2.x, Roblox Cube) produce textured meshes from a text prompt or image in seconds to a minute, and inZOI exposes image-to-3D object creation to players.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "llm-agents",
          "id": "voyager-skill-libraries",
          "name": "LLM-written skill libraries (Voyager)",
          "summary": "An LLM agent that proposes its own next task, writes executable code to do it, refines the code from execution errors and self-checks, and stores verified programs in a retrievable skill library.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "procedural-generation",
          "id": "wave-function-collapse",
          "name": "Wave Function Collapse and constraint-based tile generation",
          "summary": "An example-driven constraint solver that fills a grid by repeatedly collapsing the lowest-entropy cell to one tile and propagating adjacency constraints, shipped in games including Townscaper, Bad North, and Caves of Qud.",
          "type": "technique"
        }
      },
      {
        "data": {
          "group": "new-mechanic",
          "id": "agent-ambassadors-async",
          "name": "Agent ambassadors between player worlds",
          "priority": 3.178,
          "summary": "Let each player's simulation send language-agent representatives that trade and negotiate with other players' worlds while they are offline.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "ai-liquidity-in-player-markets",
          "name": "AI liquidity in player markets",
          "priority": 2.5,
          "summary": "Keep player-driven markets liquid on small servers with model-driven traders whose behavior is calibrated to human trading and constrained by market rules.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "legibility-layer",
          "id": "bottleneck-explainer",
          "name": "Bottleneck explainer for production networks",
          "priority": 3.587,
          "summary": "Explain where and why a production network is starved or blocked by combining sensitivity analysis of the actual simulation with grounded language explanations.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "new-mechanic",
          "id": "branch-preview-forecasts",
          "name": "Branch preview of policy futures",
          "priority": 4.0,
          "summary": "Fork the simulation in the background and show the player likely futures of a decision before committing, using parallel or surrogate simulation.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "non-game-transfer",
          "id": "calibrated-serious-sims",
          "name": "Calibrated serious simulations",
          "priority": 2.764,
          "summary": "Use simulation-based inference and differentiable simulators to calibrate game-grade models of epidemics, traffic, and markets to real data, with published fit metrics.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "legibility-layer",
          "id": "causal-why-query",
          "name": "Why-query over the simulation log",
          "priority": 4.423,
          "summary": "Let players ask why something happened and answer from the simulation's own event log, making deep systemic games legible without simplifying them.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "authoring-tool",
          "id": "content-elastic-events",
          "name": "Content-elastic event systems",
          "priority": 3.318,
          "summary": "Remove the authoring ceiling on event chains, requests, and dilemmas by generating schema-constrained variants from designer templates and validating them against game state.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "drama-aware-storyteller",
          "name": "Drama-aware storyteller",
          "priority": 3.318,
          "summary": "A storyteller that models characters' arcs and relationships, not only threat budgets, choosing authored incidents that create meaningful stakes for specific colonists.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "new-mechanic",
          "id": "dream-replay-layer",
          "name": "Generated dream and replay views",
          "priority": 2.769,
          "summary": "Use generative world models for non-authoritative views such as memories, rumors, and alternate histories, where drift is acceptable and variety is the point.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "infrastructure",
          "id": "event-sourced-sim-runtime",
          "name": "Event-sourced simulation runtime",
          "priority": 3.776,
          "summary": "An engine layer that records simulation and model calls as an append-only event log, giving replay, forking, explanation, and determinism for games with AI components.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "explained-delegation",
          "name": "Explained delegation to AI managers",
          "priority": 3.318,
          "summary": "Subsystem managers that learn the player's preferences from their past decisions and explain each action, so delegation scales play without hiding it.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "generated-inspection-shifts",
          "name": "Generated inspection shifts",
          "priority": 2.989,
          "summary": "Rule-checking job sims with generated documents, items, and rule changes each shift, verified against an answer key so infinite variety stays fair.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "authoring-tool",
          "id": "generated-recipe-graphs",
          "name": "Generated recipe graphs",
          "priority": 2.764,
          "summary": "Generate solvable, non-degenerate, on-theme production recipe graphs and tech trees, verified by agents, to cut content cost for factory and crafting games.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "generative-decoration-catalogs",
          "name": "Generative decoration catalogs",
          "priority": 3.059,
          "summary": "Let players generate furniture, scenery, and building pieces from text or sketches within a game's style and technical budgets, removing the cap on creative-mode catalogs.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "human-calibrated-customers",
          "name": "Human-calibrated customers",
          "priority": 3.178,
          "summary": "Replace hand-tuned customer and crowd preference curves with models that predict human choices, so tycoon markets respond like real populations.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "illustrated-chronicles",
          "name": "Illustrated chronicles",
          "priority": 2.756,
          "summary": "Turn a run's event log into a readable, illustrated saga that players can share, making emergent stories legible and portable.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "new-mechanic",
          "id": "intent-level-orders",
          "name": "Intent-level orders",
          "priority": 3.318,
          "summary": "Players state goals in plain language and the game compiles them into priorities, designations, and schedules, cutting micromanagement in colony and management sims.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "authoring-tool",
          "id": "language-modding",
          "name": "Mechanic modding by description",
          "priority": 3.776,
          "summary": "Players describe a rule change in plain language; a model writes the mod against the modding API and automated agents test it before it is shared.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "learned-build-assist",
          "name": "Learned build assist for cities",
          "priority": 3.318,
          "summary": "Extend Townscaper-style procedural assist to full city builders with learned style priors, so rough strokes become plausible districts the simulation then evaluates.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "infrastructure",
          "id": "learned-material-surrogates",
          "name": "Learned material surrogates at world scale",
          "priority": 3.138,
          "summary": "Use learned and GPU-parallel physics surrogates to bring per-particle fluids, gases, and destruction from small arenas to large persistent worlds.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "learned-weather-layer",
          "name": "Learned regional weather",
          "priority": 3.318,
          "summary": "Use machine-learned weather emulators to give farming, flight, and city sims realistic, cheap, regionally coherent weather and climate variability.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "new-genre",
          "id": "living-workforce-factories",
          "name": "Factories with a living workforce",
          "priority": 3.318,
          "summary": "Automation games whose workers age, learn, form families, and retire, so a production network is also a society that must be sustained across generations.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "new-genre",
          "id": "llm-society-terrarium",
          "name": "Language-agent society terrarium",
          "priority": 3.282,
          "summary": "An observer-gardener genre where players seed and nudge a persistent society of language-model agents and watch institutions, cultures, and histories form.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "business-model",
          "id": "local-first-ai-sims",
          "name": "Local-first AI simulation games",
          "priority": 3.482,
          "summary": "Ship small language and generative models inside the game so AI features run offline with no per-hour inference bill, changing the economics of AI-native simulation.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "infrastructure",
          "id": "mean-field-crowds",
          "name": "Mean-field crowds and traffic",
          "priority": 3.178,
          "summary": "Simulate hundreds of thousands of agents with equilibrium-consistent route and choice behavior by combining mean-field approximations with sampled individuals.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "authoring-tool",
          "id": "mechanic-discovery-search",
          "name": "Automated mechanic discovery",
          "priority": 3.282,
          "summary": "Search the space of rule programs with language-model-guided evolution and agent playtests to propose new mechanics that are learnable, deep, and unlike existing ones.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "new-mechanic",
          "id": "natural-language-legislation",
          "name": "Natural-language legislation",
          "priority": 3.178,
          "summary": "Players write laws in plain language that are compiled into typed policy parameters, while simulated interest groups argue, lobby, and comply.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "negotiating-faction-ai",
          "name": "Negotiating faction AI",
          "priority": 3.0,
          "summary": "Grand strategy rivals that negotiate in language and plan around their promises, combining strategic search with dialogue.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "neural-npc-motion",
          "name": "Learned motion for simulated crowds",
          "priority": 2.5,
          "summary": "Physics-based learned character controllers let simulated agents move and react physically, so crowds, injuries, and labor look like what the simulation says is happening.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "new-genre",
          "id": "open-ended-evolution-sandbox",
          "name": "Open-ended evolution sandbox",
          "priority": 2.648,
          "summary": "Evolution games built on continuous artificial-life substrates and automated discovery, where morphology and behavior evolve without designer-authored part catalogs.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "authoring-tool",
          "id": "parallel-autobalance",
          "name": "Parallel autobalancing of economies",
          "priority": 3.059,
          "summary": "Run thousands of scripted, learned, and diversity-seeking agents through a game's economy at accelerated speed to find degenerate strategies and tune parameters before players do.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "non-game-transfer",
          "id": "participatory-planning-sandboxes",
          "name": "Participatory planning sandboxes",
          "priority": 3.0,
          "summary": "City-builder interfaces over calibrated urban models with simulated resident voices, used by communities and planners to explore tradeoffs together.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "new-mechanic",
          "id": "placement-that-tells-stories",
          "name": "Placement that tells stories",
          "priority": 3.514,
          "summary": "City builders where where and what the player builds triggers specific, state-aware story events about the inhabitants of those buildings.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "authoring-tool",
          "id": "qd-scenario-libraries",
          "name": "Quality-diversity scenario libraries",
          "priority": 2.756,
          "summary": "Generate large libraries of scenarios that cover a grid of difficulty and play style, so scenario-driven sims never run out of distinct challenges.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "salience-gated-llm-agents",
          "name": "Salience-gated language agents",
          "priority": 3.776,
          "summary": "Keep cheap utility scoring for every tick and call a language model only at salient moments, giving colony and life sims believable minds at a bounded cost.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "scientists-not-tech-trees",
          "name": "Research by named scientists",
          "priority": 2.764,
          "summary": "Replace the abstract research meter with named researchers whose skills, relationships, and rivalries determine what gets discovered and when.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "sim-instructor-coach",
          "name": "Simulator instructor coaching",
          "priority": 3.059,
          "summary": "Flight, driving, and procedure sims with a voice instructor that watches inputs and state, explains mistakes, and adapts lessons in real time.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "non-game-transfer",
          "id": "sims-as-agent-benchmarks",
          "name": "Simulation games as agent benchmarks",
          "priority": 3.308,
          "summary": "Use factory, colony, and economy sims as long-horizon evaluation and training environments for AI agents, with game studios as environment providers.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "new-genre",
          "id": "specification-programming-games",
          "name": "Specification programming games",
          "priority": 3.062,
          "summary": "Programming puzzles where an AI writes the code and the player writes the specification and tests, scored on how precisely the spec pins down correct behavior.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "infrastructure",
          "id": "symbolic-sim-neural-render",
          "name": "Symbolic simulation, neural rendering",
          "priority": 3.282,
          "summary": "Keep gameplay in a small deterministic symbolic simulation and let a generative world model render it, decoupling visual variety from simulation cost and art budgets.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "new-mechanic",
          "id": "teachable-sim-companion",
          "name": "Teachable sim companion",
          "priority": 3.178,
          "summary": "A co-player agent that learns factory, colony, or farm routines from demonstration and language, and grows a library of reusable skills the player can inspect.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "trainable-creatures-revival",
          "name": "Trainable creatures revival",
          "priority": 3.0,
          "summary": "Revive the Creatures and Black & White lineage with creatures whose behavior is genuinely learned from player feedback and can explain itself.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "mechanic-upgrade",
          "id": "weather-coupled-grids",
          "name": "Weather-coupled energy grids",
          "summary": "Power grids whose renewable supply follows realistic weather, so storage, forecasting, and demand response become the grid puzzle.",
          "type": "opportunity"
        }
      },
      {
        "data": {
          "group": "postmortem",
          "id": "src-80lv-2019-mudrunner-console-port",
          "name": "MudRunner: Porting a Successful Title to Console",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
          "group": "postmortem",
          "id": "src-80lv-2019-noita-falling-sand",
          "name": "Noita: a Game Based on Falling Sand Simulation",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
          "group": "news",
          "id": "src-80lv-2025-teardown-voxel-physics",
          "name": "See What's New In Teardown Creator's Custom Voxel Physics Engine",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
          "group": "book",
          "id": "src-adams-2015-df-simulation-principles",
          "name": "Simulation Principles from Dwarf Fortress",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
          "group": "preprint",
          "id": "src-aher-2022-turing-experiments",
          "name": "Using Large Language Models to Simulate Multiple Humans and Replicate Human Subject Studies",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
          "group": "preprint",
          "id": "src-alet-2025-fgn",
          "name": "Skillful joint probabilistic weather forecasting from marginals",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
          "group": "preprint",
          "id": "src-alonso-2020-drl-navigation-aaa",
          "name": "Deep Reinforcement Learning for Navigation in AAA Video Games",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
          "group": "paper",
          "id": "src-alonso-2024-diamond",
          "name": "Diffusion for World Modeling: Visual Details Matter in Atari",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
          "group": "preprint",
          "id": "src-altera-2024-project-sid",
          "name": "Project Sid: Many-agent simulations toward AI civilization",
          "summary": null,
          "type": "source"
        }
      },
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          "group": "postmortem",
          "id": "src-amielanczyk-2023-timberborn-water",
          "name": "Deep Dive: Designing the dynamic irrigation and water systems in Timberborn",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
          "group": "encyclopedia",
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          "name": "Needs",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
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          "id": "src-anno1800wiki-2026-population",
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          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
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          "summary": null,
          "type": "source"
        }
      },
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        "data": {
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          "name": "Pocket City",
          "summary": null,
          "type": "source"
        }
      },
      {
        "data": {
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          "id": "src-apple-2026-pocket-city-mac",
          "name": "Pocket City (Mac)",
          "summary": null,
          "type": "source"
        }
      },
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          "type": "source"
        }
      },
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      },
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      },
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