{"attrs":{"effect":"accelerates","note":"Path cost heuristics or search-ordering functions can be evolved against a benchmark of the game's own maps for fewer node expansions at equal route quality, as FunSearch evolved priority functions."},"source":"alphaevolve-algorithm-discovery","target":"agent-pathfinding","type":"affects"}
{"attrs":{"effect":"tunes","note":"Evolving solutions to each puzzle before launch estimates near-optimal cost, cycle or area scores, anchoring histogram axes and flagging degenerate puzzles."},"source":"alphaevolve-algorithm-discovery","target":"comparative-histograms","type":"affects"}
{"attrs":{"effect":"tunes","note":"Job-to-hauler assignment is a scheduling problem like the Borg case; the dispatch heuristic can be evolved against simulated throughput and idle time on recorded colony states."},"source":"alphaevolve-algorithm-discovery","target":"hauling-jobs","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Rivals or coaches could evolve programs in the game's own language against its evaluator, so player-written code competes with machine-evolved code under the same rules."},"source":"alphaevolve-algorithm-discovery","target":"player-programming","type":"affects"}
{"attrs":{"effect":"tunes","note":"Utility scoring functions can be evolved as code against designer metrics (survival, need satisfaction, behavior variety), keeping the result readable unlike a neural policy."},"source":"alphaevolve-algorithm-discovery","target":"utility-action-selection","type":"affects"}
{"attrs":{"effect":"tunes","note":"Automatic load and stop-ordering heuristics resemble the bin-packing heuristics FunSearch improved, and can be evolved against delivery-rate benchmarks."},"source":"alphaevolve-algorithm-discovery","target":"vehicle-route-scheduling","type":"affects"}
{"attrs":{"effect":"tunes","note":"Agent pass rates plus a player-population model estimate how a difficulty ramp drives churn, so threat and difficulty curves can be tuned before release instead of from live telemetry."},"source":"automated-playtesting","target":"adaptive-threat-scaling","type":"affects"}
{"attrs":{"effect":"tunes","note":"Curiosity and RL agents explore traversal exhaustively, finding stuck spots, missing collision, and shortcuts that scripted navmesh bots do not reach."},"source":"automated-playtesting","target":"agent-pathfinding","type":"affects"}
{"attrs":{"effect":"tunes","note":"Search agents measure how many actions each career path needs to reach each level, exposing careers that are much faster or slower than the rest, as in The Sims Mobile study."},"source":"automated-playtesting","target":"career-ladder","type":"affects"}
{"attrs":{"effect":"tunes","note":"Agents replaying the early game measure when resource and progression thresholds are reached, so unlock pacing is set from distributions instead of a few manual runs."},"source":"automated-playtesting","target":"milestone-unlocks","type":"affects"}
{"attrs":{"effect":"tunes","note":"Each scenario or level gets a predicted pass rate from human-like agents, letting designers order and adjust goals and constraints against a target difficulty curve."},"source":"automated-playtesting","target":"scenario-objectives","type":"affects"}
{"attrs":{"effect":"tunes","note":"Agent playthroughs estimate win rates and dominant unit mixes in statistical combat before release."},"source":"automated-playtesting","target":"stat-combat-resolution","type":"affects"}
{"attrs":{"effect":"deepens","note":"Generated content extends from text, items, and levels to complete executable rule sets that are compiled and filtered by playability and balance tests before anyone plays them."},"source":"automated-rule-generation","target":"generative-content","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Laws players propose could be translated by a code model into enforceable rule code and run through the same compile and playout tests GAVEL uses, rejecting laws that fail to compile or break play."},"source":"automated-rule-generation","target":"player-legislation","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Candidate policies can be written as rule code in the game's own description language and screened by agent playouts for dominance and balance, so a policy list can be grown by search rather than authored one law at a time."},"source":"automated-rule-generation","target":"policy-toggles","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"End conditions are generated together with the rules and kept only if MCTS play reaches them without trivial draws or one-sided wins, replacing hand-tuned victory thresholds."},"source":"automated-rule-generation","target":"scenario-objectives","type":"affects"}
{"attrs":{"effect":"tunes","note":"Self-play over each generated variant measures first-player advantage, decisiveness, and the share of states with real choices, so turn order, phases, and move allowances can be adjusted by search."},"source":"automated-rule-generation","target":"turn-structure","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Diplomacy becomes free-text negotiation with AI factions that propose specific joint moves, commit to them, and change plans when persuaded, instead of accept or decline treaty menus driven by opinion scores."},"source":"cicero-strategic-dialogue","target":"faction-diplomacy","type":"affects"}
{"attrs":{"effect":"deepens","note":"Typed messages are translated into predicted intents that feed a planner, so what the player says changes what the AI does on the map, and the AI's replies are constrained to match its own plan."},"source":"cicero-strategic-dialogue","target":"natural-language-interaction","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Planner-grounded dialogue lets AI counterparties propose, counter, and keep terms in free text instead of accepting or rejecting fixed offers."},"source":"cicero-strategic-dialogue","target":"negotiation","type":"affects"}
{"attrs":{"effect":"deepens","note":"An AI that models what others expect it to do can also track whether the player's stated intentions matched their moves, turning standing into a learned estimate of trustworthiness rather than a scalar moved by scripted events."},"source":"cicero-strategic-dialogue","target":"reputation","type":"affects"}
{"attrs":{"effect":"deepens","note":"Peace terms could be negotiated in language against the war score, with the planner checking what the opponent will actually accept."},"source":"cicero-strategic-dialogue","target":"war-score-peace","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"Card prompts, two to four options, and per-meter effect values can be generated in the game's card schema with effect sizes bounded by the grammar, leaving designers to curate rather than write."},"source":"constrained-decoding","target":"dilemma-cards","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Generated items, recipes, or characters can be written straight into typed game state (enum types, bounded stats, existing ids) instead of shown as text or parsed with retries, because invalid records cannot be emitted."},"source":"constrained-decoding","target":"generative-content","type":"affects"}
{"attrs":{"effect":"deepens","note":"Free player text can be mapped onto the closed set of verbs and target ids legal in the current state, so conversation reliably triggers real game actions rather than only replies."},"source":"constrained-decoding","target":"natural-language-interaction","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Laws proposed in plain language can be compiled into the world's structured condition-and-effect rule language by grammar-constrained generation, so players need not learn the rule editor."},"source":"constrained-decoding","target":"player-legislation","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"An LLM can be dropped into the action-selection slot by constraining it to choose among the same enumerated actions the utility scorer would rank, keeping the engine's action set and preconditions intact."},"source":"constrained-decoding","target":"utility-action-selection","type":"affects"}
{"attrs":{"effect":"enables-new","note":"ASAL turns a text prompt into a search over simulation rules that produce the described phenomenon, a route to generating new creature rule sets from player or designer descriptions at design time."},"source":"continuous-alife-and-asal","target":"generative-content","type":"affects"}
{"attrs":{"effect":"enables-new","note":"In Flow-Lenia, rules travel with matter, so selection can act on creatures that emerge from the physics itself rather than on declared fitness stats."},"source":"continuous-alife-and-asal","target":"natural-selection","type":"affects"}
{"attrs":{"effect":"deepens","note":"Rule parameters mix where creatures meet in Flow-Lenia, giving inheritance and hybridization as a spatial process instead of an explicit genome crossover function."},"source":"continuous-alife-and-asal","target":"trait-inheritance","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"For movement abilities such as grappling hooks, jetpacks, and double jumps, a learned policy replaces hand-placed navigation-mesh links, so NPCs can traverse spaces designers would otherwise annotate by hand."},"source":"deep-rl-npc-policies","target":"agent-pathfinding","type":"affects"}
{"attrs":{"effect":"deepens","note":"Players practice against an opponent whose skill comes from the same controls and physics, at selectable levels (Beginner to Expert, then custom tire and fuel settings), raising the ceiling of a skill-centered mechanic."},"source":"deep-rl-npc-policies","target":"embodied-skill-control","type":"affects"}
{"attrs":{"effect":"deepens","note":"AI drivers operate the same tire, suspension, and weight-transfer model as the player at champion level, so handling fidelity matters in races against the AI instead of being sidestepped by scripted racing lines."},"source":"deep-rl-npc-policies","target":"vehicle-dynamics","type":"affects"}
{"attrs":{"effect":"tunes","note":"GradABM shows transmission parameters of a million-agent outbreak model calibrated to real case data by gradients, a route to epidemic games whose curves match real diseases or designer targets."},"source":"differentiable-simulation","target":"contagion","type":"affects"}
{"attrs":{"effect":"explains","note":"The gradient of a design's rating with respect to each part parameter tells the player which strut, joint or track segment most changes the score, enabling hints like 'move this support left'."},"source":"differentiable-simulation","target":"design-performance-rating","type":"affects"}
{"attrs":{"effect":"tunes","note":"Differentiable fluid kernels (Warp, DiffTaichi) allow inverse design, solving for emitter or vent settings that produce a target flow, usable for level authoring or tuning puzzles."},"source":"differentiable-simulation","target":"fluid-gas-simulation","type":"affects"}
{"attrs":{"effect":"enables-new","note":"A controller for a player-built soft or articulated body can be optimized in tens of gradient iterations, so assembled machines can learn to walk or swim during play."},"source":"differentiable-simulation","target":"modular-assembly","type":"affects"}
{"attrs":{"effect":"tunes","note":"Material stiffness and damping of node-beam or finite-element bodies can be fitted to reference motion or a target feel by gradient descent, as DiffTaichi does for elastic objects."},"source":"differentiable-simulation","target":"soft-body-deformation","type":"affects"}
{"attrs":{"effect":"tunes","note":"Tire, suspension and drivetrain constants can be fitted to recorded telemetry by differentiating lap or trajectory error, replacing manual parameter sweeps."},"source":"differentiable-simulation","target":"vehicle-dynamics","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Avatar movement, camera response, and weapon use are predicted frame by frame from keyboard and mouse input instead of computed by engine code; responsiveness depends on denoising steps and frame rate (20 fps GameNGen and Oasis, about 10 fps DIAMOND CS:GO)."},"source":"diffusion-game-engines","target":"direct-avatar","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Every frame, enemy, and pickup is generated content conditioned on play, so a game can in principle contain situations its source game never had; in practice output stays inside the training game's distribution."},"source":"diffusion-game-engines","target":"generative-content","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Terrain is invented on demand from the learned distribution of the training game with no seed or noise function (Oasis), but it is not persistent: regions that leave the short context window are regenerated differently on return."},"source":"diffusion-game-engines","target":"procedural-terrain","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Collision, gravity, and jumping are learned statistically from pixels rather than integrated; rules the data rarely violates can still be broken, as with DIAMOND's repeated mid-air jumps in CS:GO."},"source":"diffusion-game-engines","target":"rigid-body-physics","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"In Oasis and MineWorld, breaking and placing Minecraft blocks is predicted as pixels with no stored voxel grid, so edits are not durable; Oasis placing a dirt block can bring up an entirely different environment."},"source":"diffusion-game-engines","target":"voxel-destruction","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"Photoreal props and scenery can be captured from photos in under an hour of training instead of modeled and textured by hand, enlarging decor catalogs that beauty scores consume; lighting is baked into the capture."},"source":"gaussian-splatting","target":"decoration-beauty","type":"affects"}
{"attrs":{"effect":"enables-new","note":"PhysGaussian deforms captured objects with MPM directly on the rendered Gaussians, so a scanned real object can bend, dent, or flow without building a node-beam or finite-element mesh first."},"source":"gaussian-splatting","target":"soft-body-deformation","type":"affects"}
{"attrs":{"effect":"enables-new","note":"The player can hand an avatar or task to an agent that pursues a stated goal in any game it can see, without game-specific AI code, and that explains what it intends to do."},"source":"generalist-game-agents","target":"delegation-to-ai","type":"affects"}
{"attrs":{"effect":"deepens","note":"SIMA 2 converses about its surroundings, answers questions about the scene, and explains its actions, grounding dialogue in what it sees on screen."},"source":"generalist-game-agents","target":"natural-language-interaction","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Agents that follow language instructions and watch play could learn routines from a single narrated demonstration instead of recorded literal steps."},"source":"generalist-game-agents","target":"programming-by-demonstration","type":"affects"}
{"attrs":{"effect":"tunes","note":"Self-improving agents that advance through a game's tech tree can serve as automated playtesters of progression in builds they were not trained on."},"source":"generalist-game-agents","target":"tech-tree","type":"affects"}
{"attrs":{"effect":"enables-new","note":"A companion can take open-ended spoken or typed orders, sketches, or emoji and carry them out with ordinary game controls, so the command vocabulary is no longer limited to the verbs a designer bound to buttons."},"source":"generalist-game-agents","target":"unit-commands","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Chisel turns a coarse blockout into a detailed styled scene, the same rough-input to detailed-output contract as Townscaper-style build assist but with a learned generator; today it is an editor mode, not a runtime player tool."},"source":"generated-3d-worlds","target":"procedural-build-assist","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Maps come from a prompt, photo, or video rather than a seed and noise pipeline, and unlike frame-based world models the result is baked geometry that persists, can be saved, and can be expanded region by region."},"source":"generated-3d-worlds","target":"procedural-terrain","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"Exported collider meshes give generated scenes collision geometry automatically; Marble describes them as coarse, so precise physics still needs cleanup."},"source":"generated-3d-worlds","target":"rigid-body-physics","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"Bespoke scenario maps can be produced from a reference image or description and exported with collider meshes, reducing hand modeling per scenario; objectives and rules still need authoring."},"source":"generated-3d-worlds","target":"scenario-objectives","type":"affects"}
{"attrs":{"effect":"explains","note":"Because an agent's state is natural-language memories, plans, and reflections, the player or designer can read them directly or interview the agent about why it acted, which is how the original paper evaluated believability."},"source":"generative-agents","target":"agent-inspection","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Wants generated from an agent's own memories and reflections rather than rolled from a fixed table tied to an aspiration."},"source":"generative-agents","target":"aspiration-wants","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Each agent writes its own day plan from its description and memories, decomposed into hour and 5-15 minute steps and revised on events, in place of authored routine tables; the player still sees rhythms of work, meals, and leisure."},"source":"generative-agents","target":"daily-schedules","type":"affects"}
{"attrs":{"effect":"deepens","note":"Information moves through generated conversations whose content comes from memory retrieval, so what spreads, to whom, and how it is reworded emerge from dialogue; in Smallville party awareness rose from 4% to 52% of agents with 1.3% hallucinated answers."},"source":"generative-agents","target":"gossip-propagation","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Memories become free-text records with LLM-rated importance, retrieved by recency, importance, and relevance, plus reflections that summarize many records into beliefs, instead of a fixed catalog of timed mood modifiers."},"source":"generative-agents","target":"memories-thoughts","type":"affects"}
{"attrs":{"effect":"deepens","note":"Memory streams summarized at low frequency give off-screen characters histories that persist when the player returns."},"source":"generative-agents","target":"offscreen-life-progression","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Relationships are held as remembered interactions and reflections about another agent rather than a numeric affinity, so a relationship's state is a set of retrievable facts; Smallville's acquaintance network density rose from 0.167 to 0.74 in two days."},"source":"generative-agents","target":"relationship-values","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Agents open-endedly converse, invite, and coordinate (for example planning and attending a party) without a predefined catalog of social moves and preconditions."},"source":"generative-agents","target":"social-exchanges","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"The next action is chosen by prompting with the current plan step, perceived surroundings, and retrieved memories rather than by scoring options against need curves, so choices can reference past events and other agents."},"source":"generative-agents","target":"utility-action-selection","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"First- or third-person character movement is rendered by the model from WASD, camera, and jump input; the action space is small and collisions are not guaranteed (characters passing through walls)."},"source":"genie-world-models","target":"direct-avatar","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Whole explorable scenes, characters, and events are generated at runtime from player text, sketches, or photos, which extends generative content from text and items to playable space."},"source":"genie-world-models","target":"generative-content","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Promptable world events work as a free-form god power: typed text adds characters, objects, or weather to the running world; Genie 3 attaches no cost or rule to them and their effects exist only in rendered frames."},"source":"genie-world-models","target":"god-powers","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Worlds come from a text or image prompt instead of a seed and noise pipeline, in any visual style; persistence is minutes long (about one minute of visual memory in Genie 3, 60-second sessions in Project Genie)."},"source":"genie-world-models","target":"procedural-terrain","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Object responses such as doors opening, balloons bursting, water, and smoke are produced by learned video dynamics (Genie 2) rather than a physics engine, with no conservation or collision guarantees."},"source":"genie-world-models","target":"rigid-body-physics","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"A director could inject an event (a new character, object, or condition) as a text prompt that Genie 3 renders into the running world, removing per-event art and animation; event selection and pacing still need a separate system with real state."},"source":"genie-world-models","target":"storyteller-director","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Genie 3's promptable world events change weather by text during a session with no weather simulation or authored weather assets; the change is visual only and has no stored state for crops, agents, or travel to read."},"source":"genie-world-models","target":"weather","type":"affects"}
{"attrs":{"effect":"deepens","note":"MeshGraphNets learned aerodynamic flow around airfoils, pointing to flight models driven by surrogate CFD fields instead of fixed lift and drag coefficient tables."},"source":"graph-network-simulators","target":"flight-aerodynamics","type":"affects"}
{"attrs":{"effect":"accelerates","note":"Learned fluid surrogates (GNS particles, FNO fields) reproduce solver-quality flow at large speedups, raising resolution or extent of water and gas within a frame budget."},"source":"graph-network-simulators","target":"fluid-gas-simulation","type":"affects"}
{"attrs":{"effect":"accelerates","note":"Neural operators solve parametric flow PDEs in one forward pass at any grid resolution, a candidate replacement for per-cell iterative water-flow updates over large terrains."},"source":"graph-network-simulators","target":"hydrology","type":"affects"}
{"attrs":{"effect":"deepens","note":"GNS simulates several materials (fluids, rigid solids, deformables) interacting in one learned model, so mixed-material reactions need no hand-written pairwise rules."},"source":"graph-network-simulators","target":"material-interactions","type":"affects"}
{"attrs":{"effect":"accelerates","note":"MeshGraphNets predicts cloth and structural deformation 10-100x faster than its training solver, allowing finite-element-like deformation where games now use coarse node-beam models."},"source":"graph-network-simulators","target":"soft-body-deformation","type":"affects"}
{"attrs":{"effect":"deepens","note":"Learned structural-mechanics surrogates output stress and deformation fields, which could replace binary support checks with graded bending, sagging and stress-driven failure."},"source":"graph-network-simulators","target":"structural-integrity","type":"affects"}
{"attrs":{"effect":"deepens","note":"Segment-level response to advertising predicted from models of human choice instead of a flat awareness multiplier."},"source":"human-behavior-simulation-models","target":"advertising-awareness","type":"affects"}
{"attrs":{"effect":"deepens","note":"Visitor populations could be drawn from person-grounded profiles whose preferences and tolerances are measured against real people rather than sampled from designer distributions."},"source":"human-behavior-simulation-models","target":"crowd-preferences","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Customer purchase decisions could be sampled from a model trained on human choice data, giving realistic heterogeneity and biases, instead of utility = value x preference - price with hand-set weights."},"source":"human-behavior-simulation-models","target":"customer-value-choice","type":"affects"}
{"attrs":{"effect":"tunes","note":"Before ship, designers could estimate option pick rates for each card by querying a choice model on the card text; untested on game content."},"source":"human-behavior-simulation-models","target":"dilemma-cards","type":"affects"}
{"attrs":{"effect":"deepens","note":"Simulated electorates could be built from survey-grounded agents that reproduce subgroup opinion distributions, so vote shares respond to issues the way measured populations do."},"source":"human-behavior-simulation-models","target":"elections","type":"affects"}
{"attrs":{"effect":"deepens","note":"A group's preferences over policies could be derived from simulated members (silicon samples) rather than a single authored ideology vector."},"source":"human-behavior-simulation-models","target":"interest-groups","type":"affects"}
{"attrs":{"effect":"deepens","note":"Counterparties whose acceptance follows models of human bargaining (fairness, anchoring) rather than a single reservation price."},"source":"human-behavior-simulation-models","target":"negotiation","type":"affects"}
{"attrs":{"effect":"deepens","note":"A character's disposition can be a rich text profile whose predicted Big Five scores and economic-game behavior match a real respondent, rather than a few discrete trait tags."},"source":"human-behavior-simulation-models","target":"personality-traits","type":"affects"}
{"attrs":{"effect":"tunes","note":"Mode-choice weights for time, cost, and comfort can be fitted to predicted human choices instead of hand-set."},"source":"human-behavior-simulation-models","target":"travel-mode-choice","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"AI bidders play mixed strategies over private valuations instead of bidding a fixed fraction of value, which removes simple exploits such as always outbidding the AI by one unit."},"source":"imperfect-information-solvers","target":"auctions","type":"affects"}
{"attrs":{"effect":"deepens","note":"AI players reason over unseen state as a belief distribution and play strategies that are hard to exploit, instead of cheating with full map knowledge or ignoring hidden units, so concealment and feints work against the AI as they would against a person."},"source":"imperfect-information-solvers","target":"fog-of-war","type":"affects"}
{"attrs":{"effect":"deepens","note":"Deception becomes a stable part of AI play, as DeepNash bluffed with hidden unit identities in Stratego, so operational wargames could field opponents that feint and conceal force composition at calibrated rates."},"source":"imperfect-information-solvers","target":"military-operations","type":"affects"}
{"attrs":{"effect":"deepens","note":"Bargaining with hidden reservation values is an imperfect-information game; equilibrium strategies bluff and concede in ways scripted thresholds cannot."},"source":"imperfect-information-solvers","target":"negotiation","type":"affects"}
{"attrs":{"effect":"deepens","note":"Competitors with private costs or plans can bluff in price wars and market entry, and designers can measure how exploitable a fixed AI pricing script is by computing a best response against it."},"source":"imperfect-information-solvers","target":"rival-firms","type":"affects"}
{"attrs":{"effect":"deepens","note":"Equilibrium strategies put a value on information, so AI opponents scout, hide their own attributes, and avoid revealing them through their actions, giving the player's scouting system a real counterpart."},"source":"imperfect-information-solvers","target":"scouting-knowledge","type":"affects"}
{"attrs":{"effect":"deepens","note":"Difficulty-conditioned generators let the next map or wave be built at a target difficulty instead of multiplying enemy counts, though EA SEED's match-3 model hit the requested difficulty only a third of the time."},"source":"learned-level-generation","target":"adaptive-threat-scaling","type":"affects"}
{"attrs":{"effect":"deepens","note":"Text-to-level models small enough to run on the client (MarioGPT has 96M parameters) let players request maps in words at runtime, extending generated content from text and items to playable space."},"source":"learned-level-generation","target":"generative-content","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Hand-written noise and placement rules give way to a generator trained on example maps or prompted with text, so a seed becomes a prompt plus a sample, and validity must be checked by a solver instead of guaranteed by construction."},"source":"learned-level-generation","target":"procedural-terrain","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"Scenario maps can be produced from a written description of the situation, Word2World-style story to world, with an agent playthrough confirming the stated goal is reachable."},"source":"learned-level-generation","target":"scenario-objectives","type":"affects"}
{"attrs":{"effect":"deepens","note":"Motion-matching-quality responsive locomotion fits in a few MB of weights, making it affordable on memory-constrained platforms and for more character types."},"source":"learned-motion-synthesis","target":"direct-avatar","type":"affects"}
{"attrs":{"effect":"deepens","note":"Players author new character motions from their own video (inZOI), so the animation set available to life-sim characters is no longer fixed by the studio's mocap library."},"source":"learned-motion-synthesis","target":"generative-content","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Voters become LLM agents that hear persuasion from other agents and vote on amendments, as in Project Sid's constitutional votes, instead of computing a vote from satisfaction and bloc membership."},"source":"llm-agent-societies","target":"elections","type":"affects"}
{"attrs":{"effect":"deepens","note":"Memes, beliefs, and a seeded religion spread through populations of 500 to one million agents, with content mutating in conversation and spread shaped by social structure or a recommender feed."},"source":"llm-agent-societies","target":"gossip-propagation","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Roles emerge from agents' social context and goals (farmers, miners, guards in 30-agent villages) rather than from job slots filled by education level; AgentSociety adds agent-level employment and consumption decisions."},"source":"llm-agent-societies","target":"labor-market","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Unplayed households can be advanced by cheap language-agent societies that generate plausible life events instead of fixed event tables."},"source":"llm-agent-societies","target":"offscreen-life-progression","type":"affects"}
{"attrs":{"effect":"deepens","note":"A shared world can be populated by hundreds of autonomous agents that keep roles, culture, and rules while human players come and go; PIANO was built for real-time interaction with humans and other agents."},"source":"llm-agent-societies","target":"persistent-world","type":"affects"}
{"attrs":{"effect":"enables-new","note":"NPC populations can propose, debate, and vote on rule changes in natural language and then comply or not, so legislation is no longer limited to human players in a shared world."},"source":"llm-agent-societies","target":"player-legislation","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"A policy's effect on groups is measured by running it on a population of agents (AgentSociety's universal basic income and hurricane experiments) instead of reading hand-authored weighted edges from policies to voter groups."},"source":"llm-agent-societies","target":"policy-influence-network","type":"affects"}
{"attrs":{"effect":"deepens","note":"Tax compliance becomes an agent decision that responds to law changes and influencer messaging, as in Project Sid's 20% tax experiment, rather than an automatic deduction at the set rate."},"source":"llm-agent-societies","target":"taxation","type":"affects"}
{"attrs":{"effect":"deepens","note":"Advisors can answer arbitrary player questions about the current situation and recommend actions in context, instead of speaking a fixed catalog of threshold-triggered messages."},"source":"llm-explanation-of-state","target":"advisors","type":"affects"}
{"attrs":{"effect":"explains","note":"The inspection panel can answer why an agent did something by summarizing its needs, itemized mood terms, and recent thought log into a short causal account."},"source":"llm-explanation-of-state","target":"agent-inspection","type":"affects"}
{"attrs":{"effect":"explains","note":"A long nested modifier chain can be condensed into a ranked plain-language list of the largest causes and what would change them, while the numbers still come from the simulation."},"source":"llm-explanation-of-state","target":"causal-tooltips","type":"affects"}
{"attrs":{"effect":"deepens","note":"Recorded events can be retold as biographies, recaps, or highlight summaries for the player, a commentator and reteller role."},"source":"llm-explanation-of-state","target":"history-chronicle","type":"affects"}
{"attrs":{"effect":"explains","note":"Graph changes can be annotated with narrated causes drawn from the event log, such as which policy or disaster preceded a drop."},"source":"llm-explanation-of-state","target":"stats-dashboards","type":"affects"}
{"attrs":{"effect":"deepens","note":"Story continuation from Do, Say, Story, and See inputs makes the whole narrative generated content; grounded engines turn it into typed state changes."},"source":"llm-game-master","target":"generative-content","type":"affects"}
{"attrs":{"effect":"deepens","note":"Any typed action is adjudicated for plausibility and consequence rather than matched against a parser's verb list, so unanticipated approaches produce new narrative paths (53 emergent nodes in one 28-player study)."},"source":"llm-game-master","target":"natural-language-interaction","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"NPCs with backstories, goals, and personality are generated from designer criteria and voiced in dialogue, removing per-character writing."},"source":"llm-game-master","target":"procedural-characters","type":"affects"}
{"attrs":{"effect":"enables-new","note":"The director can author an event in language for the exact current state, check it against canon and rules, and narrate it, instead of choosing among a finite catalog of pre-written incidents by a pacing budget."},"source":"llm-game-master","target":"storyteller-director","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Follow-up beats are generated from story state and player intent rather than scheduled by authored templates with trigger predicates, while the player still experiences multi-step chains."},"source":"llm-game-master","target":"triggered-event-chains","type":"affects"}
{"attrs":{"effect":"deepens","note":"Characters can ask for things tied to the specific story so far, not only fetch templates with filled slots; ungrounded models invent quests that do not exist, so requests must be checked against state."},"source":"llm-game-master","target":"villager-requests","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Collections become open-ended races to discover never-generated items, with a First Discovery credit for the first player to create each one."},"source":"llm-rule-adjudication","target":"collection-goals","type":"affects"}
{"attrs":{"effect":"enables-new","note":"A language model decides the result of each new combination and caches it, turning a finite authored recipe graph into an open one (Infinite Craft)."},"source":"llm-rule-adjudication","target":"combination-discovery","type":"affects"}
{"attrs":{"effect":"deepens","note":"Generated results are written back as shared, persistent rules rather than one-off text, so the world's content grows with play and stays consistent across players."},"source":"llm-rule-adjudication","target":"generative-content","type":"affects"}
{"attrs":{"effect":"enables-new","note":"The recipe space becomes unbounded: any pair of items yields a generated result rather than a lookup in a finite designer table, and the first answer is cached as the permanent recipe."},"source":"llm-rule-adjudication","target":"hand-crafting","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Interactions between arbitrary materials or elements can be resolved by a model rather than an authored pair table, but whole-state accuracy near 60% means results must be bounded to simple outputs and cached."},"source":"llm-rule-adjudication","target":"material-interactions","type":"affects"}
{"attrs":{"effect":"tunes","note":"Millions of simulated matches per hour let designers check how attribute weights and tactic modifiers shift outcome distributions before shipping a match-engine change."},"source":"massively-parallel-simulation","target":"attribute-match-engine","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Locomotion policies train in seconds to minutes on one GPU (Brax, MuJoCo Playground), so a creature could learn to move or act through RL during a play session instead of from canned animation."},"source":"massively-parallel-simulation","target":"creature-learning","type":"affects"}
{"attrs":{"effect":"deepens","note":"A player design can be scored over hundreds of randomized loads, terrains or seeds in parallel, giving a robustness distribution instead of one deterministic test run."},"source":"massively-parallel-simulation","target":"design-performance-rating","type":"affects"}
{"attrs":{"effect":"enables-new","note":"A player-built creature or machine can be dropped into thousands of parallel worlds and have a controller trained for its specific body, so assembled designs move competently without the player programming them."},"source":"massively-parallel-simulation","target":"modular-assembly","type":"affects"}
{"attrs":{"effect":"deepens","note":"Fitness can be measured by simulating every individual of a large population in its own physics world each generation, so selection acts on actual behavior rather than on summed stat values."},"source":"massively-parallel-simulation","target":"natural-selection","type":"affects"}
{"attrs":{"effect":"accelerates","note":"Batched GPU rigid-body solvers step thousands of worlds or bodies per kernel launch, so physics-heavy evaluation that was CPU-bound becomes cheap enough for large sweeps."},"source":"massively-parallel-simulation","target":"rigid-body-physics","type":"affects"}
{"attrs":{"effect":"accelerates","note":"GPUDrive shows multi-agent vehicle simulation above one million steps per second, which points to agent-level traffic at counts where city builders now fall back to aggregate flow."},"source":"massively-parallel-simulation","target":"traffic-congestion","type":"affects"}
{"attrs":{"effect":"tunes","note":"Cheap batched rollouts make it practical to search utility-curve weights, or train a policy to replace them, against metrics such as survival or need satisfaction over many simulated colonies."},"source":"massively-parallel-simulation","target":"utility-action-selection","type":"affects"}
{"attrs":{"effect":"accelerates","note":"One equilibrium policy over positions serves any number of agents, like a flow field that already includes congestion effects, replacing per-agent searches."},"source":"mean-field-games","target":"agent-pathfinding","type":"affects"}
{"attrs":{"effect":"deepens","note":"Park visitors can choose attractions in equilibrium with expected queues and crowding rather than greedily, producing realistic spreading of crowds across a park."},"source":"mean-field-games","target":"crowd-preferences","type":"affects"}
{"attrs":{"effect":"deepens","note":"Queue choice and arrival timing become equilibrium behavior, so changing capacity at one service shifts load across the others as people anticipate the change."},"source":"mean-field-games","target":"service-queues","type":"affects"}
{"attrs":{"effect":"deepens","note":"Prices can come from many small rational producers and consumers in equilibrium (as in MFG models of energy markets), instead of a fixed elasticity formula."},"source":"mean-field-games","target":"supply-demand-pricing","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Trip routing changes from each agent reacting to current travel times, which oscillates, to an equilibrium in which drivers anticipate congestion, computed once for the population at a cost independent of car count."},"source":"mean-field-games","target":"traffic-congestion","type":"affects"}
{"attrs":{"effect":"deepens","note":"Mode split solved as a population equilibrium in which each traveler responds to congestion created by everyone else."},"source":"mean-field-games","target":"travel-mode-choice","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Ensembles (50 GenCast members) give calibrated probabilities, so an in-game forecast can carry real uncertainty that players plan against and that occasionally misses honestly."},"source":"ml-weather-models","target":"forecasting","type":"affects"}
{"attrs":{"effect":"deepens","note":"Earth-system foundation models fine-tuned to several domains suggest climate sims coupling atmosphere, ocean waves and air chemistry, though they are trained for days-ahead weather, not decades."},"source":"ml-weather-models","target":"planetary-climate","type":"affects"}
{"attrs":{"effect":"deepens","note":"Aurora's fine-tuned air-quality forecasts run about 100,000x faster than CAMS, a path to pollution plumes transported by simulated wind at playable cost."},"source":"ml-weather-models","target":"pollution-spread","type":"affects"}
{"attrs":{"effect":"deepens","note":"Storms emerge from atmospheric state with forecastable tracks (Aurora beat operational centres on 5-day cyclone tracks), turning disasters from dice rolls into threats with lead time."},"source":"ml-weather-models","target":"random-disasters","type":"affects"}
{"attrs":{"effect":"deepens","note":"Weather becomes a coherent global field with fronts, cyclones and multi-day evolution across hundreds of variables, instead of a per-region Markov chain of weather states."},"source":"ml-weather-models","target":"weather","type":"affects"}
{"attrs":{"effect":"deepens","note":"Sample-efficient model-based learners (EfficientZero needed about two hours of experience) make it plausible for a creature to learn new behaviors from player reward within a session, by planning in a learned model of its world rather than reacting with a fixed network."},"source":"model-based-planning-muzero","target":"creature-learning","type":"affects"}
{"attrs":{"effect":"deepens","note":"Opponents plan with a learned value function plus search over unit actions, giving strong play in operational simulations where hand-written doctrine is brittle; latent models allow planning where exact rollouts are too slow."},"source":"model-based-planning-muzero","target":"military-operations","type":"affects"}
{"attrs":{"effect":"tunes","note":"Each toggle combination is a rule variant; converged self-play under each variant measures how much a policy shifts outcomes and flags toggles that are strictly dominant or never worth enacting."},"source":"model-based-planning-muzero","target":"policy-toggles","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Competitor AI becomes a policy trained by self-play against the game's own rules, so it re-adapts when economic rules change in a patch instead of needing rewritten heuristics; training compute per rule set is the cost."},"source":"model-based-planning-muzero","target":"rival-firms","type":"affects"}
{"attrs":{"effect":"tunes","note":"Self-play agents trained on each candidate tree reveal dominant research orders and unused branches, the same comparison AlphaZero made across chess rule variants."},"source":"model-based-planning-muzero","target":"tech-tree","type":"affects"}
{"attrs":{"effect":"deepens","note":"Governors or managers given a subsystem can search over action sequences toward the player-set goal with the same forward model, staying competent in rule configurations designers did not script for."},"source":"monte-carlo-tree-search","target":"delegation-to-ai","type":"affects"}
{"attrs":{"effect":"deepens","note":"AI factions can weigh war, peace, and alliance options by simulating future turns of the campaign, the kind of high-level campaign decision Total War: Rome II gave to MCTS, so choices respond to the actual strategic position instead of fixed opinion thresholds."},"source":"monte-carlo-tree-search","target":"faction-diplomacy","type":"affects"}
{"attrs":{"effect":"deepens","note":"Tactical AI plans multi-unit action sequences within a time budget, as in Fable Legends' real-time tactical planning, rather than following scripted doctrine; the iteration budget becomes a difficulty lever."},"source":"monte-carlo-tree-search","target":"military-operations","type":"affects"}
{"attrs":{"effect":"deepens","note":"AI competitors can pick prices, expansions, and acquisitions by rolling the economic model forward, so rival play adapts to the player's position and to rule changes without bespoke heuristics per market rule."},"source":"monte-carlo-tree-search","target":"rival-firms","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Agents choose actions by sampling futures from the game's forward model and backing up outcomes, instead of scoring one-step options with hand-tuned utility curves, so choices account for consequences several actions ahead at a per-decision compute cost."},"source":"monte-carlo-tree-search","target":"utility-action-selection","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"In WHAMM the avatar's movement and camera are rendered by the model from controller input, at 10+ fps with a 0.9 second context."},"source":"muse-wham","target":"direct-avatar","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Designers insert an object or character into a frame and the model generates plausible gameplay around it (persistency), giving a preview of how a content change might play before it is built."},"source":"muse-wham","target":"generative-content","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Movement and collisions follow learned game dynamics; the Nature paper's consistency criterion is that generated play respects controller input and the game's physics, which is measured statistically rather than enforced."},"source":"muse-wham","target":"rigid-body-physics","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Local per-cell material rules can be learned from examples of desired behavior instead of hand-coded; DiffLogic CA recovered Game of Life exactly as a compact logic circuit cheap enough for per-pixel use."},"source":"neural-cellular-automata","target":"falling-sand-materials","type":"affects"}
{"attrs":{"effect":"enables-new","note":"A seed block placed by the player can grow into a castle or tree over time under a learned 3D rule, a growth-based alternative to instant procedural detailing."},"source":"neural-cellular-automata","target":"procedural-build-assist","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Tile maps and levels can be grown by NCA generators selected by quality-diversity search for solvability and diversity, replacing hand-tuned noise and placement rules."},"source":"neural-cellular-automata","target":"procedural-terrain","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Regenerating NCA regrow damaged shapes and 3D NCA regrow parts of machines, enabling destructible structures and organisms that heal from local rules rather than respawning."},"source":"neural-cellular-automata","target":"voxel-destruction","type":"affects"}
{"attrs":{"effect":"deepens","note":"Neural denoising and the neural radiance cache make dynamic multi-bounce lighting affordable, so player-built interiors and towns can be lit correctly across a full diurnal cycle where baked lighting cannot follow player construction."},"source":"neural-rendering-shaders","target":"day-night-cycle","type":"affects"}
{"attrs":{"effect":"deepens","note":"Up to 7x VRAM savings from neural texture compression and cheaper layered materials let more distinct high-detail decor assets be resident at once, raising the variety a beauty-driven builder can show on screen."},"source":"neural-rendering-shaders","target":"decoration-beauty","type":"affects"}
{"attrs":{"effect":"accelerates","note":"Upscaling and frame generation raise displayed frame rates in GPU-heavy flight and driving sims for the same render cost; generated frames do not sample new input, so frame generation adds latency that hurts precise hand-flying or driving."},"source":"neural-rendering-shaders","target":"embodied-skill-control","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Total War: PHARAOH's ACE advisor answers questions about the game's systems from a small on-device model connected to game data, instead of firing authored lines when indicators cross thresholds."},"source":"on-device-language-models","target":"advisors","type":"affects"}
{"attrs":{"effect":"deepens","note":"Characters generate text thoughts about events and reflect on past decisions, giving each agent a running inner monologue rather than a list of authored mood modifiers."},"source":"on-device-language-models","target":"memories-thoughts","type":"affects"}
{"attrs":{"effect":"accelerates","note":"Free-text and voice input to characters runs on the player's GPU, removing per-token server cost and network round trips, so open conversation can be offered to every player of a premium game."},"source":"on-device-language-models","target":"natural-language-interaction","type":"affects"}
{"attrs":{"effect":"enables-new","note":"A co-playable teammate such as PUBG Ally takes spoken orders about movement, looting, and strategy mid-match and acts on them, a command channel that needs no menus or ping wheel."},"source":"on-device-language-models","target":"unit-commands","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Smart Zois pick actions with a small model that reads needs, surroundings, and inner thoughts rather than only scored need curves, while the game's action set stays the same."},"source":"on-device-language-models","target":"utility-action-selection","type":"affects"}
{"attrs":{"effect":"deepens","note":"Challenge scales with measured learning progress per task family rather than with wealth or time survived, using a band that admits only tasks the current agent or player can partly solve."},"source":"open-ended-environment-generation","target":"adaptive-threat-scaling","type":"affects"}
{"attrs":{"effect":"deepens","note":"A creature or companion can improve through self-proposed practice tasks with model-estimated rewards, the loop SIMA 2 used, rather than only through explicit player reward and punishment."},"source":"open-ended-environment-generation","target":"creature-learning","type":"affects"}
{"attrs":{"effect":"deepens","note":"Terrain parameters are mutated against measured agent or player performance, as POET did with walker terrain roughness, gaps, and stumps, so maps grow harder along the axes a player has already mastered."},"source":"open-ended-environment-generation","target":"procedural-terrain","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Objectives stop being a fixed authored list: a model writes each task and its success check as code, admitted only if it is neither already solved nor out of reach, so a sandbox can keep issuing new challenges."},"source":"open-ended-environment-generation","target":"scenario-objectives","type":"affects"}
{"attrs":{"effect":"deepens","note":"Requests can be generated beyond fixed templates, with completion conditions written as generated code over simulation state and an archive of past requests used to avoid repeats."},"source":"open-ended-environment-generation","target":"villager-requests","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Mirage 2 lets players save and share generated worlds; what is shared is a prompt and seed image for a model rather than an asset bundle, so the receiver needs the same hosted model."},"source":"open-interactive-video-models","target":"content-sharing","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Walking, turning, and jumping are rendered from a unified camera-action space; GameCraft's action space lacks shooting, throwing, and explosions."},"source":"open-interactive-video-models","target":"direct-avatar","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Typed text during play adds or restyles objects and scenes (Yan editing, Mirage 2 commands, Odyssey-2 prompts), so content is requested at runtime rather than authored."},"source":"open-interactive-video-models","target":"generative-content","type":"affects"}
{"attrs":{"effect":"enables-new","note":"A world starts from any image, sketch, or photo (Mirage 2, GameCraft); pose-indexed memory in Matrix-Game 3.0 and WorldPlay lets revisited areas stay consistent for about a minute, still far short of a save file."},"source":"open-interactive-video-models","target":"procedural-terrain","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Contact and motion responses come from video priors; out-of-domain views degrade (Matrix-Game 2.0 reports over-saturation under sustained upward or forward camera motion)."},"source":"open-interactive-video-models","target":"rigid-body-physics","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Matrix-Game 2.0 was fine-tuned on 574 hours of GTA driving; car handling is reproduced from video rather than tire and suspension models, with no guarantee of consistent grip or mass."},"source":"open-interactive-video-models","target":"vehicle-dynamics","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Learned video dynamics could stand in for a physics engine in open-ended scenes, but near-chance IntPhys 2 scores show current models do not reliably reject impossible motion."},"source":"physical-world-foundation-models","target":"rigid-body-physics","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"V-JEPA 2-AC scores candidate action sequences by predicted distance to a goal image in latent space, a learned alternative to hand-written utility curves for agents whose goals can be pictured."},"source":"physical-world-foundation-models","target":"utility-action-selection","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"Cosmos is positioned for autonomous-vehicle training and closed-loop evaluation; a driving model post-trained from it predicts scene video under driving inputs with no tire or suspension model, which suits traffic scenarios more than the handling fidelity a racing sim needs."},"source":"physical-world-foundation-models","target":"vehicle-dynamics","type":"affects"}
{"attrs":{"effect":"deepens","note":"The controlled character becomes a physical body that adapts footing to terrain and reacts to pushes, instead of playing canned clips that slide over geometry."},"source":"physics-based-character-control","target":"direct-avatar","type":"affects"}
{"attrs":{"effect":"enables-new","note":"With a simulated body, a wound could change gait by limiting joint torque instead of swapping in an authored limp; the cited work does not demonstrate injury-conditioned motion, so this remains a projection."},"source":"physics-based-character-control","target":"injury-body-model","type":"affects"}
{"attrs":{"effect":"deepens","note":"Characters join the rigid-body simulation as actuated bodies, so carried, pushed, and collided objects affect them and vice versa (InterMimic human-object interaction)."},"source":"physics-based-character-control","target":"rigid-body-physics","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"When an object advertises an interaction (sit, lie, lean), a goal-conditioned controller can perform it on new furniture geometry without a bespoke animation per object, as MaskedMimic shows for chairs, stools, and sofas."},"source":"physics-based-character-control","target":"smart-objects","type":"affects"}
{"attrs":{"effect":"tunes","note":"Searching for the top-scoring design in every descriptor cell stress-tests the rating formula and surfaces degenerate designs that score well, such as rides or bridges that game the metric."},"source":"quality-diversity-search","target":"design-performance-rating","type":"affects"}
{"attrs":{"effect":"tunes","note":"Searches over module and beacon layouts expose dominant boosting configurations that collapse design choice."},"source":"quality-diversity-search","target":"machine-boosting","type":"affects"}
{"attrs":{"effect":"tunes","note":"Mapping the build space by behavior descriptors, as was done for Hearthstone decks, shows the best design in each style niche, exposing dominant part combinations and empty niches before players find them."},"source":"quality-diversity-search","target":"modular-assembly","type":"affects"}
{"attrs":{"effect":"deepens","note":"Instead of one seed-to-map generator, a game can ship an archive of maps spanning designer axes, such as resource density by chokepoint count, each verified by simulation and served to players by trait."},"source":"quality-diversity-search","target":"procedural-terrain","type":"affects"}
{"attrs":{"effect":"deepens","note":"An archive of competitor strategies, each the strongest found for its niche (aggressive expander, low-price discounter), gives AI rivals distinct styles without hand-tuning each persona."},"source":"quality-diversity-search","target":"rival-firms","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"Scenario maps and starting conditions can be generated across a difficulty-by-style grid and filtered by agent playthroughs, replacing hand-built scenario sets with a curated archive."},"source":"quality-diversity-search","target":"scenario-objectives","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Players or in-world logic change the whole world's look at runtime by text, without new textures or models; the game's systems cannot read the new look, so it carries no gameplay meaning."},"source":"real-time-video-restyling","target":"generative-content","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Blocky player builds are rendered as detailed structures in a prompted style (for example Roman), a visual-only form of build assist: collision and block state stay coarse while the view is detailed."},"source":"real-time-video-restyling","target":"procedural-build-assist","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Characters can hold spoken, interruptible, full-duplex conversations with response onset near human turn-taking, replacing dialogue wheels or typed input; Whispers from the Star is built around this loop."},"source":"realtime-voice-models","target":"natural-language-interaction","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"Generated characters can get distinct designed or cloned voices and speak unscripted lines without recording sessions, which removes the voice-acting cost that keeps procedural characters silent."},"source":"realtime-voice-models","target":"procedural-characters","type":"affects"}
{"attrs":{"effect":"deepens","note":"Delivery carries social meaning (whispering, sighing, hesitation, warmth) generated from conversational context, so the same line can land as a flirt, apology, or threat."},"source":"realtime-voice-models","target":"social-exchanges","type":"affects"}
{"attrs":{"effect":"deepens","note":"Squad orders can be spoken mid-action and parsed into function calls, as in PUBG Ally's voice-directed teammate, without menus."},"source":"realtime-voice-models","target":"unit-commands","type":"affects"}
{"attrs":{"effect":"deepens","note":"Recognizable real buildings and landmarks across the planet make visual navigation by reference to the ground practicable anywhere, extending hand-flying practice beyond hand-modeled airports and cities."},"source":"satellite-world-reconstruction","target":"embodied-skill-control","type":"affects"}
{"attrs":{"effect":"replaces-substrate","note":"The world is reconstructed from real imagery instead of generated from a seed and noise; the player-facing role of an explorable map is unchanged, but its content is the real planet, with procedural filling only where imagery is missing."},"source":"satellite-world-reconstruction","target":"procedural-terrain","type":"affects"}
{"attrs":{"effect":"deepens","note":"Learned classification of satellite imagery turns real-world map data into simulated scenery at planetary scale (Microsoft Flight Simulator)."},"source":"satellite-world-reconstruction","target":"real-world-data-feeds","type":"affects"}
{"attrs":{"effect":"tunes","note":"Treating target survival-time or loss-rate distributions from playtest telemetry as the observation, the posterior gives scaling parameters that reproduce them and how sensitive each one is."},"source":"simulation-based-inference","target":"adaptive-threat-scaling","type":"affects"}
{"attrs":{"effect":"tunes","note":"Match-engine parameters can be fitted so simulated score and statistic distributions match real league data, with uncertainty on each parameter."},"source":"simulation-based-inference","target":"attribute-match-engine","type":"affects"}
{"attrs":{"effect":"tunes","note":"Transmission, recovery and contact parameters can be inferred from real outbreak curves or target curves, with a posterior that shows which parameters the data cannot pin down."},"source":"simulation-based-inference","target":"contagion","type":"affects"}
{"attrs":{"effect":"tunes","note":"Predator-prey rates can be inferred from target population time series, so designers state desired oscillations and the posterior returns rates that produce them."},"source":"simulation-based-inference","target":"food-web","type":"affects"}
{"attrs":{"effect":"tunes","note":"Economic ABM parameters can be calibrated to price and quantity time series (Dyer et al.), grounding market sims in real data instead of hand-set elasticities."},"source":"simulation-based-inference","target":"supply-demand-pricing","type":"affects"}
{"attrs":{"effect":"tunes","note":"Demand and route-choice parameters of an agent-based traffic model can be fitted to observed counts, the same likelihood-free ABM calibration applied to a city."},"source":"simulation-based-inference","target":"traffic-congestion","type":"affects"}
{"attrs":{"effect":"deepens","note":"Hands-on tasks such as surgery or handling soft objects could show tissue and cloth reacting plausibly to tools in real time, adding feedback the player reads to perform the skill."},"source":"subspace-neural-physics","target":"embodied-skill-control","type":"affects"}
{"attrs":{"effect":"accelerates","note":"Deformation learned from an offline solver runs 300-5000x faster than that solver, putting near-offline-quality cloth and flesh response within a real-time budget."},"source":"subspace-neural-physics","target":"soft-body-deformation","type":"affects"}
{"attrs":{"effect":"cuts-authoring-cost","note":"Decor and furniture catalogs that beauty and environment scores consume can be produced from prompts or reference images in seconds per asset, so catalog size stops being bounded by modeling time."},"source":"text-to-3d-assets","target":"decoration-beauty","type":"affects"}
{"attrs":{"effect":"deepens","note":"Runtime generation extends from text and textures to placeable 3D props: inZOI players convert their own images into in-game objects."},"source":"text-to-3d-assets","target":"generative-content","type":"affects"}
{"attrs":{"effect":"enables-new","note":"Part-controllable generation (Roblox CubePart) produces assets split into parts intended for physics and scripts, which could supply new components for build-from-parts mechanics on request; not yet shown in a shipped assembly game."},"source":"text-to-3d-assets","target":"modular-assembly","type":"affects"}
{"attrs":{"effect":"enables-new","note":"An NPC's competence can be an accumulating library of composable, verified routines it wrote itself, so skill growth adds new behaviors rather than raising a numeric speed or quality level."},"source":"voyager-skill-libraries","target":"agent-skills","type":"affects"}
{"attrs":{"effect":"enables-new","note":"A delegated controller can acquire routines for situations its designers did not code by writing and verifying new functions, instead of running the fixed opponent-AI logic restricted to a subsystem."},"source":"voyager-skill-libraries","target":"delegation-to-ai","type":"affects"}
{"attrs":{"effect":"enables-new","note":"The player can describe a behavior in language and the model writes, tests against the live game, and saves the program, so player code becomes a growing library of named skills rather than hand-typed scripts."},"source":"voyager-skill-libraries","target":"player-programming","type":"affects"}
{"attrs":{"effect":"deepens","note":"Demonstrated routines can be stored as verified, reusable code skills that generalize to new locations."},"source":"voyager-skill-libraries","target":"programming-by-demonstration","type":"affects"}
{"attrs":{"effect":"tunes","note":"Exploration agents that unlock milestones 15.3x faster than earlier agents can be run as automated playtesters to measure how quickly and in what order a progression graph gets traversed."},"source":"voyager-skill-libraries","target":"tech-tree","type":"affects"}
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{"source":"learned-build-assist","target":"townscaper","type":"precedent"}
{"source":"learned-material-surrogates","target":"beamng-drive","type":"precedent"}
{"source":"learned-material-surrogates","target":"noita","type":"precedent"}
{"source":"learned-material-surrogates","target":"oxygen-not-included","type":"precedent"}
{"source":"learned-material-surrogates","target":"teardown","type":"precedent"}
{"source":"learned-material-surrogates","target":"the-powder-toy","type":"precedent"}
{"source":"learned-weather-layer","target":"farming-simulator-25","type":"precedent"}
{"source":"learned-weather-layer","target":"microsoft-flight-simulator-2020","type":"precedent"}
{"source":"learned-weather-layer","target":"simearth","type":"precedent"}
{"source":"learned-weather-layer","target":"timberborn","type":"precedent"}
{"source":"living-workforce-factories","target":"banished","type":"precedent"}
{"source":"living-workforce-factories","target":"captain-of-industry","type":"precedent"}
{"source":"living-workforce-factories","target":"dwarf-fortress","type":"precedent"}
{"source":"living-workforce-factories","target":"oxygen-not-included","type":"precedent"}
{"source":"living-workforce-factories","target":"workers-and-resources","type":"precedent"}
{"source":"llm-society-terrarium","target":"black-and-white","type":"precedent"}
{"source":"llm-society-terrarium","target":"dwarf-fortress","type":"precedent"}
{"source":"llm-society-terrarium","target":"game-of-life","type":"precedent"}
{"source":"llm-society-terrarium","target":"generative-agents-smallville","type":"precedent"}
{"source":"llm-society-terrarium","target":"project-sid","type":"precedent"}
{"source":"local-first-ai-sims","target":"inzoi","type":"precedent"}
{"source":"local-first-ai-sims","target":"suck-up","type":"precedent"}
{"source":"local-first-ai-sims","target":"whispers-from-the-star","type":"precedent"}
{"source":"mean-field-crowds","target":"cities-skylines","type":"precedent"}
{"source":"mean-field-crowds","target":"cities-skylines-2","type":"precedent"}
{"source":"mean-field-crowds","target":"planet-coaster","type":"precedent"}
{"source":"mean-field-crowds","target":"simcity-2013","type":"precedent"}
{"source":"mechanic-discovery-search","target":"dwarf-fortress","type":"precedent"}
{"source":"mechanic-discovery-search","target":"factorio","type":"precedent"}
{"source":"mechanic-discovery-search","target":"spacechem","type":"precedent"}
{"source":"natural-language-legislation","target":"a-tale-in-the-desert","type":"precedent"}
{"source":"natural-language-legislation","target":"democracy-4","type":"precedent"}
{"source":"natural-language-legislation","target":"eco","type":"precedent"}
{"source":"natural-language-legislation","target":"suzerain","type":"precedent"}
{"source":"natural-language-legislation","target":"victoria-3","type":"precedent"}
{"source":"negotiating-faction-ai","target":"balance-of-power","type":"precedent"}
{"source":"negotiating-faction-ai","target":"civilization","type":"precedent"}
{"source":"negotiating-faction-ai","target":"crusader-kings-3","type":"precedent"}
{"source":"negotiating-faction-ai","target":"europa-universalis-4","type":"precedent"}
{"source":"negotiating-faction-ai","target":"stellaris","type":"precedent"}
{"source":"neural-npc-motion","target":"dwarf-fortress","type":"precedent"}
{"source":"neural-npc-motion","target":"planet-zoo","type":"precedent"}
{"source":"neural-npc-motion","target":"rimworld","type":"precedent"}
{"source":"neural-npc-motion","target":"the-sims-4","type":"precedent"}
{"source":"open-ended-evolution-sandbox","target":"equilinox","type":"precedent"}
{"source":"open-ended-evolution-sandbox","target":"game-of-life","type":"precedent"}
{"source":"open-ended-evolution-sandbox","target":"simlife","type":"precedent"}
{"source":"open-ended-evolution-sandbox","target":"species-alre","type":"precedent"}
{"source":"open-ended-evolution-sandbox","target":"spore","type":"precedent"}
{"source":"parallel-autobalance","target":"anno-1800","type":"precedent"}
{"source":"parallel-autobalance","target":"factorio","type":"precedent"}
{"source":"parallel-autobalance","target":"offworld-trading-company","type":"precedent"}
{"source":"parallel-autobalance","target":"rimworld","type":"precedent"}
{"source":"participatory-planning-sandboxes","target":"cities-skylines","type":"precedent"}
{"source":"participatory-planning-sandboxes","target":"democracy-4","type":"precedent"}
{"source":"participatory-planning-sandboxes","target":"simcity-1989","type":"precedent"}
{"source":"placement-that-tells-stories","target":"crusader-kings-3","type":"precedent"}
{"source":"placement-that-tells-stories","target":"frostpunk","type":"precedent"}
{"source":"placement-that-tells-stories","target":"islanders","type":"precedent"}
{"source":"placement-that-tells-stories","target":"manor-lords","type":"precedent"}
{"source":"qd-scenario-libraries","target":"islanders","type":"precedent"}
{"source":"qd-scenario-libraries","target":"opus-magnum","type":"precedent"}
{"source":"qd-scenario-libraries","target":"poly-bridge","type":"precedent"}
{"source":"qd-scenario-libraries","target":"rollercoaster-tycoon","type":"precedent"}
{"source":"salience-gated-llm-agents","target":"dwarf-fortress","type":"precedent"}
{"source":"salience-gated-llm-agents","target":"inzoi","type":"precedent"}
{"source":"salience-gated-llm-agents","target":"rimworld","type":"precedent"}
{"source":"salience-gated-llm-agents","target":"the-sims","type":"precedent"}
{"source":"scientists-not-tech-trees","target":"civilization","type":"precedent"}
{"source":"scientists-not-tech-trees","target":"dwarf-fortress","type":"precedent"}
{"source":"scientists-not-tech-trees","target":"game-dev-tycoon","type":"precedent"}
{"source":"scientists-not-tech-trees","target":"stellaris","type":"precedent"}
{"source":"sim-instructor-coach","target":"dcs-world","type":"precedent"}
{"source":"sim-instructor-coach","target":"euro-truck-simulator-2","type":"precedent"}
{"source":"sim-instructor-coach","target":"iracing","type":"precedent"}
{"source":"sim-instructor-coach","target":"microsoft-flight-simulator-2024","type":"precedent"}
{"source":"sim-instructor-coach","target":"x-plane","type":"precedent"}
{"source":"sims-as-agent-benchmarks","target":"dwarf-fortress","type":"precedent"}
{"source":"sims-as-agent-benchmarks","target":"factorio","type":"precedent"}
{"source":"sims-as-agent-benchmarks","target":"minecraft","type":"precedent"}
{"source":"sims-as-agent-benchmarks","target":"screeps","type":"precedent"}
{"source":"specification-programming-games","target":"bitburner","type":"precedent"}
{"source":"specification-programming-games","target":"opus-magnum","type":"precedent"}
{"source":"specification-programming-games","target":"screeps","type":"precedent"}
{"source":"specification-programming-games","target":"spacechem","type":"precedent"}
{"source":"specification-programming-games","target":"the-farmer-was-replaced","type":"precedent"}
{"source":"symbolic-sim-neural-render","target":"cities-skylines","type":"precedent"}
{"source":"symbolic-sim-neural-render","target":"islanders","type":"precedent"}
{"source":"symbolic-sim-neural-render","target":"tiny-glade","type":"precedent"}
{"source":"symbolic-sim-neural-render","target":"townscaper","type":"precedent"}
{"source":"teachable-sim-companion","target":"autonauts","type":"precedent"}
{"source":"teachable-sim-companion","target":"factorio","type":"precedent"}
{"source":"teachable-sim-companion","target":"minecraft","type":"precedent"}
{"source":"teachable-sim-companion","target":"satisfactory","type":"precedent"}
{"source":"trainable-creatures-revival","target":"black-and-white","type":"precedent"}
{"source":"trainable-creatures-revival","target":"creatures","type":"precedent"}
{"source":"trainable-creatures-revival","target":"nintendogs","type":"precedent"}
{"source":"trainable-creatures-revival","target":"seaman","type":"precedent"}
{"source":"trainable-creatures-revival","target":"tamagotchi","type":"precedent"}
{"source":"weather-coupled-grids","target":"anno-1800","type":"precedent"}
{"source":"weather-coupled-grids","target":"cities-skylines-2","type":"precedent"}
{"source":"weather-coupled-grids","target":"surviving-mars","type":"precedent"}
{"source":"weather-coupled-grids","target":"timberborn","type":"precedent"}
{"source":"adjacency-scoring","target":"free-placement","type":"requires"}
{"source":"comparative-histograms","target":"design-performance-rating","type":"requires"}
{"source":"deposit-depletion","target":"resource-extraction","type":"requires"}
{"source":"execution-budget","target":"player-programming","type":"requires"}
{"source":"hauling-jobs","target":"agent-pathfinding","type":"requires"}
{"source":"loans-debt","target":"budget-treasury","type":"requires"}
{"source":"natural-selection","target":"trait-inheritance","type":"requires"}
{"source":"policy-influence-network","target":"policy-toggles","type":"requires"}
{"source":"rci-demand","target":"zoning","type":"requires"}
{"source":"romance-family","target":"relationship-values","type":"requires"}
{"source":"room-recognition","target":"free-placement","type":"requires"}
{"source":"seasonal-world-reset","target":"persistent-world","type":"requires"}
{"source":"social-exchanges","target":"relationship-values","type":"requires"}
{"source":"taxation","target":"budget-treasury","type":"requires"}
{"source":"traffic-congestion","target":"road-network","type":"requires"}
{"source":"walker-service-delivery","target":"road-network","type":"requires"}
{"source":"creature-care","target":"needs-decay","type":"specializes"}
{"source":"public-transit","target":"vehicle-route-scheduling","type":"specializes"}
{"source":"survival-meters","target":"needs-decay","type":"specializes"}
{"source":"walker-service-delivery","target":"service-coverage","type":"specializes"}
{"attrs":{"note":"Raids grow with the colony, so defenses must scale."},"source":"adaptive-threat-scaling","target":"raid-defense","type":"synergy"}
{"attrs":{"note":"The director spends a threat budget that scales with wealth, keeping pressure proportional to success."},"source":"adaptive-threat-scaling","target":"storyteller-director","type":"synergy"}
{"attrs":{"note":"Inspection panels expose the thought list, converting hidden state into narrative."},"source":"agent-inspection","target":"memories-thoughts","type":"synergy"}
{"attrs":{"note":"Skilled workers produce higher-quality goods."},"source":"agent-skills","target":"quality-tiers","type":"synergy"}
{"attrs":{"note":"Hiring trades wage cost against skill, and skills grow with time on the roster."},"source":"agent-skills","target":"staff-hiring","type":"synergy"}
{"attrs":{"note":"Priorities route skilled agents to the jobs they do best."},"source":"agent-skills","target":"work-priorities","type":"synergy"}
{"attrs":{"note":"Hidden attributes make scouting valuable because they drive simulated outcomes (Football Manager)."},"source":"attribute-match-engine","target":"scouting-knowledge","type":"synergy"}
{"attrs":{"note":"Shareable blueprint strings created whole communities of design exchange."},"source":"blueprints","target":"content-sharing","type":"synergy"}
{"attrs":{"note":"Stamping solved belt layouts lets players scale proven designs instead of re-solving them."},"source":"blueprints","target":"conveyor-transport","type":"synergy"}
{"attrs":{"note":"Debt extends the treasury in time, trading future flexibility for present growth."},"source":"budget-treasury","target":"loans-debt","type":"synergy"}
{"attrs":{"note":"Waste outputs are the sources that pollution diffusion spreads."},"source":"byproducts-waste","target":"pollution-spread","type":"synergy"}
{"attrs":{"note":"Itemized modifiers are only legible when tooltips decompose them (Paradox titles)."},"source":"causal-tooltips","target":"opinion-modifiers","type":"synergy"}
{"attrs":{"note":"Satisfaction becomes votes, tying tenure to welfare (Tropico)."},"source":"citizen-satisfaction","target":"elections","type":"synergy"}
{"attrs":{"note":"Satisfied populations attract migrants; dissatisfied ones leave."},"source":"citizen-satisfaction","target":"immigration-attractiveness","type":"synergy"}
{"attrs":{"note":"Low satisfaction accumulates into unrest; unrest further lowers satisfaction."},"source":"citizen-satisfaction","target":"stability-unrest","type":"synergy"}
{"attrs":{"note":"Multi-metric ratings become social when plotted against everyone else's solutions (Opus Magnum)."},"source":"comparative-histograms","target":"design-performance-rating","type":"synergy"}
{"attrs":{"note":"Open-ended programming puzzles gain replay value from optimization histograms."},"source":"comparative-histograms","target":"player-programming","type":"synergy"}
{"attrs":{"note":"Health coverage determines whether outbreaks are contained."},"source":"contagion","target":"service-coverage","type":"synergy"}
{"attrs":{"note":"Shared first discoveries give generated content social value (Infinite Craft)."},"source":"content-sharing","target":"generative-content","type":"synergy"}
{"attrs":{"note":"Mods need distribution; sharing platforms need mods."},"source":"content-sharing","target":"modding-api","type":"synergy"}
{"attrs":{"note":"Contracts give routes a purpose and a deadline."},"source":"contracts-orders","target":"vehicle-route-scheduling","type":"synergy"}
{"attrs":{"note":"Belts make recipe chains spatial, turning ratios into a layout puzzle (Factorio, Satisfactory)."},"source":"conveyor-transport","target":"production-chain","type":"synergy"}
{"attrs":{"note":"Wall-clock decay makes care a daily ritual and absence meaningful (Tamagotchi)."},"source":"creature-care","target":"real-time-clock","type":"synergy"}
{"attrs":{"note":"The creature learns from how the god acts, making the player's own behavior a training signal (Black & White)."},"source":"creature-learning","target":"god-powers","type":"synergy"}
{"attrs":{"note":"Forecasts let the player plan against the countdown rather than be ambushed by it (Frostpunk)."},"source":"crisis-countdown","target":"forecasting","type":"synergy"}
{"attrs":{"note":"A known winter or storm turns the season calendar into a preparation deadline."},"source":"crisis-countdown","target":"seasons","type":"synergy"}
{"attrs":{"note":"Watering and harvesting consume the daily energy budget, forcing farm sizing tradeoffs."},"source":"crop-cultivation","target":"daily-action-budget","type":"synergy"}
{"attrs":{"note":"Season-locked crops create a calendar of planting decisions."},"source":"crop-cultivation","target":"seasons","type":"synergy"}
{"attrs":{"note":"Individual tastes and budgets make pricing and attraction mix matter."},"source":"crowd-preferences","target":"customer-value-choice","type":"synergy"}
{"attrs":{"note":"Visible queues and complaints let crowds express capacity problems."},"source":"crowd-preferences","target":"service-queues","type":"synergy"}
{"attrs":{"note":"Schedules decide when needs can be met, creating crowding at meals and bedtime."},"source":"daily-schedules","target":"needs-decay","type":"synergy"}
{"attrs":{"note":"Synchronized commutes produce rush-hour peaks that stress the network."},"source":"daily-schedules","target":"traffic-congestion","type":"synergy"}
{"attrs":{"note":"Land value maps are the canonical city-builder overlay."},"source":"data-overlays","target":"land-value","type":"synergy"}
{"attrs":{"note":"Overlays make invisible diffusion fields legible."},"source":"data-overlays","target":"pollution-spread","type":"synergy"}
{"attrs":{"note":"Coverage overlays show gaps that would otherwise surface only as complaints."},"source":"data-overlays","target":"service-coverage","type":"synergy"}
{"attrs":{"note":"Traffic overlays turn congestion from a vague complaint into a located problem."},"source":"data-overlays","target":"traffic-congestion","type":"synergy"}
{"attrs":{"note":"Room quality depends on furnishings and beauty, rewarding interior design."},"source":"decoration-beauty","target":"room-recognition","type":"synergy"}
{"attrs":{"note":"Rating the assembled design closes the build-test loop."},"source":"design-performance-rating","target":"modular-assembly","type":"synergy"}
{"attrs":{"note":"Stress and load ratings turn structural rules into a score (Poly Bridge)."},"source":"design-performance-rating","target":"structural-integrity","type":"synergy"}
{"attrs":{"note":"Designated work creates items that must be hauled, chaining jobs."},"source":"designation-orders","target":"hauling-jobs","type":"synergy"}
{"attrs":{"note":"Breakdowns create the repair work; repair makes wear a skill problem rather than a tax."},"source":"diagnose-repair","target":"wear-breakdown","type":"synergy"}
{"attrs":{"note":"Patients queue at each diagnostic step, so hospital layout is queue design (Theme Hospital)."},"source":"diagnosis-treatment","target":"service-queues","type":"synergy"}
{"attrs":{"note":"Laws presented as dilemmas make policy a moral choice with permanent consequences (Frostpunk)."},"source":"dilemma-cards","target":"policy-toggles","type":"synergy"}
{"attrs":{"note":"Inherited traits make succession a long-term breeding and planning problem (Crusader Kings)."},"source":"dynasty-succession","target":"trait-inheritance","type":"synergy"}
{"attrs":{"note":"Education reshapes which jobs can be filled."},"source":"education-workforce","target":"labor-market","type":"synergy"}
{"attrs":{"note":"Children age into a workforce whose skills depend on schooling."},"source":"education-workforce","target":"lifecycle-aging","type":"synergy"}
{"attrs":{"note":"Detailed handling models reward motor skill and hardware like wheels and pedals."},"source":"embodied-skill-control","target":"vehicle-dynamics","type":"synergy"}
{"attrs":{"note":"Buyouts give competition a decisive end state (Offworld Trading Company, Capitalism)."},"source":"equity-buyouts","target":"rival-firms","type":"synergy"}
{"attrs":{"note":"Standing with a faction gates treaties and trade."},"source":"faction-diplomacy","target":"reputation","type":"synergy"}
{"attrs":{"note":"Per-pixel materials with reaction rules produce chemistry players can exploit (Noita, Powder Toy)."},"source":"falling-sand-materials","target":"material-interactions","type":"synergy"}
{"attrs":{"note":"Wind and dryness govern fire spread."},"source":"fire-spread","target":"weather","type":"synergy"}
{"attrs":{"note":"A faithful flight model makes real procedures necessary rather than ceremonial."},"source":"flight-aerodynamics","target":"procedural-checklists","type":"synergy"}
{"attrs":{"note":"Gases and liquids carry heat, so thermal management becomes plumbing (Oxygen Not Included)."},"source":"fluid-gas-simulation","target":"heat-transfer","type":"synergy"}
{"attrs":{"note":"Sensor coverage and concealment are central to operational play."},"source":"fog-of-war","target":"military-operations","type":"synergy"}
{"attrs":{"note":"Habitat defines which species can co-occur, which sets the possible food webs."},"source":"food-web","target":"habitat-suitability","type":"synergy"}
{"attrs":{"note":"Predation supplies selective pressure; selection reshapes the food web over generations."},"source":"food-web","target":"natural-selection","type":"synergy"}
{"attrs":{"note":"Language input invites generated responses; generated content invites further language input."},"source":"generative-content","target":"natural-language-interaction","type":"synergy"}
{"attrs":{"note":"Miracles that raise land or move water are terraforming delivered as power."},"source":"god-powers","target":"terraforming","type":"synergy"}
{"attrs":{"note":"Each tier consumes new goods, so advancement drives production expansion (Anno)."},"source":"goods-consumption","target":"population-strata","type":"synergy"}
{"attrs":{"note":"What agents hear about each other changes how they feel."},"source":"gossip-propagation","target":"relationship-values","type":"synergy"}
{"attrs":{"note":"Reputation travels through gossip, so deeds have audiences."},"source":"gossip-propagation","target":"reputation","type":"synergy"}
{"attrs":{"note":"Terrain edits change biome conditions, letting the player engineer habitats (Terra Nil, Equilinox)."},"source":"habitat-suitability","target":"terraforming","type":"synergy"}
{"attrs":{"note":"Where stockpiles sit determines how much hauling labor the colony spends."},"source":"hauling-jobs","target":"storage-capacity","type":"synergy"}
{"attrs":{"note":"Temperature thresholds trigger material state changes and reactions."},"source":"heat-transfer","target":"material-interactions","type":"synergy"}
{"attrs":{"note":"Temperature drives rot rates."},"source":"heat-transfer","target":"spoilage","type":"synergy"}
{"attrs":{"note":"Pre-play generated history populates the same archive that records play (Dwarf Fortress legends)."},"source":"history-chronicle","target":"history-generation","type":"synergy"}
{"attrs":{"note":"Directed incidents become chronicle entries, so pacing produces a retellable history."},"source":"history-chronicle","target":"storyteller-director","type":"synergy"}
{"attrs":{"note":"Generated terrain constrains where simulated civilizations settle, fight, and leave ruins."},"source":"history-generation","target":"procedural-terrain","type":"synergy"}
{"attrs":{"note":"Reshaping terrain redirects water, so terrain editing becomes water engineering (From Dust, Timberborn)."},"source":"hydrology","target":"terraforming","type":"synergy"}
{"attrs":{"note":"Policies gain or lose group approval, so lawmaking becomes coalition management."},"source":"interest-groups","target":"policy-toggles","type":"synergy"}
{"attrs":{"note":"Alienated groups radicalize into unrest."},"source":"interest-groups","target":"stability-unrest","type":"synergy"}
{"attrs":{"note":"Pollution depresses land value, creating the industrial-residential separation puzzle."},"source":"land-value","target":"pollution-spread","type":"synergy"}
{"attrs":{"note":"Service coverage raises land value, rewarding complete coverage with density."},"source":"land-value","target":"service-coverage","type":"synergy"}
{"attrs":{"note":"Zones develop according to land value, so placement decisions compound over time."},"source":"land-value","target":"zoning","type":"synergy"}
{"attrs":{"note":"Families form and produce the next generation."},"source":"lifecycle-aging","target":"romance-family","type":"synergy"}
{"attrs":{"note":"Generations turn over, carrying inherited traits forward."},"source":"lifecycle-aging","target":"trait-inheritance","type":"synergy"}
{"attrs":{"note":"Itemized, expiring thoughts give mood a history the player can read and story-tell around (RimWorld)."},"source":"memories-thoughts","target":"mood-breakdown","type":"synergy"}
{"attrs":{"note":"Operations stall when supply is cut."},"source":"military-operations","target":"supply-lines","type":"synergy"}
{"attrs":{"note":"Rocket design is meaningful because orbits demand specific delta-v budgets (Kerbal Space Program)."},"source":"modular-assembly","target":"orbital-mechanics","type":"synergy"}
{"attrs":{"note":"Physics decides whether an assembled machine works, so building becomes experimentation (Besiege)."},"source":"modular-assembly","target":"rigid-body-physics","type":"synergy"}
{"attrs":{"note":"Unmet needs feed mood; breakdowns make neglect dramatic instead of a silent efficiency loss."},"source":"mood-breakdown","target":"needs-decay","type":"synergy"}
{"attrs":{"note":"Free-text conversation can move relationship state in ways menu choices cannot enumerate."},"source":"natural-language-interaction","target":"relationship-values","type":"synergy"}
{"attrs":{"note":"Selection needs heritable variation; inheritance needs selection to produce adaptation."},"source":"natural-selection","target":"trait-inheritance","type":"synergy"}
{"attrs":{"note":"Objects advertising need restoration turn decaying needs into autonomous, legible daily behavior (The Sims)."},"source":"needs-decay","target":"smart-objects","type":"synergy"}
{"attrs":{"note":"Events add named modifiers, and modifiers gate later events, chaining stories."},"source":"opinion-modifiers","target":"triggered-event-chains","type":"synergy"}
{"attrs":{"note":"Unique generated characters make permanent loss felt."},"source":"permadeath","target":"procedural-characters","type":"synergy"}
{"attrs":{"note":"A persistent world lets player markets accumulate history, monopolies, and scams (EVE Online)."},"source":"persistent-world","target":"player-driven-market","type":"synergy"}
{"attrs":{"note":"Laws only matter where the world persists long enough to need governance (Eco, A Tale in the Desert)."},"source":"persistent-world","target":"player-legislation","type":"synergy"}
{"attrs":{"note":"Organized player groups are the constituencies that write and enforce laws."},"source":"player-legislation","target":"player-organizations","type":"synergy"}
{"attrs":{"note":"Both express automation as logic; games that offer both span visual and textual programming."},"source":"player-programming","target":"signal-circuits","type":"synergy"}
{"attrs":{"note":"Machines draw power, so production throughput becomes coupled to generation capacity."},"source":"power-grid","target":"production-chain","type":"synergy"}
{"attrs":{"note":"Buffers decouple steps of a chain; their fill levels reveal bottlenecks."},"source":"production-chain","target":"storage-capacity","type":"synergy"}
{"attrs":{"note":"Transit is the relief valve for congestion; congestion is what makes transit worth building."},"source":"public-transit","target":"traffic-congestion","type":"synergy"}
{"attrs":{"note":"Circuit-controlled train stops and signals turn logistics into programmable dispatch."},"source":"rail-signaling","target":"signal-circuits","type":"synergy"}
{"attrs":{"note":"The demand meter tells the player which zone to paint next; zoning answers it."},"source":"rci-demand","target":"zoning","type":"synergy"}
{"attrs":{"note":"Completing requests raises friendship, giving the social meter a concrete verb (Animal Crossing, Stardew)."},"source":"relationship-values","target":"villager-requests","type":"synergy"}
{"attrs":{"note":"Competitors move prices, turning a market into a strategic game."},"source":"rival-firms","target":"supply-demand-pricing","type":"synergy"}
{"attrs":{"note":"Deforming chassis change handling after impacts (BeamNG.drive)."},"source":"soft-body-deformation","target":"vehicle-dynamics","type":"synergy"}
{"attrs":{"note":"Storage conditions decide spoilage rates, making cold storage valuable."},"source":"spoilage","target":"storage-capacity","type":"synergy"}
{"attrs":{"note":"Destruction matters when removing a piece can collapse what it supported (Teardown)."},"source":"structural-integrity","target":"voxel-destruction","type":"synergy"}
{"attrs":{"note":"Price differentials are what make routes profitable; trade flattens them."},"source":"supply-demand-pricing","target":"trade-routes","type":"synergy"}
{"attrs":{"note":"Ruts and mud change traction, making route reading a skill (SnowRunner)."},"source":"terrain-deformation","target":"vehicle-dynamics","type":"synergy"}
{"attrs":{"note":"One rewards growth, the other punishes it; tuning both sets the game's attitude to expansion."},"source":"adaptive-threat-scaling","target":"milestone-unlocks","type":"tension"}
{"attrs":{"note":"Agents with strong free will resist direct commands; designers must decide who is in charge."},"source":"autonomy-levels","target":"unit-commands","type":"tension"}
{"attrs":{"note":"Directed randomness makes scores incomparable across players."},"source":"comparative-histograms","target":"storyteller-director","type":"tension"}
{"attrs":{"note":"Full-information overlays undercut hidden-information play; games must choose what to reveal."},"source":"data-overlays","target":"fog-of-war","type":"tension"}
{"attrs":{"note":"Automating a subsystem removes the skill expression that made it the point."},"source":"delegation-to-ai","target":"embodied-skill-control","type":"tension"}
{"attrs":{"note":"Turns remove the real-time pressure motor skill depends on."},"source":"embodied-skill-control","target":"turn-structure","type":"tension"}
{"attrs":{"note":"Real-time motor skill and time compression are hard to offer together."},"source":"embodied-skill-control","target":"variable-speed","type":"tension"}
{"attrs":{"note":"Generated content resists the authored preconditions event chains rely on."},"source":"generative-content","target":"triggered-event-chains","type":"tension"}
{"attrs":{"note":"A shared persistent world cannot be paused or sped up by one player."},"source":"persistent-world","target":"variable-speed","type":"tension"}
{"attrs":{"note":"Assisted organic building favors freedom; strict structural rules punish it."},"source":"procedural-build-assist","target":"structural-integrity","type":"tension"}
{"attrs":{"note":"Binding time to the wall clock removes player control of pacing."},"source":"real-time-clock","target":"variable-speed","type":"tension"}
{"attrs":{"note":"A Demi-Pharaoh is elected roughly monthly through the Test of the Demi-Pharaoh.","role":"supporting"},"source":"a-tale-in-the-desert","target":"elections","type":"uses"}
{"attrs":{"role":"supporting"},"source":"a-tale-in-the-desert","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"The world runs in Tellings that average about a year and a half and end in a full wipe; disciplines with 127 participants can propose a new test for the next Telling.","role":"core"},"source":"a-tale-in-the-desert","target":"persistent-world","type":"uses"}
{"attrs":{"note":"Laws use a controlled variant of Nomic: players write petitions that need a set number of signatures before a vote, and passed laws can restrict options, change ownership, or ban players; an elected Demi-Pharaoh can ban up to seven characters.","role":"core"},"source":"a-tale-in-the-desert","target":"player-legislation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"a-tale-in-the-desert","target":"player-organizations","type":"uses"}
{"attrs":{"role":"supporting"},"source":"a-tale-in-the-desert","target":"production-chain","type":"uses"}
{"attrs":{"note":"Players gather wood, mine, and harvest flax.","role":"supporting"},"source":"a-tale-in-the-desert","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"The world runs in Tellings that average about 18 months and end in a full wipe, and what players achieved shapes the rules of the next Telling.","role":"core"},"source":"a-tale-in-the-desert","target":"seasonal-world-reset","type":"uses"}
{"attrs":{"note":"Forest hostility rises as the settlement cuts trees and opens glades.","role":"supporting"},"source":"against-the-storm","target":"adaptive-threat-scaling","type":"uses"}
{"attrs":{"note":"Contentment per species responds to met needs; discontented villagers leave and content ones raise reputation.","role":"core"},"source":"against-the-storm","target":"citizen-satisfaction","type":"uses"}
{"attrs":{"note":"The Queen's Impatience gauge fills over time and recalls the player when full; recurring storms raise pressure between calm periods.","role":"core"},"source":"against-the-storm","target":"crisis-countdown","type":"uses"}
{"attrs":{"note":"Forest glades stay hidden until cut open and may hold boons or threats.","role":"supporting"},"source":"against-the-storm","target":"fog-of-war","type":"uses"}
{"attrs":{"role":"supporting"},"source":"against-the-storm","target":"free-placement","type":"uses"}
{"attrs":{"note":"Seven species with distinct preferences; three per village.","role":"supporting"},"source":"against-the-storm","target":"population-strata","type":"uses"}
{"attrs":{"note":"A new map is generated for each settlement across six biomes.","role":"supporting"},"source":"against-the-storm","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Production buildings convert goods by recipes such as raincoats, ale, and pies, chosen from a run-specific building set.","role":"core"},"source":"against-the-storm","target":"production-chain","type":"uses"}
{"attrs":{"note":"Each settlement is won by filling the Reputation gauge through orders, villager contentment, and opened glades.","role":"core"},"source":"against-the-storm","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"A calm building period alternates with the storm.","role":"supporting"},"source":"against-the-storm","target":"seasons","type":"uses"}
{"attrs":{"note":"Meta-progression resources upgrade the Smoldering City between runs.","role":"supporting"},"source":"against-the-storm","target":"tech-tree","type":"uses"}
{"attrs":{"note":"A visiting trader's wares change each year.","role":"supporting"},"source":"against-the-storm","target":"trade-routes","type":"uses"}
{"attrs":{"role":"supporting"},"source":"against-the-storm","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Players publish custom adventures and scenarios that others can start from.","role":"supporting"},"source":"ai-dungeon","target":"content-sharing","type":"uses"}
{"attrs":{"note":"A language model continues the story text from a prompt of scenario, pinned memory, and recent turns; the See input generates an image that does not change play.","role":"core"},"source":"ai-dungeon","target":"generative-content","type":"uses"}
{"attrs":{"note":"Free-text input typed as Do (action), Say (dialogue), or Story (narration or facts), with blank input asking the model to continue.","role":"core"},"source":"ai-dungeon","target":"natural-language-interaction","type":"uses"}
{"attrs":{"note":"Play alternates player input and model output; multiplayer (from April 2020) rotates turns among players' characters while the host can edit model output.","role":"supporting"},"source":"ai-dungeon","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Blathers' museum collects fish, bugs, sea creatures, fossils, and art donated by the player.","role":"core"},"source":"animal-crossing-new-horizons","target":"collection-goals","type":"uses"}
{"attrs":{"note":"The island rating (one to five stars) reflects development and scenery; three stars triggers K.K. Slider's concert.","role":"supporting"},"source":"animal-crossing-new-horizons","target":"decoration-beauty","type":"uses"}
{"attrs":{"role":"supporting"},"source":"animal-crossing-new-horizons","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Furniture and items can be placed indoors and outdoors anywhere on the island, and the player chooses sites for residents' houses and shops.","role":"core"},"source":"animal-crossing-new-horizons","target":"free-placement","type":"uses"}
{"attrs":{"note":"D.I.Y. recipes turn gathered wood, stone, iron, fruit, and other materials into tools, furniture, and decorations at a workbench.","role":"core"},"source":"animal-crossing-new-horizons","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"Island growth brings shopkeepers and services such as Nook's Cranny, the museum, and the Able Sisters.","role":"supporting"},"source":"animal-crossing-new-horizons","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Game time follows the console clock; days, hemisphere-based seasons, shop hours, and species spawn windows advance while the game is off.","role":"core"},"source":"animal-crossing-new-horizons","target":"real-time-clock","type":"uses"}
{"attrs":{"note":"Villagers' friendship with the player grows through conversation and gifts.","role":"supporting"},"source":"animal-crossing-new-horizons","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Rocks, fruit, fish, and bugs replenish on daily or multi-day cycles, so gathering is a daily routine.","role":"supporting"},"source":"animal-crossing-new-horizons","target":"renewable-regrowth","type":"uses"}
{"attrs":{"role":"supporting"},"source":"animal-crossing-new-horizons","target":"seasons","type":"uses"}
{"attrs":{"note":"Turnips bought on Sunday rot the following Sunday while sell prices follow one of four weekly patterns.","role":"supporting"},"source":"animal-crossing-new-horizons","target":"spoilage","type":"uses"}
{"attrs":{"note":"The Island Designer edits cliffs, rivers and ponds, and paths.","role":"supporting"},"source":"animal-crossing-new-horizons","target":"terraforming","type":"uses"}
{"attrs":{"role":"supporting"},"source":"animal-crossing-new-horizons","target":"weather","type":"uses"}
{"attrs":{"note":"Production buildings have positive or negative effects on nearby structures.","role":"supporting"},"source":"anno-117","target":"adjacency-scoring","type":"uses"}
{"attrs":{"role":"supporting"},"source":"anno-117","target":"free-placement","type":"uses"}
{"attrs":{"note":"Needs are grouped into categories that can be partly fulfilled; each good's attributes add benefits and drawbacks to population, income, health, and satisfaction.","role":"core"},"source":"anno-117","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Ships are modular; adding oars or sails changes how they move.","role":"supporting"},"source":"anno-117","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Residences advance from Liberti up to Patricians based on access to goods and on nearby prestige or polluting buildings.","role":"core"},"source":"anno-117","target":"population-strata","type":"uses"}
{"attrs":{"note":"Chains span multiple islands and provinces, linked by warehouses, waystations, and hubs.","role":"core"},"source":"anno-117","target":"production-chain","type":"uses"}
{"attrs":{"note":"Standing with the emperor's successor Calidus can earn Consul status or Proconsular authority.","role":"supporting"},"source":"anno-117","target":"reputation","type":"uses"}
{"attrs":{"note":"Paved roads extend the range and efficiency of structures.","role":"supporting"},"source":"anno-117","target":"road-network","type":"uses"}
{"attrs":{"note":"Schools generate research points for a tree of over 100 unlocks, including repeatable technologies.","role":"supporting"},"source":"anno-117","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Assigned ships carry goods between islands along routes that can be tracked and rerouted.","role":"supporting"},"source":"anno-117","target":"trade-routes","type":"uses"}
{"attrs":{"note":"Melee, ranged, and siege units in a rock-paper-scissors system; warships protect routes from pirates.","role":"supporting"},"source":"anno-117","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"anno-117","target":"variable-speed","type":"uses"}
{"attrs":{"role":"supporting"},"source":"anno-117","target":"vehicle-route-scheduling","type":"uses"}
{"attrs":{"note":"Blueprint mode places silhouettes that are built later with one click when resources exist.","role":"supporting"},"source":"anno-1800","target":"blueprints","type":"uses"}
{"attrs":{"role":"supporting"},"source":"anno-1800","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each residence consumes goods per second; basic needs add inhabitants per house, luxury needs add taxes and happiness.","role":"core"},"source":"anno-1800","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Each tier staffs only its tier's production buildings.","role":"supporting"},"source":"anno-1800","target":"labor-market","type":"uses"}
{"attrs":{"note":"The World's Fair monument is built in stages, each consuming large deliveries of goods, and once complete hosts exhibitions.","role":"supporting"},"source":"anno-1800","target":"megaproject-sink","type":"uses"}
{"attrs":{"note":"Reaching population thresholds of each tier unlocks buildings.","role":"supporting"},"source":"anno-1800","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Old World tiers Farmers, Workers, Artisans, Engineers, Investors and New World Jornaleros and Obreros; a house advances when full, its basic needs met, and materials available.","role":"core"},"source":"anno-1800","target":"population-strata","type":"uses"}
{"attrs":{"note":"Fixed-recipe buildings chain raw materials into goods; many chains span islands and both sessions.","role":"core"},"source":"anno-1800","target":"production-chain","type":"uses"}
{"attrs":{"note":"AI opponents settle the same map and compete for islands and trade.","role":"supporting"},"source":"anno-1800","target":"rival-firms","type":"uses"}
{"attrs":{"note":"Warehouses set island storage limits and pickup range.","role":"supporting"},"source":"anno-1800","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Ships carry goods between the player's islands, the New World session, and traders.","role":"core"},"source":"anno-1800","target":"trade-routes","type":"uses"}
{"attrs":{"role":"supporting"},"source":"anno-1800","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Trade route ships follow ordered stops with load and unload amounts per good.","role":"supporting"},"source":"anno-1800","target":"vehicle-route-scheduling","type":"uses"}
{"attrs":{"note":"Scenarios and mods are shared through the Steam Workshop.","role":"supporting"},"source":"arma-3","target":"content-sharing","type":"uses"}
{"attrs":{"role":"supporting"},"source":"arma-3","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"The player is one soldier in first person; clothing and carried equipment add weight that reduces movement speed and stamina.","role":"core"},"source":"arma-3","target":"direct-avatar","type":"uses"}
{"attrs":{"role":"supporting"},"source":"arma-3","target":"injury-body-model","type":"uses"}
{"attrs":{"note":"Infantry, armor, helicopters, jets, and boats share one large terrain, and weapons are heavily affected by external ballistics and recoil, so range and load-out shape every engagement.","role":"core"},"source":"arma-3","target":"military-operations","type":"uses"}
{"attrs":{"note":"The Eden 3D editor and the SQF scripting language let players build single-player and multiplayer scenarios and mods, from realism overhauls to new game modes.","role":"core"},"source":"arma-3","target":"modding-api","type":"uses"}
{"attrs":{"note":"Weapons are heavily affected by external ballistics and recoil, so shooters account for drop and travel time at range.","role":"core"},"source":"arma-3","target":"projectile-ballistics","type":"uses"}
{"attrs":{"role":"supporting"},"source":"arma-3","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Squad leaders issue orders to AI subordinates.","role":"supporting"},"source":"arma-3","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"arma-3","target":"weather","type":"uses"}
{"attrs":{"note":"Scientists, administrators, naval officers, and ground commanders gain bonuses and improve over time.","role":"supporting"},"source":"aurora-4x","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Wealth comes from taxes and exports and is spent on construction, research, and maintenance.","role":"supporting"},"source":"aurora-4x","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Eleven Trans-Newtonian Elements sit in finite deposits on planets and asteroids, each with an accessibility rating from 0.1 to 1 that scales mining output; all construction consumes them.","role":"core"},"source":"aurora-4x","target":"deposit-depletion","type":"uses"}
{"attrs":{"note":"Jump points and mineral deposits stay unknown until gravitational and geological survey sensors sweep each body or survey point, and other ships are known only within sensor detection range.","role":"core"},"source":"aurora-4x","target":"fog-of-war","type":"uses"}
{"attrs":{"note":"Colony cost depends on a world's gravity, atmosphere, and temperature.","role":"supporting"},"source":"aurora-4x","target":"habitat-suitability","type":"uses"}
{"attrs":{"note":"Ship classes are designed from researched components (engines, sensors, weapons, armor), and the player sets armor, speed, and range per class; weapons and sensors must themselves be researched and designed first.","role":"core"},"source":"aurora-4x","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Terraforming alters a world's atmosphere to lower its colony cost.","role":"supporting"},"source":"aurora-4x","target":"planetary-climate","type":"uses"}
{"attrs":{"note":"Star systems are randomly generated or built from real star data.","role":"supporting"},"source":"aurora-4x","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Star systems can be built from real star data instead of generated at random.","role":"supporting"},"source":"aurora-4x","target":"real-world-data-feeds","type":"uses"}
{"attrs":{"note":"Mines on colonies and asteroid mining extract the minerals.","role":"supporting"},"source":"aurora-4x","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Research labs are assigned to scientists with field specialties.","role":"supporting"},"source":"aurora-4x","target":"tech-tree","type":"uses"}
{"attrs":{"note":"The player chooses each time increment, from 5 seconds to 30 days, and the engine resolves movement, detection, combat, and production for it.","role":"supporting"},"source":"aurora-4x","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Ships require maintenance support, which can be disabled in setup.","role":"supporting"},"source":"aurora-4x","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Animal husbandry and fishing supply food and materials alongside farming.","role":"supporting"},"source":"autonauts","target":"animal-husbandry","type":"uses"}
{"attrs":{"note":"Bots plant, grow, and harvest crops that feed cooking chains.","role":"supporting"},"source":"autonauts","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"The player's Autonaut walks the map, carries items, and performs each task once so bots can learn it.","role":"supporting"},"source":"autonauts","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"A bot's head caps its program at 12 to 32 instructions, raised by brain upgrades, so longer routines need better-built bots.","role":"supporting"},"source":"autonauts","target":"execution-budget","type":"uses"}
{"attrs":{"note":"Housed Folk consume food whose satiation lasts from 10 seconds (water) to 120 seconds (apple pie, cooked fish) and need baths after messy meals; each Folk is either fully happy or unhappy.","role":"core"},"source":"autonauts","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"The Autonaut harvests sticks and stone and crafts the first tools, workbenches, and bot parts from blueprints before bots take over.","role":"supporting"},"source":"autonauts","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"Players share Automods, including bots and scripts, on Steam Workshop.","role":"supporting"},"source":"autonauts","target":"modding-api","type":"uses"}
{"attrs":{"note":"Bots are built from a head, body, and drive at Mk 0 to Mk 3 that set instruction limit and search range, hand and backpack slots, and speed, battery, and recharge time, with upgrade slots for brain, sensor, speed, and energy parts.","role":"core"},"source":"autonauts","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Bots learn a task by recording the player's demonstrated actions as Scratch-style blocks that the player edits into loops and conditions; the bot's head caps the number of instructions at 12 to 32 plus brain upgrades.","role":"core"},"source":"autonauts","target":"player-programming","type":"uses"}
{"attrs":{"note":"Workbenches and crafting stations turn crops, clay, wood, and other materials into tools, pottery, baked food, and clothing through multi-step recipes that bots run in chains.","role":"core"},"source":"autonauts","target":"production-chain","type":"uses"}
{"attrs":{"note":"Bots watch the player perform a task and record it as Scratch-style blocks, which the player edits into loops and conditions; this teaching step is the game's main interface to automation.","role":"core"},"source":"autonauts","target":"programming-by-demonstration","type":"uses"}
{"attrs":{"note":"Research unlocks new buildings, recipes, and bot parts, and bots can be programmed to do science.","role":"supporting"},"source":"autonauts","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Incidents and crises arrive framed as newspaper stories.","role":"supporting"},"source":"balance-of-power","target":"alerts-feed","type":"uses"}
{"attrs":{"note":"The world map can be shaded by country-level variables such as alignment and insurgency.","role":"supporting"},"source":"balance-of-power","target":"data-overlays","type":"uses"}
{"attrs":{"note":"Each turn the player allocates economic and military aid, support for governments or insurgents, interventions, and treaties to minor countries to pull their alignment; the AI superpower answers, and contested moves become crises resolved by no action, diplomatic notes, or military maneuvers.","role":"core"},"source":"balance-of-power","target":"faction-diplomacy","type":"uses"}
{"attrs":{"note":"Prestige points are the score: winning crises and holding aligned countries raises prestige, backing down in a crisis costs prestige and has political repercussions, and the total after eight years decides the outcome.","role":"core"},"source":"balance-of-power","target":"reputation","type":"uses"}
{"attrs":{"note":"Minor-country governments face insurgencies whose strength shifts with superpower aid to the government or the rebels.","role":"supporting"},"source":"balance-of-power","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Eight one-year turns; each turn resolves both superpowers' policies and then presents the year's incidents as crises to settle before advancing.","role":"core"},"source":"balance-of-power","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Trade ships can bring illness from abroad.","role":"supporting"},"source":"banished","target":"contagion","type":"uses"}
{"attrs":{"role":"supporting"},"source":"banished","target":"crop-cultivation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"banished","target":"fire-spread","type":"uses"}
{"attrs":{"role":"supporting"},"source":"banished","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each household consumes food, firewood, clothing, and tools; shortages lead to cold, illness, and starvation.","role":"core"},"source":"banished","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Laborers carry resources to stockpiles and construction sites, so their number sets delivery speed.","role":"supporting"},"source":"banished","target":"hauling-jobs","type":"uses"}
{"attrs":{"note":"Nomad groups can arrive and ask to join the town.","role":"supporting"},"source":"banished","target":"immigration-attractiveness","type":"uses"}
{"attrs":{"note":"Residents are born, age, work, start families, and die; age cohorts create delayed labor shortages.","role":"core"},"source":"banished","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Fires and tornadoes destroy buildings.","role":"supporting"},"source":"banished","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Foresters cut and replant forests; land used for forests or quarries cannot hold housing.","role":"supporting"},"source":"banished","target":"renewable-regrowth","type":"uses"}
{"attrs":{"note":"Couples need an empty house to start a family and have children.","role":"supporting"},"source":"banished","target":"romance-family","type":"uses"}
{"attrs":{"note":"Crops are planted and harvested on an annual cycle, and winter demands stored food and firewood.","role":"core"},"source":"banished","target":"seasons","type":"uses"}
{"attrs":{"role":"supporting"},"source":"banished","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Resources are bartered with trade vessels at a trading post; there is no currency.","role":"supporting"},"source":"banished","target":"trade-routes","type":"uses"}
{"attrs":{"role":"supporting"},"source":"banished","target":"variable-speed","type":"uses"}
{"attrs":{"note":"The player sets worker counts per workplace and profession; unassigned citizens become laborers.","role":"supporting"},"source":"banished","target":"work-priorities","type":"uses"}
{"attrs":{"note":"An official mod repository is browsable from the website and in game, with a manager that keeps mods updated.","role":"supporting"},"source":"beamng-drive","target":"content-sharing","type":"uses"}
{"attrs":{"role":"supporting"},"source":"beamng-drive","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"The game relies heavily on Lua, and mods add real and fictional vehicles.","role":"supporting"},"source":"beamng-drive","target":"modding-api","type":"uses"}
{"attrs":{"note":"Campaigns group short races, chases, and stunts, and time trials race against the player's best times.","role":"supporting"},"source":"beamng-drive","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Vehicles are JBeam node-and-beam skeletons that flex and deform under impact; damage degrades engines, detaches doors, shatters windows, blows tires, and can make fuel tanks explode.","role":"core"},"source":"beamng-drive","target":"soft-body-deformation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"beamng-drive","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Handling comes from the same node-beam structure, so suspension, chassis flex, and tires respond to the vehicle's build and its damage.","role":"core"},"source":"beamng-drive","target":"vehicle-dynamics","type":"uses"}
{"attrs":{"note":"Machines and levels are shared on Steam Workshop.","role":"supporting"},"source":"besiege","target":"content-sharing","type":"uses"}
{"attrs":{"note":"The player drives the finished machine in real time with keys bound to its powered parts.","role":"supporting"},"source":"besiege","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"Fire spreads across wooden blocks and enemy buildings; bombs and cannons break blocks.","role":"supporting"},"source":"besiege","target":"material-interactions","type":"uses"}
{"attrs":{"note":"An in-game modloader supports community mods with new blocks and logic.","role":"supporting"},"source":"besiege","target":"modding-api","type":"uses"}
{"attrs":{"note":"Machines are built outward from a starting block using 70+ blocks such as wooden blocks, powered wheels, hinges, pistons, cannons, bombs, flamethrowers, and balloons; block placement sets mass distribution and what each key does.","role":"core"},"source":"besiege","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Each block is a physics body connected by joints that break under excess force, so machines buckle, tip, or tear apart while driving and fighting.","role":"core"},"source":"besiege","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"55 campaign levels across four islands set goals such as destroying buildings, defeating troops, or solving puzzles with magical artifacts.","role":"core"},"source":"besiege","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Timers, logic gates, and proximity sensors simulate key presses so machines can automate sequences.","role":"supporting"},"source":"besiege","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"Paid marketing campaigns raise customer traffic to the player's businesses.","role":"supporting"},"source":"big-ambitions","target":"advertising-awareness","type":"uses"}
{"attrs":{"note":"Customers decide whether to buy based on the store's prices and the products and service it offers.","role":"core"},"source":"big-ambitions","target":"customer-value-choice","type":"uses"}
{"attrs":{"note":"Businesses keep opening hours and staff work scheduled shifts.","role":"supporting"},"source":"big-ambitions","target":"daily-schedules","type":"uses"}
{"attrs":{"note":"Managers at the HQ take over hiring, purchasing, and logistics.","role":"supporting"},"source":"big-ambitions","target":"delegation-to-ai","type":"uses"}
{"attrs":{"note":"The player walks and drives through New York City to rent buildings, buy stock, restock shelves, and run errands until staff take over.","role":"core"},"source":"big-ambitions","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Rented buildings are renovated and furnished with shelves, registers, and fixtures that set what a store can sell and how many customers it serves.","role":"core"},"source":"big-ambitions","target":"free-placement","type":"uses"}
{"attrs":{"note":"Bank loans fund early expansion.","role":"supporting"},"source":"big-ambitions","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Employees are hired with skills and wages for each business, then HR managers, logistics managers, and purchasing agents automate operations from an HQ.","role":"core"},"source":"big-ambitions","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Stock fills store shelves and warehouses; empty shelves lose sales.","role":"supporting"},"source":"big-ambitions","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"The avatar must eat food stored at home, sleep, and stay healthy and happy.","role":"supporting"},"source":"big-ambitions","target":"survival-meters","type":"uses"}
{"attrs":{"role":"supporting"},"source":"big-ambitions","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Delivery trucks carry goods from harbour importers to warehouses and stores.","role":"supporting"},"source":"big-ambitions","target":"vehicle-route-scheduling","type":"uses"}
{"attrs":{"note":"Conveyor belts move materials between machines from intake ports to output ports, and machine order along the belt sets the recipe.","role":"core"},"source":"big-pharma","target":"conveyor-transport","type":"uses"}
{"attrs":{"note":"Machines are placed on a fixed factory floor where space limits line length.","role":"supporting"},"source":"big-pharma","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each finished drug gets a letter grade from its cure strength, side effects, and market demand, and the player names and prices it.","role":"core"},"source":"big-pharma","target":"product-development","type":"uses"}
{"attrs":{"note":"Machines raise or lower an ingredient's concentration, combine materials, or transform effects; each effect is active only inside its concentration window on a 0 to 20 scale.","role":"core"},"source":"big-pharma","target":"production-chain","type":"uses"}
{"attrs":{"note":"Rival companies release competing drugs that saturate a disease's market and cut demand for the player's product.","role":"core"},"source":"big-pharma","target":"rival-firms","type":"uses"}
{"attrs":{"note":"Scenarios set targets such as a financial milestone within a set number of years, at several difficulties.","role":"supporting"},"source":"big-pharma","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Explorers search for new ingredients, and analysis machines reveal an ingredient's effects and maximum potency.","role":"supporting"},"source":"big-pharma","target":"scouting-knowledge","type":"uses"}
{"attrs":{"note":"Price and sales for each cure depend on demand and how crowded its market is.","role":"supporting"},"source":"big-pharma","target":"supply-demand-pricing","type":"uses"}
{"attrs":{"note":"A research tree unlocks better machines and other benefits.","role":"supporting"},"source":"big-pharma","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"big-pharma","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Hacking, combat, and charisma stats rise with use; hacking level raises success chance and money stolen, shortens hack time, and gates which servers can be hacked.","role":"supporting"},"source":"bitburner","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Coding contracts found on servers pose programming problems that earn rewards when solved.","role":"supporting"},"source":"bitburner","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Each script has a RAM cost, and a server's RAM caps how many script threads can run on it, so buying RAM and writing lean scripts both raise income.","role":"supporting"},"source":"bitburner","target":"execution-budget","type":"uses"}
{"attrs":{"note":"Netscript scripts in JavaScript run on servers whose RAM caps how many threads can run; the TIX API automates stock trading, and a beginner path teaches programming from scratch.","role":"core"},"source":"bitburner","target":"player-programming","type":"uses"}
{"attrs":{"note":"Time spent offline accumulates and later speeds stock-market updates from about every 6 seconds to about every 4.","role":"supporting"},"source":"bitburner","target":"real-time-clock","type":"uses"}
{"attrs":{"note":"Working for factions builds reputation that gates which augmentations can be bought; Daedalus reputation gates The Red Pill needed to end a BitNode.","role":"core"},"source":"bitburner","target":"reputation","type":"uses"}
{"attrs":{"note":"hack() takes a share of a server's finite money that rises with hacking level and falls with security; grow() restores money and weaken() lowers security toward its floor, and both hack and grow raise security, so sustained yield needs a balanced hack-grow-weaken schedule.","role":"core"},"source":"bitburner","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Stock prices move about every 6 seconds by a forecast probability that large trades shift; hacking or growing a company's server can lower or raise its stock's hidden forecast.","role":"supporting"},"source":"bitburner","target":"supply-demand-pricing","type":"uses"}
{"attrs":{"note":"A good and an evil advisor push the player toward each alignment.","role":"supporting"},"source":"black-and-white","target":"advisors","type":"uses"}
{"attrs":{"note":"The creature must be fed and taught what and when to eat, and it grows over the game.","role":"supporting"},"source":"black-and-white","target":"creature-care","type":"uses"}
{"attrs":{"note":"The creature forms intentions from a belief-desire-intention model with perceptron desires and decision-tree opinions; stroking rewards and slapping discourages the last action, the creature remembers and generalizes these responses, and a leash focuses it on actions the player demonstrates.","role":"core"},"source":"black-and-white","target":"creature-learning","type":"uses"}
{"attrs":{"note":"Buildings are placed from Workshop blueprints and built by villagers.","role":"supporting"},"source":"black-and-white","target":"free-placement","type":"uses"}
{"attrs":{"note":"Miracles such as food, wood, healing, shields, fireballs, and lightning are cast from the Temple or Village Centre or by drawing gestures with the Hand, powered by villagers' worship, sacrifices, or one-shot Miracle Dispensers.","role":"core"},"source":"black-and-white","target":"god-powers","type":"uses"}
{"attrs":{"note":"Villagers need food, healing, and rest before they will worship.","role":"supporting"},"source":"black-and-white","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Each villager holds a belief level in the player's god, raised by help or intimidation; villagers tire of repeated tactics, and a village converts when enough believe.","role":"core"},"source":"black-and-white","target":"reputation","type":"uses"}
{"attrs":{"note":"Villagers gather wood and food, for example by fishing.","role":"supporting"},"source":"black-and-white","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Real local weather can be imported.","role":"supporting"},"source":"black-and-white","target":"weather","type":"uses"}
{"attrs":{"note":"Gardens, statues, and plazas raise desirability that houses need to evolve.","role":"supporting"},"source":"caesar-3","target":"decoration-beauty","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caesar-3","target":"fire-spread","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caesar-3","target":"free-placement","type":"uses"}
{"attrs":{"note":"Higher houses need food plus pottery, furniture, oil, and wine delivered by market walkers.","role":"supporting"},"source":"caesar-3","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Buildings need workers from housing; shortages idle walkers and industry.","role":"supporting"},"source":"caesar-3","target":"labor-market","type":"uses"}
{"attrs":{"note":"Housing evolves through levels from tents up to villas and palaces when food, goods, services, and desirability are met, and devolves when they lapse.","role":"core"},"source":"caesar-3","target":"population-strata","type":"uses"}
{"attrs":{"note":"Raw materials such as clay, olives, and timber become pottery, oil, and furniture in workshops.","role":"supporting"},"source":"caesar-3","target":"production-chain","type":"uses"}
{"attrs":{"note":"Military assignments bring invasions; legions, walls, and towers defend the city map.","role":"supporting"},"source":"caesar-3","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Favor with Caesar rises with timely tribute and gifts and falls when requests are missed.","role":"supporting"},"source":"caesar-3","target":"reputation","type":"uses"}
{"attrs":{"note":"Walkers and goods move on roads, so road layout sets coverage.","role":"supporting"},"source":"caesar-3","target":"road-network","type":"uses"}
{"attrs":{"note":"Each assignment sets population and thresholds for four ratings: culture, prosperity, peace, and favor.","role":"core"},"source":"caesar-3","target":"scenario-objectives","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caesar-3","target":"storage-capacity","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caesar-3","target":"taxation","type":"uses"}
{"attrs":{"note":"An empire map opens land and sea routes to cities that buy and sell specific goods.","role":"supporting"},"source":"caesar-3","target":"trade-routes","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caesar-3","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Service walkers leave their building and roam roads; each house passed gets coverage set to 96, which decays by 1 per update until the next visit.","role":"core"},"source":"caesar-3","target":"walker-service-delivery","type":"uses"}
{"attrs":{"note":"Buildings accumulate fire and collapse risk that prefects and engineers reset to zero.","role":"supporting"},"source":"caesar-3","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Advertising units inside firms spend money to raise a product's brand rating, which customers weigh with price and quality when choosing among stores.","role":"supporting"},"source":"capitalism","target":"advertising-awareness","type":"uses"}
{"attrs":{"note":"A layout plan library saves and reuses firm unit layouts.","role":"supporting"},"source":"capitalism","target":"blueprints","type":"uses"}
{"attrs":{"note":"City consumers pick among stores by price, product quality, and brand; each department store stocks up to four items.","role":"core"},"source":"capitalism","target":"customer-value-choice","type":"uses"}
{"attrs":{"note":"Hired presidents can run divisions day to day.","role":"supporting"},"source":"capitalism","target":"delegation-to-ai","type":"uses"}
{"attrs":{"note":"An optional stock market lets the player buy shares, take over rivals, or be bought out.","role":"supporting"},"source":"capitalism","target":"equity-buyouts","type":"uses"}
{"attrs":{"note":"Each firm is a grid of internal units placed and linked by the player; layout decides what flows where.","role":"core"},"source":"capitalism","target":"free-placement","type":"uses"}
{"attrs":{"note":"Factories turn purchased inputs into products through linked manufacturing units; farms, mines, oil wells, and logging camps supply raw materials.","role":"core"},"source":"capitalism","target":"production-chain","type":"uses"}
{"attrs":{"note":"Product quality comes from input quality and technology level and drives demand and price.","role":"supporting"},"source":"capitalism","target":"quality-tiers","type":"uses"}
{"attrs":{"note":"Mines, oil wells, farms, and logging camps produce raw materials.","role":"supporting"},"source":"capitalism","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"AI corporations with aggressive to conservative management styles compete in the same cities for market share.","role":"core"},"source":"capitalism","target":"rival-firms","type":"uses"}
{"attrs":{"note":"Seventeen scenarios set goals such as market-share dominance within a time limit.","role":"supporting"},"source":"capitalism","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"R&D centers run projects from six months to ten years that raise technology and unlock new products.","role":"supporting"},"source":"capitalism","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"capitalism","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Production emits slag, waste, carbon dioxide, wastewater, and spent nuclear fuel that must be dumped, treated, recycled, or stored.","role":"supporting"},"source":"captain-of-industry","target":"byproducts-waste","type":"uses"}
{"attrs":{"note":"Belts and pipes give high-throughput direct links between machines once truck logistics become a bottleneck.","role":"supporting"},"source":"captain-of-industry","target":"conveyor-transport","type":"uses"}
{"attrs":{"note":"Farms grow crops for food and industrial inputs, fertilizer boosts yields, and greenhouses grow advanced crops.","role":"supporting"},"source":"captain-of-industry","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"The player paints mining and dumping designations, and excavators and trucks assigned to a Mine Control Tower carry out the work inside its area.","role":"supporting"},"source":"captain-of-industry","target":"designation-orders","type":"uses"}
{"attrs":{"role":"supporting"},"source":"captain-of-industry","target":"free-placement","type":"uses"}
{"attrs":{"note":"Residents consume food, water, electricity, healthcare, and household goods; each fully satisfied need yields Unity, and unmet food or health shrinks the population.","role":"core"},"source":"captain-of-industry","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Trucks are assigned to mines, storages, and buildings and automatically deliver products where they are needed, so fleet size and road layout cap throughput before belts and trains replace them.","role":"core"},"source":"captain-of-industry","target":"hauling-jobs","type":"uses"}
{"attrs":{"note":"Unity is spent on building boosts (0.25 Unity each) that speed up individual buildings.","role":"supporting"},"source":"captain-of-industry","target":"machine-boosting","type":"uses"}
{"attrs":{"note":"Official C# mod support loads new content and code.","role":"supporting"},"source":"captain-of-industry","target":"modding-api","type":"uses"}
{"attrs":{"note":"Unity income, population change, edict costs, and maintenance breakdown rolls resolve monthly.","role":"supporting"},"source":"captain-of-industry","target":"periodic-ticks","type":"uses"}
{"attrs":{"note":"Captain's Office edicts change settlement rules, such as raising population growth by tier, for a monthly Unity cost.","role":"supporting"},"source":"captain-of-industry","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Each fully satisfied settlement need yields about 1 to 2 Unity per month, spent on edicts, outposts, quick trades, instant construction, and emergency repairs.","role":"supporting"},"source":"captain-of-industry","target":"political-capital","type":"uses"}
{"attrs":{"note":"Air and water pollution and unmanaged waste spread disease among the population.","role":"supporting"},"source":"captain-of-industry","target":"pollution-spread","type":"uses"}
{"attrs":{"note":"Generators up to nuclear reactors feed the settlement and factories, and residents require electricity as one of their needs.","role":"supporting"},"source":"captain-of-industry","target":"power-grid","type":"uses"}
{"attrs":{"note":"Smelters, refineries, chemical plants, food processors, and assembly lines run recipe chains from iron and copper ore to electronics, fuel, consumer goods, and nuclear fuel across 100+ technologies.","role":"core"},"source":"captain-of-industry","target":"production-chain","type":"uses"}
{"attrs":{"note":"Excavators dig ore, coal, limestone, and rock from designated terrain, while oil rigs, quartz and uranium mines, and water pumps work fixed deposits and outposts.","role":"core"},"source":"captain-of-industry","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Storages and loose storage piles buffer materials, and full outputs stall production upstream.","role":"supporting"},"source":"captain-of-industry","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Research labs consume products and Unity to unlock over 100 technologies from basic smelting to space flight.","role":"supporting"},"source":"captain-of-industry","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Mining designations inside a Mine Control Tower area lower terrain and dumping designations raise it; loose material settles at per-material angles of repose, retaining walls stabilize slopes, and dumping can reclaim ocean.","role":"core"},"source":"captain-of-industry","target":"terraforming","type":"uses"}
{"attrs":{"note":"Ships explore a world map to discover islands and trading partners; quick trades and recurring contracts exchange goods.","role":"supporting"},"source":"captain-of-industry","target":"trade-routes","type":"uses"}
{"attrs":{"role":"supporting"},"source":"captain-of-industry","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Trains move bulk cargo over long distances, and ships run trade contracts between the home island and partners.","role":"supporting"},"source":"captain-of-industry","target":"vehicle-route-scheduling","type":"uses"}
{"attrs":{"note":"Working vehicles and buildings consume Maintenance I to III crafted at depots (idle at about a third); below 75% maintenance a breakdown is rolled monthly with chance rising to 50% at zero.","role":"core"},"source":"captain-of-industry","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Experience feeds a skills and garage-upgrade system.","role":"supporting"},"source":"car-mechanic-simulator-2021","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Car auctions and salvage auctions supply restoration projects for resale.","role":"supporting"},"source":"car-mechanic-simulator-2021","target":"auctions","type":"uses"}
{"attrs":{"note":"An endless supply of generated customer orders plus story missions with their own requirements provide income.","role":"core"},"source":"car-mechanic-simulator-2021","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Orders list symptoms; the player examines engine, suspension, and chassis, removes covering parts in a realistic order to reach damaged ones, replaces or repairs them, and verifies the fix, across over 4000 parts on 72 cars.","role":"core"},"source":"car-mechanic-simulator-2021","target":"diagnose-repair","type":"uses"}
{"attrs":{"role":"supporting"},"source":"car-mechanic-simulator-2021","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Repaired and tuned cars can be driven, including time trials on a race track.","role":"supporting"},"source":"car-mechanic-simulator-2021","target":"vehicle-dynamics","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caves-of-qud","target":"faction-diplomacy","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caves-of-qud","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"note":"Generated histories of past sultans are written into the world as lore, shrines, and quests.","role":"core"},"source":"caves-of-qud","target":"history-generation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caves-of-qud","target":"injury-body-model","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caves-of-qud","target":"material-interactions","type":"uses"}
{"attrs":{"note":"XML data files and C# scripting mods, distributed through Steam Workshop.","role":"supporting"},"source":"caves-of-qud","target":"modding-api","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caves-of-qud","target":"permadeath","type":"uses"}
{"attrs":{"note":"Zones mix handmade and procedural maps; some generators use wave function collapse.","role":"core"},"source":"caves-of-qud","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Every creature belongs to factions; the player's standing with each faction decides who attacks, trades, or talks.","role":"core"},"source":"caves-of-qud","target":"reputation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"caves-of-qud","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Citizens and vehicles path individually through roads, paths, and transit.","role":"supporting"},"source":"cities-skylines","target":"agent-pathfinding","type":"uses"}
{"attrs":{"note":"Elementary (300), high school (1,000), and university (4,500) capacities move citizens through four education levels that higher-level jobs require.","role":"supporting"},"source":"cities-skylines","target":"education-workforce","type":"uses"}
{"attrs":{"note":"Water and sewage pipes; sewage released upstream contaminates downstream intakes.","role":"supporting"},"source":"cities-skylines","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"role":"supporting"},"source":"cities-skylines","target":"free-placement","type":"uses"}
{"attrs":{"note":"Services and parks raise land value, pollution and noise lower it, and land value helps buildings level up.","role":"supporting"},"source":"cities-skylines","target":"land-value","type":"uses"}
{"attrs":{"note":"Citizens age and die; an initial cohort moving in together can age into a wave of deaths that overloads hearses.","role":"supporting"},"source":"cities-skylines","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Population milestones unlock services, zoning types, policies, and purchase of up to 25 map tiles.","role":"supporting"},"source":"cities-skylines","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Steam Workshop and a mod-friendly architecture; mods add assets, maps, and new behavior.","role":"supporting"},"source":"cities-skylines","target":"modding-api","type":"uses"}
{"attrs":{"note":"District policies restrict development types, set district tax rates, or make transit free.","role":"supporting"},"source":"cities-skylines","target":"policy-toggles","type":"uses"}
{"attrs":{"role":"supporting"},"source":"cities-skylines","target":"power-grid","type":"uses"}
{"attrs":{"note":"Player-drawn bus, tram, train, metro, ferry, and taxi lines carry passengers, cut congestion, and earn fares.","role":"core"},"source":"cities-skylines","target":"public-transit","type":"uses"}
{"attrs":{"note":"Road type sets lanes, speed, and zone frontage; network geometry such as interchanges and one-way systems decides throughput.","role":"core"},"source":"cities-skylines","target":"road-network","type":"uses"}
{"attrs":{"note":"Service buildings reach buildings by network distance and dispatch vehicles.","role":"supporting"},"source":"cities-skylines","target":"service-coverage","type":"uses"}
{"attrs":{"note":"Each citizen takes the fastest route to work or other destinations; poor road design shows up as visible jams that delay services and deliveries.","role":"core"},"source":"cities-skylines","target":"traffic-congestion","type":"uses"}
{"attrs":{"note":"Citizens choose between walking, driving, and the player's bus, tram, train, metro, ferry, and taxi lines when routing to destinations, so new lines shift demand off roads.","role":"supporting"},"source":"cities-skylines","target":"travel-mode-choice","type":"uses"}
{"attrs":{"role":"supporting"},"source":"cities-skylines","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Zoning cells follow the shape of drawn roads; residential, commercial, industrial, and office zones develop and level up.","role":"core"},"source":"cities-skylines","target":"zoning","type":"uses"}
{"attrs":{"note":"Citizens compare driving, transit, and walking with a cost combining time, comfort, money, and personal preference.","role":"core"},"source":"cities-skylines-2","target":"agent-pathfinding","type":"uses"}
{"attrs":{"note":"Each day and night cycle equals one simulated month.","role":"supporting"},"source":"cities-skylines-2","target":"day-night-cycle","type":"uses"}
{"attrs":{"role":"supporting"},"source":"cities-skylines-2","target":"free-placement","type":"uses"}
{"attrs":{"note":"Signature buildings and services change land value in their zone.","role":"supporting"},"source":"cities-skylines-2","target":"land-value","type":"uses"}
{"attrs":{"note":"Milestones grant development points and map tiles, from 9 starting tiles up to 441.","role":"supporting"},"source":"cities-skylines-2","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Paradox Mods since 2024-03-25; mods can override game code.","role":"supporting"},"source":"cities-skylines-2","target":"modding-api","type":"uses"}
{"attrs":{"note":"Generation, a connected grid, and batteries; solar output varies with weather and time of day and wind with wind strength.","role":"supporting"},"source":"cities-skylines-2","target":"power-grid","type":"uses"}
{"attrs":{"role":"supporting"},"source":"cities-skylines-2","target":"public-transit","type":"uses"}
{"attrs":{"note":"Floods, forest fires, and tornadoes, mitigated by disaster response services.","role":"supporting"},"source":"cities-skylines-2","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Each map has a preset climate; winters bring snow.","role":"supporting"},"source":"cities-skylines-2","target":"seasons","type":"uses"}
{"attrs":{"role":"supporting"},"source":"cities-skylines-2","target":"service-coverage","type":"uses"}
{"attrs":{"note":"Tax rates, fees, and ordinances fund the city.","role":"supporting"},"source":"cities-skylines-2","target":"taxation","type":"uses"}
{"attrs":{"note":"Development points are spent in a tree to unlock transport options and services.","role":"supporting"},"source":"cities-skylines-2","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Vehicles spread across lanes, parking fees enter route cost, and accident checks run per road segment.","role":"core"},"source":"cities-skylines-2","target":"traffic-congestion","type":"uses"}
{"attrs":{"note":"Citizens compare driving, transit, and walking using a cost of time, comfort, money, and personal behavior, and parking fees enter the driving cost.","role":"supporting"},"source":"cities-skylines-2","target":"travel-mode-choice","type":"uses"}
{"attrs":{"role":"supporting"},"source":"cities-skylines-2","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Weather and seasons affect solar and wind output and climate conditions.","role":"supporting"},"source":"cities-skylines-2","target":"weather","type":"uses"}
{"attrs":{"note":"Residential, commercial, industrial, and office zones along roads, with signature buildings unlocked at milestones.","role":"core"},"source":"cities-skylines-2","target":"zoning","type":"uses"}
{"attrs":{"role":"supporting"},"source":"civilization","target":"advisors","type":"uses"}
{"attrs":{"note":"Cities track content and unhappy citizens; luxuries, temples, and wonders keep cities out of civil disorder.","role":"supporting"},"source":"civilization","target":"citizen-satisfaction","type":"uses"}
{"attrs":{"note":"Corruption removes part of each city's trade, rising with distance from the Palace and depending on government type; a Courthouse reduces it.","role":"supporting"},"source":"civilization","target":"corruption-leakage","type":"uses"}
{"attrs":{"note":"Relations with rival civilizations lead to alliances, peace, or war.","role":"supporting"},"source":"civilization","target":"faction-diplomacy","type":"uses"}
{"attrs":{"note":"The map starts hidden and is revealed by exploring units; barbarians emerge from huts, unclaimed land, and the sea, and become rarer as exploration proceeds.","role":"core"},"source":"civilization","target":"fog-of-war","type":"uses"}
{"attrs":{"note":"Government forms unlocked by research change the economic and military rules of the civilization.","role":"supporting"},"source":"civilization","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Random worlds are generated for each game, with an alternative Earth map.","role":"supporting"},"source":"civilization","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Settlers build roads and later railroads that speed movement between cities.","role":"supporting"},"source":"civilization","target":"road-network","type":"uses"}
{"attrs":{"note":"Combat compares the attacker's attack value with the defender's defense under terrain and fortification modifiers and a random draw, and the loser is destroyed.","role":"supporting"},"source":"civilization","target":"stat-combat-resolution","type":"uses"}
{"attrs":{"note":"The player sets tax rates and the share of trade spent on research.","role":"supporting"},"source":"civilization","target":"taxation","type":"uses"}
{"attrs":{"note":"Advances are researched one at a time through a prerequisite graph adapted from Tresham's 1980 board game, from Pottery and the Wheel to Nuclear Fission and Space Flight; each unlocks units, city improvements, wonders, or governments, so research order shapes the game.","role":"core"},"source":"civilization","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Cities are captured by moving a military unit into them, transferring the city and its worked tiles to the conqueror.","role":"supporting"},"source":"civilization","target":"territorial-control","type":"uses"}
{"attrs":{"note":"Turns run from 4000 BC to as late as AD 2100; each turn every city produces and every unit moves, against two to seven AI civilizations.","role":"core"},"source":"civilization","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Scenarios are shared through the Steam Workshop.","role":"supporting"},"source":"command-modern-operations","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Units are assigned to patrol, strike, and support missions and executed by tactical AI under doctrine settings such as weapon release authority and EMCON.","role":"core"},"source":"command-modern-operations","target":"delegation-to-ai","type":"uses"}
{"attrs":{"note":"Each side sees only what its sensors detect; emission control (EMCON) policies trade a unit's own detection range against revealing it to enemy passive sensors.","role":"core"},"source":"command-modern-operations","target":"fog-of-war","type":"uses"}
{"attrs":{"note":"Every platform's sensors and weapons come from a database of tens of thousands of real systems; radar propagation, sensor degradation, terrain masking, sonar thermal layers, weather, jamming, and anti-radiation strikes are modeled for thousands of active platforms in real time.","role":"core"},"source":"command-modern-operations","target":"military-operations","type":"uses"}
{"attrs":{"note":"A Lua scripting engine and scenario editor let players build custom operations.","role":"supporting"},"source":"command-modern-operations","target":"modding-api","type":"uses"}
{"attrs":{"note":"Ballistics are among the modeled effects alongside sensor propagation, so weapon flight and impact follow database specifications.","role":"supporting"},"source":"command-modern-operations","target":"projectile-ballistics","type":"uses"}
{"attrs":{"note":"Over 600 official and community scenarios plus a quick battle generator.","role":"supporting"},"source":"command-modern-operations","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Contacts begin unidentified and are classified as sensor data accumulates.","role":"supporting"},"source":"command-modern-operations","target":"scouting-knowledge","type":"uses"}
{"attrs":{"note":"Direct orders override a unit's mission behavior.","role":"supporting"},"source":"command-modern-operations","target":"unit-commands","type":"uses"}
{"attrs":{"note":"Scenarios lasting hours to days of game time run with time acceleration and pause.","role":"supporting"},"source":"command-modern-operations","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Weather degrades sensors and affects engagements.","role":"supporting"},"source":"command-modern-operations","target":"weather","type":"uses"}
{"attrs":{"note":"Cash from inspections, foiled smuggling, and interventions pays for upgrades while post maintenance costs rise over time.","role":"supporting"},"source":"contraband-police","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"The player walks the post in first person, opens and searches vehicles, drives upgradable police cars in pursuits, and uses firearms in shootouts.","role":"core"},"source":"contraband-police","target":"direct-avatar","type":"uses"}
{"attrs":{"role":"supporting"},"source":"contraband-police","target":"procedural-characters","type":"uses"}
{"attrs":{"note":"Gang attacks on the post are countered with purchased defense upgrades.","role":"supporting"},"source":"contraband-police","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Drivers present documents whose number grows over the campaign; small discrepancies require refusal, and suspicious vehicles are searched with a UV flashlight before tools extract hidden goods.","role":"core"},"source":"contraband-police","target":"rule-checking-inspection","type":"uses"}
{"attrs":{"note":"Special assignments and story decisions shape the fate of Acaristan and lead to multiple endings.","role":"supporting"},"source":"contraband-police","target":"triggered-event-chains","type":"uses"}
{"attrs":{"role":"supporting"},"source":"creatures","target":"agent-inspection","type":"uses"}
{"attrs":{"note":"Grendels steal food, injure Norns, and carry diseases that sicken the population.","role":"supporting"},"source":"creatures","target":"contagion","type":"uses"}
{"attrs":{"note":"Exported Norns and genomes were swapped and bred across players by a large online community.","role":"supporting"},"source":"creatures","target":"content-sharing","type":"uses"}
{"attrs":{"note":"The player's hand pointer feeds Norns, shows them objects, and tickles or slaps them; neglect leads to hunger, disease, and death, but care shapes behavior only indirectly through learning.","role":"core"},"source":"creatures","target":"creature-care","type":"uses"}
{"attrs":{"note":"A neural-network brain maps sensed objects and drives to actions; drive reduction reinforces the action that preceded it, and the hand's tickle and slap act as reward and punishment through the same pathway.","role":"core"},"source":"creatures","target":"creature-learning","type":"uses"}
{"attrs":{"note":"Norns hatch, grow, breed, and die within roughly 40 hours of play.","role":"supporting"},"source":"creatures","target":"lifecycle-aging","type":"uses"}
{"attrs":{"role":"supporting"},"source":"creatures","target":"modding-api","type":"uses"}
{"attrs":{"note":"Players teach nouns by naming objects a Norn is looking at and verbs with a learning computer, then type instructions that the Norn may choose to obey.","role":"supporting"},"source":"creatures","target":"natural-language-interaction","type":"uses"}
{"attrs":{"note":"Drives such as hunger and tiredness are concentrations in a simulated biochemistry that rise over time and fall when actions such as eating or resting succeed.","role":"core"},"source":"creatures","target":"needs-decay","type":"uses"}
{"attrs":{"role":"supporting"},"source":"creatures","target":"permadeath","type":"uses"}
{"attrs":{"note":"Haploid digital genomes with no dominant or recessive genes encode brain wiring, biochemistry, and organs; offspring genomes mutate, and every boxed copy shipped a unique starting set of egg genomes.","role":"core"},"source":"creatures","target":"trait-inheritance","type":"uses"}
{"attrs":{"role":"supporting"},"source":"creatures","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Skills grow from education and from perks in six lifestyles, each with three skill trees.","role":"supporting"},"source":"crusader-kings-3","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Nested tooltips let players open explanations of terms inside other tooltips.","role":"supporting"},"source":"crusader-kings-3","target":"causal-tooltips","type":"uses"}
{"attrs":{"note":"Counties carry a faith and a culture; the court chaplain can convert a county's faith and the steward can promote the ruler's culture, while faith hostility sets opinion penalties from 0 to -30.","role":"supporting"},"source":"crusader-kings-3","target":"culture-religion-conversion","type":"uses"}
{"attrs":{"note":"On death, play passes to the player heir and titles pass under the realm's succession law, so partition can split a realm among children; the game ends if no viable heir remains, and dynasty heads spend Renown on bonuses for every dynasty member.","role":"core"},"source":"crusader-kings-3","target":"dynasty-succession","type":"uses"}
{"attrs":{"note":"Wars are fought over claims, and marriages and alliances link realms.","role":"supporting"},"source":"crusader-kings-3","target":"faction-diplomacy","type":"uses"}
{"attrs":{"role":"supporting"},"source":"crusader-kings-3","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Event, trigger, and effect scripts and game data files are moddable; total conversions replace the setting.","role":"supporting"},"source":"crusader-kings-3","target":"modding-api","type":"uses"}
{"attrs":{"note":"Each character's opinion of another is an itemized list of modifiers from traits, relations, actions, and events, many expiring over time; discontented vassals join factions pressing for independence, a rival claimant, or less crown authority.","role":"core"},"source":"crusader-kings-3","target":"opinion-modifiers","type":"uses"}
{"attrs":{"note":"Personality, education, and genetic traits modify the six skills (Diplomacy, Martial, Stewardship, Intrigue, Learning, Prowess), opinions, and which event options a character can take.","role":"core"},"source":"crusader-kings-3","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Prestige and piety accrue from rank, traits, and deeds and are spent on actions such as creating titles (prestige) and faith decisions (piety).","role":"supporting"},"source":"crusader-kings-3","target":"political-capital","type":"uses"}
{"attrs":{"note":"Friends, rivals, and lovers form between characters and shift opinions and event outcomes.","role":"supporting"},"source":"crusader-kings-3","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Marriages create alliances and heirs, making match choice a political decision.","role":"supporting"},"source":"crusader-kings-3","target":"romance-family","type":"uses"}
{"attrs":{"note":"Vassal factions accumulate strength and can revolt when their demands are refused.","role":"supporting"},"source":"crusader-kings-3","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Battles resolve from army size, men-at-arms, knights, commander skill, and terrain, in phases that run until one side is routed.","role":"supporting"},"source":"crusader-kings-3","target":"stat-combat-resolution","type":"uses"}
{"attrs":{"note":"Acting against personality traits and suffering events add stress; crossing stress levels fires mental-break events whose coping options can add traits (from level 2 up), and extreme stress can kill the character.","role":"core"},"source":"crusader-kings-3","target":"stress-accumulation","type":"uses"}
{"attrs":{"note":"Lifestyle perk trees and cultural innovations unlock abilities and buildings.","role":"supporting"},"source":"crusader-kings-3","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Counties belong to titles with de jure hierarchies, and wars are fought to press claims on them; conquered counties start with low county control.","role":"supporting"},"source":"crusader-kings-3","target":"territorial-control","type":"uses"}
{"attrs":{"note":"Genetic traits such as strong or poor health pass to children.","role":"supporting"},"source":"crusader-kings-3","target":"trait-inheritance","type":"uses"}
{"attrs":{"note":"Events are called from on_actions, decisions, and interactions, with weighted options and scheduled follow-ups.","role":"supporting"},"source":"crusader-kings-3","target":"triggered-event-chains","type":"uses"}
{"attrs":{"role":"supporting"},"source":"crusader-kings-3","target":"variable-speed","type":"uses"}
{"attrs":{"note":"War score from battles and occupation lets the attacker enforce the war goal at full score, while either side can offer white peace.","role":"supporting"},"source":"crusader-kings-3","target":"war-score-peace","type":"uses"}
{"attrs":{"role":"supporting"},"source":"dcs-world","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"Aircraft modules are built from real-world data; the F-16C uses a professional flight model with a fly-by-wire flight control system.","role":"core"},"source":"dcs-world","target":"flight-aerodynamics","type":"uses"}
{"attrs":{"note":"Missions pit aircraft against air and ground units with sensors and weapons; users host PvE and PvP servers running their own missions.","role":"core"},"source":"dcs-world","target":"military-operations","type":"uses"}
{"attrs":{"note":"Lua mission scripting and third-party module development extend the platform.","role":"supporting"},"source":"dcs-world","target":"modding-api","type":"uses"}
{"attrs":{"note":"Clickable cockpits operate modeled engines, fuel, electrical, hydraulic, and radio systems, so start-up and weapon employment follow real procedures.","role":"core"},"source":"dcs-world","target":"procedural-checklists","type":"uses"}
{"attrs":{"note":"Missiles, bombs, and gun rounds fly as simulated projectiles, so release parameters such as speed, altitude, and range decide hits.","role":"supporting"},"source":"dcs-world","target":"projectile-ballistics","type":"uses"}
{"attrs":{"note":"The mission editor builds single-player and multiplayer missions with Lua scripting.","role":"supporting"},"source":"dcs-world","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Modules carry damage models, revised over the platform's development, so hits degrade the aircraft's modeled systems and how it flies.","role":"supporting"},"source":"dcs-world","target":"subsystem-damage","type":"uses"}
{"attrs":{"role":"supporting"},"source":"dcs-world","target":"variable-speed","type":"uses"}
{"attrs":{"role":"supporting"},"source":"dcs-world","target":"weather","type":"uses"}
{"attrs":{"note":"Dilemmas, such as appointing a senior judge, must be resolved before the turn can end.","role":"supporting"},"source":"democracy-4","target":"dilemma-cards","type":"uses"}
{"attrs":{"note":"Before each general election the player makes two promises to the electorate; broken promises raise voter cynicism, and losing the election ends the game.","role":"core"},"source":"democracy-4","target":"elections","type":"uses"}
{"attrs":{"note":"Voter groups such as the religious, patriotic, parents, capitalists, socialists, liberals, and conservatives overlap, since each voter belongs to several, so pleasing every group is nearly impossible.","role":"core"},"source":"democracy-4","target":"interest-groups","type":"uses"}
{"attrs":{"note":"Deficits add to national debt that the player must pay down.","role":"supporting"},"source":"democracy-4","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Policies in seven areas (tax, economy, welfare, foreign policy, transport, law and order, public services) are sliders; the engine treats voters, groups, policies, ministers, and events as neurons in a homebrew network with bounded values, so weighted effects move statistics such as crime and air quality and the happiness of voter groups.","role":"core"},"source":"democracy-4","target":"policy-influence-network","type":"uses"}
{"attrs":{"note":"Introducing or cancelling a policy costs political capital.","role":"supporting"},"source":"democracy-4","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Political capital, earned through loyal ministers, is spent each turn to introduce, cancel, or adjust policies, so it caps how fast the government can change.","role":"supporting"},"source":"democracy-4","target":"political-capital","type":"uses"}
{"attrs":{"role":"supporting"},"source":"democracy-4","target":"stats-dashboards","type":"uses"}
{"attrs":{"note":"Excessive taxes cause tax evasion.","role":"supporting"},"source":"democracy-4","target":"taxation","type":"uses"}
{"attrs":{"note":"Situations such as pollution or homelessness persist while conditions hold, and events arrive outside player control.","role":"supporting"},"source":"democracy-4","target":"triggered-event-chains","type":"uses"}
{"attrs":{"role":"supporting"},"source":"democracy-4","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Hound attacks scale with days survived, from 2 hounds every 5-8 days early to 7-10 hounds every 11-16 days after day 100, with shorter warnings.","role":"supporting"},"source":"dont-starve","target":"adaptive-threat-scaling","type":"uses"}
{"attrs":{"role":"supporting"},"source":"dont-starve","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"A day lasts 8 real minutes in sixteen 30-second segments of day, dusk, and night; sanity drains 5 per minute at dusk and 50 per minute in total darkness, where Charlie attacks unless the player has light.","role":"core"},"source":"dont-starve","target":"day-night-cycle","type":"uses"}
{"attrs":{"role":"supporting"},"source":"dont-starve","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Fire spreads across flammable plants and structures.","role":"supporting"},"source":"dont-starve","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Recipes combine gathered items into tools, light, shelter, and weapons; most must first be prototyped at a crafting station such as the science machine, though some characters bypass this.","role":"core"},"source":"dont-starve","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"Lua mods distributed through Steam Workshop.","role":"supporting"},"source":"dont-starve","target":"modding-api","type":"uses"}
{"attrs":{"note":"Death deletes the world unless a rare resurrection item is available.","role":"supporting"},"source":"dont-starve","target":"permadeath","type":"uses"}
{"attrs":{"note":"Each world is randomly generated.","role":"supporting"},"source":"dont-starve","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Picked grass, saplings, and berry bushes regrow.","role":"supporting"},"source":"dont-starve","target":"renewable-regrowth","type":"uses"}
{"attrs":{"note":"Winter shortens days and lengthens nights; seasons change hazards.","role":"supporting"},"source":"dont-starve","target":"seasons","type":"uses"}
{"attrs":{"note":"Food spoils over time; spoiled food restores less hunger and costs health and sanity.","role":"supporting"},"source":"dont-starve","target":"spoilage","type":"uses"}
{"attrs":{"note":"Hunger, health, and sanity meters; default maximum hunger is 150 and drains 75 per game day, and at empty hunger health drains 1.25 per second until the player eats or dies.","role":"core"},"source":"dont-starve","target":"survival-meters","type":"uses"}
{"attrs":{"note":"Wealthier and more populous fortresses attract sieges and megabeasts.","role":"supporting"},"source":"dwarf-fortress","target":"adaptive-threat-scaling","type":"uses"}
{"attrs":{"note":"Work quality and speed rise with skill gained through practice in each labor.","role":"supporting"},"source":"dwarf-fortress","target":"agent-skills","type":"uses"}
{"attrs":{"note":"A justice system punishes assault, murder, and vandalism.","role":"supporting"},"source":"dwarf-fortress","target":"crime-policing","type":"uses"}
{"attrs":{"note":"Underground farming on soil layers; plump helmet mushrooms are brewed into wine.","role":"supporting"},"source":"dwarf-fortress","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"The player designates digging, chopping, construction, and workshop jobs; dwarves with the matching labor enabled pick them up, and a manager can queue work orders automatically.","role":"core"},"source":"dwarf-fortress","target":"designation-orders","type":"uses"}
{"attrs":{"note":"Fires spread and burn dwarves and furniture.","role":"supporting"},"source":"dwarf-fortress","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Water and magma flow tile by tile with up to seven depth levels per tile, so breaching a river, cavern lake, or magma source floods connected tunnels.","role":"core"},"source":"dwarf-fortress","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"dwarf-fortress","target":"free-placement","type":"uses"}
{"attrs":{"note":"Dwarves carry goods to player-defined stockpiles.","role":"supporting"},"source":"dwarf-fortress","target":"hauling-jobs","type":"uses"}
{"attrs":{"note":"Tiles, materials, and creatures carry temperatures.","role":"supporting"},"source":"dwarf-fortress","target":"heat-transfer","type":"uses"}
{"attrs":{"note":"Legends mode lists historical figures, sites, artifacts, and civilizations with a historical map; fortress deeds and retired adventurers are added, and the archive exports to XML.","role":"core"},"source":"dwarf-fortress","target":"history-chronicle","type":"uses"}
{"attrs":{"note":"World generation builds elevation, rainfall, drainage, temperature, and vegetation layers, then simulates civilizations, sites, and historical figures for a player-chosen number of years before the fortress is embarked.","role":"core"},"source":"dwarf-fortress","target":"history-generation","type":"uses"}
{"attrs":{"note":"Migrant waves from the mountainhome grow as the fortress develops.","role":"supporting"},"source":"dwarf-fortress","target":"immigration-attractiveness","type":"uses"}
{"attrs":{"note":"Body parts are layered tissues (skin, fat, muscle, bone, nerves) damaged individually in combat; injuries can be permanent and are treated in a hospital with traction benches, casts, sutures, and splints.","role":"core"},"source":"dwarf-fortress","target":"injury-body-model","type":"uses"}
{"attrs":{"note":"Emotions become short-term memories; strong or revisited ones are promoted to long-term memories that keep adding stress.","role":"supporting"},"source":"dwarf-fortress","target":"memories-thoughts","type":"uses"}
{"attrs":{"note":"Raw text files define creatures, materials, and reactions; DFHack adds Lua and C++ scripting.","role":"supporting"},"source":"dwarf-fortress","target":"modding-api","type":"uses"}
{"attrs":{"note":"Emotions add to or subtract from a hidden stress value (-1,000,000 to +1,000,000) with effects from +10,000, +25,000, and +50,000; stressed dwarves throw tantrums, fall into depression, or wander obliviously, prolonged stress leads to insanity, and one breakdown can spread unhappiness.","role":"core"},"source":"dwarf-fortress","target":"mood-breakdown","type":"uses"}
{"attrs":{"note":"Food, drink, and sleep, plus personal needs such as socializing or praying met at taverns, temples, and libraries.","role":"supporting"},"source":"dwarf-fortress","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Facets such as bravery, stress vulnerability, and anxiety scale how stress builds and dissipates.","role":"supporting"},"source":"dwarf-fortress","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Ore is smelted to bars and alloyed; steel needs flux to make pig iron plus coke or charcoal, and magma can replace fuel.","role":"supporting"},"source":"dwarf-fortress","target":"production-chain","type":"uses"}
{"attrs":{"note":"Ambushes, sieges, megabeasts, and forgotten beasts are met with squads, fortifications, and traps triggered by levers or pressure plates.","role":"supporting"},"source":"dwarf-fortress","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Friends, family, and pets; their deaths are major stressors.","role":"supporting"},"source":"dwarf-fortress","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Furniture defines bedrooms, dining halls, and offices; nobles demand rooms of rising value.","role":"supporting"},"source":"dwarf-fortress","target":"room-recognition","type":"uses"}
{"attrs":{"role":"supporting"},"source":"dwarf-fortress","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Emotions from events add to or subtract from a hidden stress value (-1,000,000 to +1,000,000) scaled by facets such as stress vulnerability and bravery; above +10,000, +25,000, and +50,000 dwarves risk tantrums, depression, obliviousness, and insanity, and long-term memories keep adding stress.","role":"core"},"source":"dwarf-fortress","target":"stress-accumulation","type":"uses"}
{"attrs":{"note":"Yearly caravans from neighboring civilizations are handled by a broker; caravans can be absent or hostile depending on history.","role":"supporting"},"source":"dwarf-fortress","target":"trade-routes","type":"uses"}
{"attrs":{"note":"Military squads in uniforms train at barracks and can be ordered to attack.","role":"supporting"},"source":"dwarf-fortress","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"dwarf-fortress","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"dwarf-fortress","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Z-levels, added in 2007, let the fortress descend level by level through soil and stone to caverns, the magma sea, and the underworld, connected by stairs and ramps.","role":"core"},"source":"dwarf-fortress","target":"vertical-layers","type":"uses"}
{"attrs":{"note":"Dark Fog threat accumulates from the player's power generation and from combat, bases and hives gain levels from experience, and aggressiveness settings scale attack sizes.","role":"supporting"},"source":"dyson-sphere-program","target":"adaptive-threat-scaling","type":"uses"}
{"attrs":{"note":"Layouts are saved and pasted as blueprints, and the mech's construction drones place them.","role":"supporting"},"source":"dyson-sphere-program","target":"blueprints","type":"uses"}
{"attrs":{"note":"Three belt tiers carry items between sorters and machines on a planetary grid that wraps around a sphere and narrows toward the poles.","role":"core"},"source":"dyson-sphere-program","target":"conveyor-transport","type":"uses"}
{"attrs":{"note":"Planets rotate around their axes and orbit their stars, so solar panel output varies with the local day.","role":"supporting"},"source":"dyson-sphere-program","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"The player flies the Icarus mech across planets and through space to build within its range.","role":"supporting"},"source":"dyson-sphere-program","target":"direct-avatar","type":"uses"}
{"attrs":{"role":"supporting"},"source":"dyson-sphere-program","target":"free-placement","type":"uses"}
{"attrs":{"note":"The Icarus mech hand-crafts early buildings from inventory before assemblers take over.","role":"supporting"},"source":"dyson-sphere-program","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"Proliferator coating on input items lets the consuming machine choose extra products or faster production.","role":"supporting"},"source":"dyson-sphere-program","target":"machine-boosting","type":"uses"}
{"attrs":{"note":"The Dyson sphere is designed in a node-and-frame editor and built from solar sails fired by EM-Rail Ejectors and frames carried by rockets; unabsorbed sails expire after 5,400 seconds, and the finished sphere's energy feeds endgame production.","role":"core"},"source":"dyson-sphere-program","target":"megaproject-sink","type":"uses"}
{"attrs":{"note":"No official API; mods load through the de facto BepInEx loader.","role":"supporting"},"source":"dyson-sphere-program","target":"modding-api","type":"uses"}
{"attrs":{"note":"The Dyson sphere editor places nodes, frames, and shells on multiple orbital layers around a star, and its power output depends on built structure and absorbed sails.","role":"supporting"},"source":"dyson-sphere-program","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Wind, thermal, solar, fusion, and artificial-star generators feed tower-linked grids; logistics stations charge at 30 to 300 MW, and Dyson sphere energy reaches planets through ray receivers at 30% base efficiency.","role":"core"},"source":"dyson-sphere-program","target":"power-grid","type":"uses"}
{"attrs":{"note":"Each seed generates a star cluster with star types, planet types, and mineral distributions, including neutron stars, white dwarfs, and black holes.","role":"supporting"},"source":"dyson-sphere-program","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Smelters, assemblers, chemical plants, refineries, and particle colliders run fixed recipes that build up to six matrix cube types and Dyson sphere components; proliferator coating adds extra products or speed.","role":"core"},"source":"dyson-sphere-program","target":"production-chain","type":"uses"}
{"attrs":{"note":"Dark Fog planetary bases and space hives attack factories and the player's mech, countered by turrets, energy shields, and player combat units.","role":"supporting"},"source":"dyson-sphere-program","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Logistics stations set each item slot to local or remote supply, demand, or storage and are paired automatically by priority; up to 100 drones per station haul within a planet and 10 vessels between planets, with range and minimum-load sliders.","role":"core"},"source":"dyson-sphere-program","target":"request-provider-logistics","type":"uses"}
{"attrs":{"note":"Mining machines and advanced miners extract iron, copper, titanium, silicon, and rare veins whose distribution differs by planet and star type; pumps and oil extractors tap fluids.","role":"core"},"source":"dyson-sphere-program","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Storage boxes, tanks, and per-slot capacity in logistics stations buffer flows between planets.","role":"supporting"},"source":"dyson-sphere-program","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Labs in research mode consume matrix cubes in technology-specific mixes, all stacked labs working on the front of one queue; labs can instead be switched to manufacture matrices.","role":"core"},"source":"dyson-sphere-program","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Varied food and larger homes earn skill points spent on specialties such as farming, hunting, trade, and engineering.","role":"supporting"},"source":"eco","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Players post labor contracts for others to fulfill.","role":"supporting"},"source":"eco","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"A meteor is set to strike in thirty days, and players must gather resources and research technology to stop it without harming the world.","role":"core"},"source":"eco","target":"crisis-countdown","type":"uses"}
{"attrs":{"role":"supporting"},"source":"eco","target":"elections","type":"uses"}
{"attrs":{"note":"Thousands of plants and animals from dozens of species grow across the world; overhunting or overharvesting can drive a species extinct, and a disruption in one species cascades across the planet.","role":"core"},"source":"eco","target":"food-web","type":"uses"}
{"attrs":{"note":"The official modkit lets servers add C# items, recipes, and rules.","role":"supporting"},"source":"eco","target":"modding-api","type":"uses"}
{"attrs":{"note":"Accumulated pollution changes the climate and sea level.","role":"supporting"},"source":"eco","target":"planetary-climate","type":"uses"}
{"attrs":{"note":"Players run stores and currency exchanges with fiat or resource-backed currencies and set exchange rates.","role":"supporting"},"source":"eco","target":"player-driven-market","type":"uses"}
{"attrs":{"note":"Players propose laws in a programmable rule system and vote on them, the game enforces ratified laws, and elections set tax rates and community funds; governments range from dictatorships to lawless, trust-based communities.","role":"core"},"source":"eco","target":"player-legislation","type":"uses"}
{"attrs":{"note":"Mining waste and industrial pollution poison rivers and kill farms, and excessive air pollution raises sea levels.","role":"core"},"source":"eco","target":"pollution-spread","type":"uses"}
{"attrs":{"note":"More than 30 craft tables turn materials into goods across hundreds of recipes.","role":"supporting"},"source":"eco","target":"production-chain","type":"uses"}
{"attrs":{"note":"Plant and animal populations recover over time unless harvested faster than they regrow; cutting too many trees reduces how much air pollution is absorbed.","role":"supporting"},"source":"eco","target":"renewable-regrowth","type":"uses"}
{"attrs":{"note":"Each world is bounded by a meteor due in thirty days, so a server's run ends with stopping it or with impact, and servers are commonly wiped and restarted as fresh worlds.","role":"supporting"},"source":"eco","target":"seasonal-world-reset","type":"uses"}
{"attrs":{"role":"supporting"},"source":"eco","target":"taxation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"eco","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Real-time wireframe dogfights and manual docking that requires matching a rotating station's spin unless a docking computer is bought.","role":"core"},"source":"elite","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"Combat rating rises with kills from Harmless toward Elite; most versions also offer Galactic Navy missions with special rewards.","role":"supporting"},"source":"elite","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Eight galaxies of 256 planets each are generated from seed numbers at runtime; each system's name, economy, government, and description derive from the seed.","role":"core"},"source":"elite","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Legal status (clean, offender, fugitive) worsens with piracy and illegal cargo and draws police ships.","role":"supporting"},"source":"elite","target":"reputation","type":"uses"}
{"attrs":{"note":"Mining lasers break asteroids into fragments that can be scooped and sold.","role":"supporting"},"source":"elite","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Commodity prices vary by system economy; the player buys cheap and sells dear between systems, constrained by cargo bay size and the 7 light-year fuel limit per jump.","role":"core"},"source":"elite","target":"trade-routes","type":"uses"}
{"attrs":{"note":"Mission boards offer delivery, combat, and data missions with deadlines and payouts that also move faction influence.","role":"supporting"},"source":"elite-dangerous","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Six-axis Newtonian flight with optional flight assist; manual docking, supercruise approaches, and combat that balances power distributor pips and heat.","role":"core"},"source":"elite-dangerous","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"Minor factions hold influence shares per system and enter wars or elections when two factions' influence is close; Powerplay pledges players to one of 12 powers contesting territory.","role":"supporting"},"source":"elite-dangerous","target":"faction-diplomacy","type":"uses"}
{"attrs":{"note":"System bodies are unknown until scanned; first discoverers are credited.","role":"supporting"},"source":"elite-dangerous","target":"fog-of-war","type":"uses"}
{"attrs":{"note":"Ship heat rises from weapons, fuel scooping near stars, and damage; overheating damages modules, and heat sinks dump it.","role":"supporting"},"source":"elite-dangerous","target":"heat-transfer","type":"uses"}
{"attrs":{"note":"Ships take modules in fixed slots (power plant, thrusters, frame shift drive, hardpoints); module mass and class set jump range, speed, and loadout.","role":"supporting"},"source":"elite-dangerous","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"One galaxy state is shared by Open, Private Group, and Solo players; Frontier's Background Simulation changes faction influence, system states, and markets over time from aggregate player activity.","role":"core"},"source":"elite-dangerous","target":"persistent-world","type":"uses"}
{"attrs":{"note":"Squadrons and player-supported minor factions coordinate background simulation work.","role":"supporting"},"source":"elite-dangerous","target":"player-organizations","type":"uses"}
{"attrs":{"note":"The power distributor's pips are split among systems, engines, and weapons capacitors in flight, setting each capacitor's recharge; module priorities decide what shuts down when the power plant is over budget.","role":"supporting"},"source":"elite-dangerous","target":"power-allocation","type":"uses"}
{"attrs":{"note":"A power plant's output must cover module draw; over budget, modules shut down by player-set priority.","role":"supporting"},"source":"elite-dangerous","target":"power-grid","type":"uses"}
{"attrs":{"note":"Stellar Forge generates a 1:1 Milky Way of about 400 billion systems, bodies, and landable planetary surfaces, blended with about 150,000 catalog systems.","role":"core"},"source":"elite-dangerous","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"About 150,000 star systems from real astronomical catalogs are blended into the procedurally generated galaxy.","role":"supporting"},"source":"elite-dangerous","target":"real-world-data-feeds","type":"uses"}
{"attrs":{"note":"Standing with minor factions and superpower navy ranks gate missions and system permits.","role":"supporting"},"source":"elite-dangerous","target":"reputation","type":"uses"}
{"attrs":{"note":"Mining lasers, collector limpets, and sub-surface charges extract ore from planetary rings.","role":"supporting"},"source":"elite-dangerous","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Each ship module has its own integrity, and damage to the power plant, thrusters, or drive degrades or disables it until repaired.","role":"supporting"},"source":"elite-dangerous","target":"subsystem-damage","type":"uses"}
{"attrs":{"note":"Market supply and demand at each station shift prices as players buy and sell.","role":"supporting"},"source":"elite-dangerous","target":"supply-demand-pricing","type":"uses"}
{"attrs":{"note":"Station markets differ by economy type; traders haul commodities between stations for price differences, limited by cargo capacity and jump range.","role":"supporting"},"source":"elite-dangerous","target":"trade-routes","type":"uses"}
{"attrs":{"note":"Diversity points earned by healthy plants and animals are the single currency for buying species, modifications, and evolutions; repeatable tasks let players farm a steady income.","role":"core"},"source":"equilinox","target":"budget-treasury","type":"uses"}
{"attrs":{"role":"supporting"},"source":"equilinox","target":"collection-goals","type":"uses"}
{"attrs":{"note":"Some animals hunt others, so predator placement constrains prey populations.","role":"supporting"},"source":"equilinox","target":"food-web","type":"uses"}
{"attrs":{"role":"supporting"},"source":"equilinox","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each species needs a biome, food, and nearby plants or water; satisfied individuals stay healthy, live longer, and breed, while unmet needs reduce health.","role":"core"},"source":"equilinox","target":"habitat-suitability","type":"uses"}
{"attrs":{"note":"Plants and animals grow, eat, reproduce, and die on species-specific cycles.","role":"supporting"},"source":"equilinox","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Species evolve into new species once their conditions are met and points are paid, and 60+ tasks grant points or content.","role":"core"},"source":"equilinox","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Planted grasses convert ground into one of 10 biome types, and algae turns water into river for fish.","role":"supporting"},"source":"equilinox","target":"terraforming","type":"uses"}
{"attrs":{"note":"Skill points from experience unlock ADR, long-distance, valuable, fragile, urgent, and eco-driving jobs.","role":"supporting"},"source":"euro-truck-simulator-2","target":"agent-skills","type":"uses"}
{"attrs":{"role":"supporting"},"source":"euro-truck-simulator-2","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Jobs specify cargo, destination, and a time limit; less damage earns more money and experience, while fuel, tolls, and repairs are paid from earnings.","role":"core"},"source":"euro-truck-simulator-2","target":"contracts-orders","type":"uses"}
{"attrs":{"role":"supporting"},"source":"euro-truck-simulator-2","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"A bank loan is the alternative to saving 100,000 euros for the first truck.","role":"supporting"},"source":"euro-truck-simulator-2","target":"loans-debt","type":"uses"}
{"attrs":{"role":"supporting"},"source":"euro-truck-simulator-2","target":"modding-api","type":"uses"}
{"attrs":{"note":"A continuous road map linking European cities sets route distance, tolls, and travel time.","role":"supporting"},"source":"euro-truck-simulator-2","target":"road-network","type":"uses"}
{"attrs":{"note":"Recruitment agencies supply AI drivers who work from owned garages and return income.","role":"supporting"},"source":"euro-truck-simulator-2","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Licensed trucks with modeled engines and gearboxes pull trailers whose cargo changes acceleration and braking; collisions damage truck, trailer, and cargo.","role":"core"},"source":"euro-truck-simulator-2","target":"vehicle-dynamics","type":"uses"}
{"attrs":{"note":"Damage requires paid maintenance at service shops.","role":"supporting"},"source":"euro-truck-simulator-2","target":"wear-breakdown","type":"uses"}
{"attrs":{"role":"supporting"},"source":"euro-truck-simulator-2","target":"weather","type":"uses"}
{"attrs":{"role":"supporting"},"source":"europa-universalis-4","target":"causal-tooltips","type":"uses"}
{"attrs":{"note":"A national corruption value accumulates from several state conditions and falls with a monthly budget line for rooting out corruption; while high it raises the cost of technology and other state actions.","role":"supporting"},"source":"europa-universalis-4","target":"corruption-leakage","type":"uses"}
{"attrs":{"note":"Provinces have a culture and a religion; missionaries convert province religion over time against resistance, and non-state religion or non-accepted culture adds unrest.","role":"supporting"},"source":"europa-universalis-4","target":"culture-religion-conversion","type":"uses"}
{"attrs":{"note":"Each monarch's administrative, diplomatic, and military skill sets monthly monarch point income; on death an heir succeeds, with risks of regency, succession wars, or personal unions.","role":"supporting"},"source":"europa-universalis-4","target":"dynasty-succession","type":"uses"}
{"attrs":{"note":"Alliances, vassals, tributaries, and royal marriages bind nations; aggressive expansion raises other nations' hostility until they form a defensive coalition against the expander.","role":"core"},"source":"europa-universalis-4","target":"faction-diplomacy","type":"uses"}
{"attrs":{"role":"supporting"},"source":"europa-universalis-4","target":"fog-of-war","type":"uses"}
{"attrs":{"note":"Estates hold loyalty and influence over the crown and grant bonuses or demands.","role":"supporting"},"source":"europa-universalis-4","target":"interest-groups","type":"uses"}
{"attrs":{"note":"Deficits are covered by loans, and unmanageable debt ends in bankruptcy.","role":"supporting"},"source":"europa-universalis-4","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Script and data files define events, countries, and rules; total conversions replace the setting.","role":"supporting"},"source":"europa-universalis-4","target":"modding-api","type":"uses"}
{"attrs":{"note":"AI opinion of the player is an itemized sum of modifiers such as improved relations, royal marriage, and aggressive expansion.","role":"supporting"},"source":"europa-universalis-4","target":"opinion-modifiers","type":"uses"}
{"attrs":{"note":"Idea groups, policies, and government reforms change national rules.","role":"supporting"},"source":"europa-universalis-4","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Administrative, diplomatic, and military monarch points accrue monthly from the ruler's skills (plus advisors) and buy technology, ideas, stability, and province development, so each succession changes the nation's budget of action.","role":"core"},"source":"europa-universalis-4","target":"political-capital","type":"uses"}
{"attrs":{"note":"Prestige and power projection modify diplomacy and stability.","role":"supporting"},"source":"europa-universalis-4","target":"reputation","type":"uses"}
{"attrs":{"note":"Provinces accumulate unrest from foreign culture, religion, and recent conquest, and high unrest spawns rebel armies; national stability is a separate stock raised with administrative monarch points.","role":"core"},"source":"europa-universalis-4","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Land battles roll dice each phase of fire and shock, modified by general skill and terrain, and drain each army's strength and morale until one side retreats.","role":"supporting"},"source":"europa-universalis-4","target":"stat-combat-resolution","type":"uses"}
{"attrs":{"note":"Administrative, diplomatic, and military technology tracks are bought with matching monarch points; institutions such as feudalism spread between provinces and raise technology cost until embraced.","role":"supporting"},"source":"europa-universalis-4","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Provinces have an owner and a controller; sieges flip control, peace deals transfer ownership, and new provinces must be cored with administrative power, with uncored land adding overextension and unrest.","role":"core"},"source":"europa-universalis-4","target":"territorial-control","type":"uses"}
{"attrs":{"note":"Trade value generated in provinces flows downstream through a fixed directed network of trade nodes; merchants either collect in a node or steer value toward the player's home node, and trade power in each node sets the share taken.","role":"core"},"source":"europa-universalis-4","target":"trade-routes","type":"uses"}
{"attrs":{"note":"Historical and flavor events fire from national history and current state.","role":"supporting"},"source":"europa-universalis-4","target":"triggered-event-chains","type":"uses"}
{"attrs":{"role":"supporting"},"source":"europa-universalis-4","target":"variable-speed","type":"uses"}
{"attrs":{"note":"War score from battles, occupation, and the war goal caps peace demands, each priced in score (provinces, gold, vassalage).","role":"supporting"},"source":"europa-universalis-4","target":"war-score-peace","type":"uses"}
{"attrs":{"note":"Skills have prerequisites, and capital-ship skills take several times longer to train than frigate skills.","role":"supporting"},"source":"eve-online","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Players elect the Council of Stellar Management, which carries requests to CCP; the first election in 2008 had 66 candidates for nine seats.","role":"supporting"},"source":"eve-online","target":"elections","type":"uses"}
{"attrs":{"note":"A destroyed ship and its fittings are gone for good, part of its cargo and modules drops in a lootable wreck, and ship insurance pays back part of the hull's value.","role":"core"},"source":"eve-online","target":"loss-on-death","type":"uses"}
{"attrs":{"note":"Ships are fitted with modules in high, mid, and low slots plus semi-permanent rigs.","role":"supporting"},"source":"eve-online","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"One shared universe on the Tranquility server holds more than 5,000 stargate-linked systems plus about 2,500 wormhole systems; system security from 1.0 to -1.0 sets whether CONCORD police destroy aggressors.","role":"core"},"source":"eve-online","target":"persistent-world","type":"uses"}
{"attrs":{"note":"Players gather raw materials and manufacture nearly all ships and modules, then trade them in a supply-and-demand market with price history charts, where manipulation such as ramping and bear raids is possible.","role":"core"},"source":"eve-online","target":"player-driven-market","type":"uses"}
{"attrs":{"note":"Corporations led by a CEO assign roles, tax members, declare wars for a weekly fee, and join alliances that claim sovereignty over null-sec systems.","role":"core"},"source":"eve-online","target":"player-organizations","type":"uses"}
{"attrs":{"note":"Blueprints turn gathered materials into ships and modules.","role":"supporting"},"source":"eve-online","target":"production-chain","type":"uses"}
{"attrs":{"note":"Each system's security from 1.0 to -1.0 decides whether CONCORD police destroy aggressors; high-sec deters player attacks, low- and null-sec leave them to players, and the riskier zones hold the richer activities.","role":"core"},"source":"eve-online","target":"pvp-security-zones","type":"uses"}
{"attrs":{"note":"Skills train in real time, including while logged off, from a queue of up to 50 skills.","role":"supporting"},"source":"eve-online","target":"real-time-clock","type":"uses"}
{"attrs":{"note":"Unprovoked aggression in secure space costs security status and draws police response.","role":"supporting"},"source":"eve-online","target":"reputation","type":"uses"}
{"attrs":{"note":"Players mine asteroids and salvage wrecks for materials.","role":"supporting"},"source":"eve-online","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"The player walks around the apartment in first person and can click objects or body parts to hug, comfort, or kiss.","role":"supporting"},"source":"facade","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Typed sentences are matched by keywords and context to discourse acts such as agreeing, criticizing, or flirting, which Grace and Trip answer in character.","role":"core"},"source":"facade","target":"natural-language-interaction","type":"uses"}
{"attrs":{"note":"As the couple argues, the player's responses read as taking one side, which shapes later beats.","role":"supporting"},"source":"facade","target":"relationship-values","type":"uses"}
{"attrs":{"note":"A drama manager chooses the next beat whose preconditions match the state, steering toward a rising tension arc and one of three endings.","role":"core"},"source":"facade","target":"storyteller-director","type":"uses"}
{"attrs":{"note":"Revelations such as a confessed affair fire only when earlier beats and player choices set them up.","role":"supporting"},"source":"facade","target":"triggered-event-chains","type":"uses"}
{"attrs":{"note":"An evolution factor rises with elapsed time, total pollution produced, and spawners destroyed, squashed as total over one plus total, and unlocks medium, big, and behemoth enemies.","role":"core"},"source":"factorio","target":"adaptive-threat-scaling","type":"uses"}
{"attrs":{"note":"Selected areas save to blueprints, books, and a personal library that persists across saves; exchange strings are shared online, and construction robots build pasted ghosts.","role":"supporting"},"source":"factorio","target":"blueprints","type":"uses"}
{"attrs":{"note":"Two-lane belts in four tiers carry 15, 30, 45, or 60 items per second; splitters, undergrounds, and lane priorities shape flow, and inserters move items between belts and machines.","role":"core"},"source":"factorio","target":"conveyor-transport","type":"uses"}
{"attrs":{"note":"Ore tiles run out as they are mined, and crude oil wells decline toward a 20% yield floor, pushing expansion to new patches.","role":"supporting"},"source":"factorio","target":"deposit-depletion","type":"uses"}
{"attrs":{"note":"The engineer walks the map, mines by hand early, and places buildings within reach, later driving cars, tanks, and spidertrons.","role":"supporting"},"source":"factorio","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Pipes and pumps carry water, crude oil, petroleum, and steam; version 2.0 merged pipes into segments that share contents.","role":"supporting"},"source":"factorio","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"role":"supporting"},"source":"factorio","target":"free-placement","type":"uses"}
{"attrs":{"note":"The engineer crafts early buildings and items from inventory using the same recipes as assemblers, with a crafting queue.","role":"supporting"},"source":"factorio","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"Speed, productivity, efficiency, and (Space Age) quality modules fill machine slots, and beacons project module effects onto neighboring machines at a power cost; productivity bonuses are capped at +300%.","role":"supporting"},"source":"factorio","target":"machine-boosting","type":"uses"}
{"attrs":{"note":"The rocket silo consumes rocket parts for each launch, and launching a rocket ends the base game; Space Age moves the goal to a space platform reaching the edge of the solar system.","role":"supporting"},"source":"factorio","target":"megaproject-sink","type":"uses"}
{"attrs":{"note":"Mods use a modified Lua 5.2 with data and control stages and are distributed through an in-game mod portal; overhauls such as Krastorio 2 replace progression.","role":"supporting"},"source":"factorio","target":"modding-api","type":"uses"}
{"attrs":{"note":"Machines emit pollution into 32x32 chunks; above 15 units a chunk diffuses 2% to each cardinal neighbor every 64 ticks, and water, grass, and trees absorb it.","role":"core"},"source":"factorio","target":"pollution-spread","type":"uses"}
{"attrs":{"note":"Steam engines, solar panels, accumulators, and nuclear reactors feed a pole-connected grid; under shortage power is shared evenly so all machines slow proportionally.","role":"core"},"source":"factorio","target":"power-grid","type":"uses"}
{"attrs":{"note":"Maps are generated from a seed with settings for ore frequency, size, and richness, water, cliffs, and enemy bases.","role":"supporting"},"source":"factorio","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Assembling machines, furnaces, chemical plants, and refineries run fixed recipes with crafting times; science packs require multi-step trees from ore to circuits, oil products, and rocket parts.","role":"core"},"source":"factorio","target":"production-chain","type":"uses"}
{"attrs":{"note":"The Space Age expansion adds five quality levels from normal to legendary, raised by chance from quality modules, with a recycler that returns 25% of ingredients.","role":"supporting"},"source":"factorio","target":"quality-tiers","type":"uses"}
{"attrs":{"note":"Biter and spitter nests send attack groups when their chunk absorbs pollution, recruiting units at pollution costs from 4 for a small biter to 400 for a behemoth; turrets, walls, and flamethrowers defend.","role":"core"},"source":"factorio","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Rail and chain signals divide track into blocks that one train reserves at a time, letting train networks share track.","role":"supporting"},"source":"factorio","target":"rail-signaling","type":"uses"}
{"attrs":{"note":"Roboports define logistic zones where logistic robots carry items among active provider, passive provider, storage, buffer, and requester chests by priority, one item per trip at 3 tiles per second before research.","role":"supporting"},"source":"factorio","target":"request-provider-logistics","type":"uses"}
{"attrs":{"note":"Electric and burner mining drills extract iron, copper, coal, stone, and uranium from ore patches at rates set by drill tier and mining productivity research; pumpjacks extract crude oil.","role":"core"},"source":"factorio","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Red and green wires carry item-count signals into arithmetic, decider, constant, and (in 2.0) selector combinators that control inserters, belts, train stops, and lamps.","role":"supporting"},"source":"factorio","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"In Space Age, Gleba's agricultural products spoil over fixed timers into spoilage, and recipe outputs inherit ingredient freshness.","role":"supporting"},"source":"factorio","target":"spoilage","type":"uses"}
{"attrs":{"note":"Production and consumption graphs per item over time windows and an electric network panel show where ratios fail.","role":"supporting"},"source":"factorio","target":"stats-dashboards","type":"uses"}
{"attrs":{"note":"Chests, storage tanks, and the logistic network's storage chests buffer items, and full outputs stall machines upstream.","role":"supporting"},"source":"factorio","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Labs consume science packs of rising recipe complexity to research a technology graph that leads through oil processing, robots, and nuclear power to the rocket silo.","role":"core"},"source":"factorio","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Straight and curved rail pieces are placed to build train networks, with elevated rails in Space Age, and the rail planner lays segments between points.","role":"supporting"},"source":"factorio","target":"track-laying","type":"uses"}
{"attrs":{"note":"Trains run schedules of stations with wait conditions on cargo, time, inactivity, or circuit signals.","role":"supporting"},"source":"factorio","target":"vehicle-route-scheduling","type":"uses"}
{"attrs":{"note":"Space Age elevated rails let a second track layer cross over ground tracks and buildings.","role":"supporting"},"source":"factorio","target":"vertical-layers","type":"uses"}
{"attrs":{"note":"Incident and attack strength rises with the vault's average dweller level and with the level and width of the room under attack, and each attacker type appears only above a population threshold.","role":"supporting"},"source":"fallout-shelter","target":"adaptive-threat-scaling","type":"uses"}
{"attrs":{"note":"Each dweller has seven SPECIAL stats that training rooms raise one point at a time to 10; the matching stat sets production speed, and level-ups add health scaled by Endurance.","role":"core"},"source":"fallout-shelter","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Rooms are dug into the rock on a grid next to existing rooms and elevators, and matching rooms placed side by side merge into double and triple rooms.","role":"supporting"},"source":"fallout-shelter","target":"free-placement","type":"uses"}
{"attrs":{"note":"Dwellers draw down vault stocks of food and water; shortages injure and irradiate dwellers and lower their happiness.","role":"core"},"source":"fallout-shelter","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"A 2016 update added workshop rooms that craft weapons and outfits from scavenged junk using found recipes.","role":"supporting"},"source":"fallout-shelter","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"Pregnant dwellers give birth only when the vault has space, and children wander the vault for three hours before becoming assignable adults.","role":"supporting"},"source":"fallout-shelter","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Room types unlock as the dweller population passes thresholds, such as the Nuclear Reactor at 60 dwellers.","role":"supporting"},"source":"fallout-shelter","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"In survival mode dead dwellers cannot be revived; in normal mode they can be revived for caps.","role":"supporting"},"source":"fallout-shelter","target":"permadeath","type":"uses"}
{"attrs":{"note":"Power generators staffed by high-Strength dwellers supply almost every room; when output falls short, rooms stop working starting with those farthest from the power sources.","role":"core"},"source":"fallout-shelter","target":"power-grid","type":"uses"}
{"attrs":{"note":"Raiders, feral ghouls, and deathclaws attack from outside through the vault door, and dwellers armed with scavenged weapons fight them in the rooms they reach.","role":"supporting"},"source":"fallout-shelter","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Fires, radroaches, mole rats, and radscorpions break out from a background timer or a failed rush and spread from empty rooms to adjacent ones.","role":"supporting"},"source":"fallout-shelter","target":"random-disasters","type":"uses"}
{"attrs":{"note":"On load the game computes everything that happened since the last session from the device clock, so changing the device time breaks room timers.","role":"supporting"},"source":"fallout-shelter","target":"real-time-clock","type":"uses"}
{"attrs":{"note":"An adult man and woman placed in living quarters meet, talk, dance, and mate; related dwellers other than cousins, aunts, uncles, nephews, and nieces cannot mate.","role":"core"},"source":"fallout-shelter","target":"romance-family","type":"uses"}
{"attrs":{"note":"A child has a 50 percent chance of inheriting either parent's highest SPECIAL stat, and parents with maxed stats can produce children with far higher stat totals.","role":"supporting"},"source":"fallout-shelter","target":"trait-inheritance","type":"uses"}
{"attrs":{"note":"The player drags individual dwellers into rooms, out to the wasteland, or into a room with an incident; dwellers do not choose their own jobs.","role":"supporting"},"source":"fallout-shelter","target":"unit-commands","type":"uses"}
{"attrs":{"note":"The vault is a stack of underground floors connected by elevator shafts, with the vault door at the top.","role":"supporting"},"source":"fallout-shelter","target":"vertical-layers","type":"uses"}
{"attrs":{"note":"Cows, sheep, pigs, chickens, horses, water buffalo, and goats with offspring need feed and care and yield products.","role":"supporting"},"source":"farming-simulator-25","target":"animal-husbandry","type":"uses"}
{"attrs":{"note":"Dynamically generated contracts such as mowing, fertilizing, or hauling pay for work on other farmers' fields.","role":"supporting"},"source":"farming-simulator-25","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Fields move through cultivating or plowing, seeding, fertilizing, weeding, and harvesting with matching implements; 25 crop types follow seasonal calendars, with rice grown in paddies.","role":"core"},"source":"farming-simulator-25","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"Hired AI helpers drive vehicles to work fields while the player does other tasks.","role":"supporting"},"source":"farming-simulator-25","target":"delegation-to-ai","type":"uses"}
{"attrs":{"note":"Bank loans fund early expansion.","role":"supporting"},"source":"farming-simulator-25","target":"loans-debt","type":"uses"}
{"attrs":{"note":"ModHub distributes developer-tested community mods that add vehicles, maps, and scripts.","role":"supporting"},"source":"farming-simulator-25","target":"modding-api","type":"uses"}
{"attrs":{"note":"Productions and farm shops convert crops into processed goods as business ventures.","role":"supporting"},"source":"farming-simulator-25","target":"production-chain","type":"uses"}
{"attrs":{"note":"Twisters and hail can damage crops.","role":"supporting"},"source":"farming-simulator-25","target":"random-disasters","type":"uses"}
{"attrs":{"note":"A seasonal cycle, introduced in FS22, sets planting and harvest windows.","role":"supporting"},"source":"farming-simulator-25","target":"seasons","type":"uses"}
{"attrs":{"note":"Tires leave tracks that deform soft ground.","role":"supporting"},"source":"farming-simulator-25","target":"terrain-deformation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"farming-simulator-25","target":"variable-speed","type":"uses"}
{"attrs":{"note":"The player drives over 400 licensed vehicles and implements from more than 150 brands, each with its own power, speed, and weight; GPS-assisted steering automates straight passes.","role":"core"},"source":"farming-simulator-25","target":"vehicle-dynamics","type":"uses"}
{"attrs":{"note":"Vehicles accumulate wear and damage that reduce performance until repaired at a workshop.","role":"supporting"},"source":"farming-simulator-25","target":"wear-breakdown","type":"uses"}
{"attrs":{"role":"supporting"},"source":"farming-simulator-25","target":"weather","type":"uses"}
{"attrs":{"note":"Rising prosperity draws stronger raiders and foreign armies; difficulty is adjustable and pacifist mode removes them.","role":"supporting"},"source":"farthest-frontier","target":"adaptive-threat-scaling","type":"uses"}
{"attrs":{"note":"Dysentery, cholera, tetanus, rabies, frostbite, and plague spread or strike based on water, clothing, rats, and healer coverage.","role":"core"},"source":"farthest-frontier","target":"contagion","type":"uses"}
{"attrs":{"note":"Twelve crops with rotation to preserve soil fertility; fields improve by clearing weeds and rocks and adjusting the soil mix.","role":"core"},"source":"farthest-frontier","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"Desirability from surroundings gates housing upgrades.","role":"supporting"},"source":"farthest-frontier","target":"decoration-beauty","type":"uses"}
{"attrs":{"role":"supporting"},"source":"farthest-frontier","target":"free-placement","type":"uses"}
{"attrs":{"note":"Nineteen food types; diet variety, including berries and greens against scurvy, is needed for health.","role":"core"},"source":"farthest-frontier","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Housing and the town center advance through tiers as prosperity and desirability grow.","role":"supporting"},"source":"farthest-frontier","target":"population-strata","type":"uses"}
{"attrs":{"role":"supporting"},"source":"farthest-frontier","target":"production-chain","type":"uses"}
{"attrs":{"note":"Palisades, stone walls, towers, barracks, and equipped soldiers.","role":"supporting"},"source":"farthest-frontier","target":"raid-defense","type":"uses"}
{"attrs":{"role":"supporting"},"source":"farthest-frontier","target":"seasons","type":"uses"}
{"attrs":{"role":"supporting"},"source":"farthest-frontier","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"A tree of over 140 points of upgrades.","role":"supporting"},"source":"farthest-frontier","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Crafted goods are traded for resources the town lacks.","role":"supporting"},"source":"farthest-frontier","target":"trade-routes","type":"uses"}
{"attrs":{"role":"supporting"},"source":"farthest-frontier","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Player attributes develop through training schedules, match experience, and coaching quality up to individual potential.","role":"core"},"source":"football-manager","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Fixtures are simulated event by event from each player's attributes, condition, and morale and the manager's tactics and touchline instructions, shown in 2D or 3D.","role":"core"},"source":"football-manager","target":"attribute-match-engine","type":"uses"}
{"attrs":{"note":"The board sets season expectations and, with fan confidence, judges results against them; falling confidence brings warnings and then sacking.","role":"supporting"},"source":"football-manager","target":"board-confidence","type":"uses"}
{"attrs":{"note":"Club finances cover wage and transfer budgets, with taxes added in FM 2013.","role":"supporting"},"source":"football-manager","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Press conferences pose questions with answer options that change morale and media relations.","role":"supporting"},"source":"football-manager","target":"dilemma-cards","type":"uses"}
{"attrs":{"note":"Players peak and decline with age, retire, and are replaced by yearly youth intakes.","role":"supporting"},"source":"football-manager","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Transfer fees are negotiated with selling clubs and contracts with players and their agents over wages, length, bonuses, and clauses, and talks can break down.","role":"supporting"},"source":"football-manager","target":"negotiation","type":"uses"}
{"attrs":{"note":"Personality and hidden attributes such as professionalism affect development and reactions.","role":"supporting"},"source":"football-manager","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Generated youth players enter the database each season alongside the real ones.","role":"supporting"},"source":"football-manager","target":"procedural-characters","type":"uses"}
{"attrs":{"note":"Squad hierarchy, cohesion, and player opinions of the manager are tracked from FM 2018.","role":"supporting"},"source":"football-manager","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Club and manager reputation set who will sign; board and fan confidence decide whether the manager is sacked.","role":"supporting"},"source":"football-manager","target":"reputation","type":"uses"}
{"attrs":{"note":"Players' attributes are shown only as well as the club's scouts know them; scout knowledge accumulates per region and is shown as a percentage from FM 2018.","role":"core"},"source":"football-manager","target":"scouting-knowledge","type":"uses"}
{"attrs":{"note":"Team talks and private conversations with players praise, criticize, or promise, changing morale.","role":"supporting"},"source":"football-manager","target":"social-exchanges","type":"uses"}
{"attrs":{"note":"Players and staff are signed through transfers, loans, and contracts with wages, bonuses, and agents.","role":"core"},"source":"football-manager","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Data analysts and statistics screens report player and team performance.","role":"supporting"},"source":"football-manager","target":"stats-dashboards","type":"uses"}
{"attrs":{"note":"Buildings are placed and rotated without a grid.","role":"supporting"},"source":"foundation","target":"free-placement","type":"uses"}
{"attrs":{"role":"supporting"},"source":"foundation","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Progress unlocks through tiers guided by a book, along Labor, Clergy, or Kingdom estates.","role":"supporting"},"source":"foundation","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Buildings and monuments are assembled from individual parts whose choice sets function and appearance.","role":"core"},"source":"foundation","target":"modular-assembly","type":"uses"}
{"attrs":{"role":"supporting"},"source":"foundation","target":"production-chain","type":"uses"}
{"attrs":{"role":"supporting"},"source":"foundation","target":"taxation","type":"uses"}
{"attrs":{"note":"Trade with neighboring villages.","role":"supporting"},"source":"foundation","target":"trade-routes","type":"uses"}
{"attrs":{"role":"supporting"},"source":"foundation","target":"variable-speed","type":"uses"}
{"attrs":{"note":"A painting tool marks areas for homes, roads, patrol routes, and forest extraction; homes fill residential zones organically.","role":"core"},"source":"foundation","target":"zoning","type":"uses"}
{"attrs":{"note":"Wildfires spread through vegetation and can be extinguished.","role":"supporting"},"source":"from-dust","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Powers such as jellifying water are granted by completing objectives; magical stones protect against water and fire.","role":"supporting"},"source":"from-dust","target":"god-powers","type":"uses"}
{"attrs":{"note":"Water flows over the terrain, erodes it, and floods low ground and villages; tsunamis sweep across islands.","role":"core"},"source":"from-dust","target":"hydrology","type":"uses"}
{"attrs":{"note":"Lava cools into solid rock, water erodes soil, fire burns vegetation, and powers can jellify or remove water.","role":"core"},"source":"from-dust","target":"material-interactions","type":"uses"}
{"attrs":{"note":"Tsunamis and eruptions, announced shortly before by shamans.","role":"supporting"},"source":"from-dust","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Each map is cleared by settling every totem to open a portal.","role":"supporting"},"source":"from-dust","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"The Breath picks up and deposits sand, water, and lava in real time to build land bridges, dams, and barriers.","role":"core"},"source":"from-dust","target":"terraforming","type":"uses"}
{"attrs":{"note":"Villagers are sent to totems to found villages.","role":"supporting"},"source":"from-dust","target":"unit-commands","type":"uses"}
{"attrs":{"note":"Hope and Discontent meters respond to laws, events, and conditions; hope too low or discontent too high for too long ends the game in revolt.","role":"core"},"source":"frostpunk","target":"citizen-satisfaction","type":"uses"}
{"attrs":{"note":"Temperature falls on a schedule toward the Great Storm, which the main scenario must be survived through.","role":"core"},"source":"frostpunk","target":"crisis-countdown","type":"uses"}
{"attrs":{"note":"Citizens work daylight shifts; emergency shifts extend hours at a cost.","role":"supporting"},"source":"frostpunk","target":"daily-schedules","type":"uses"}
{"attrs":{"note":"Individual decisions, such as how to handle an injured child, offer choices that shift hope and discontent.","role":"supporting"},"source":"frostpunk","target":"dilemma-cards","type":"uses"}
{"attrs":{"note":"Scouts explore the frozen wasteland map for survivors and resources, the only way to grow the workforce.","role":"supporting"},"source":"frostpunk","target":"fog-of-war","type":"uses"}
{"attrs":{"role":"supporting"},"source":"frostpunk","target":"free-placement","type":"uses"}
{"attrs":{"note":"Workers, engineers, and children fill different job types.","role":"supporting"},"source":"frostpunk","target":"labor-market","type":"uses"}
{"attrs":{"note":"The Book of Laws offers adaptation laws such as child labor, extended shifts, and prosthetics, plus Order or Faith paths whose later laws are harsher.","role":"core"},"source":"frostpunk","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Coal, wood, steel, and food come from thumpers, sawmills, mines, and hunters.","role":"supporting"},"source":"frostpunk","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"The generator heats a circular area whose range and level the player raises; buildings outside heat need insulation or heaters.","role":"core"},"source":"frostpunk","target":"service-coverage","type":"uses"}
{"attrs":{"role":"supporting"},"source":"frostpunk","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Workshops research heat, extraction, and automaton technologies.","role":"supporting"},"source":"frostpunk","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"frostpunk","target":"variable-speed","type":"uses"}
{"attrs":{"role":"supporting"},"source":"frostpunk","target":"weather","type":"uses"}
{"attrs":{"note":"Whiteouts are severe storms prepared for with fuel reserves.","role":"supporting"},"source":"frostpunk-2","target":"crisis-countdown","type":"uses"}
{"attrs":{"note":"A council of 100 faction delegates votes on each proposed law; 51 votes pass most laws, two thirds pass laws that grant the Steward more power.","role":"core"},"source":"frostpunk-2","target":"elections","type":"uses"}
{"attrs":{"role":"supporting"},"source":"frostpunk-2","target":"free-placement","type":"uses"}
{"attrs":{"note":"Factions with conflicting ideals react to adopted ideas and laws; radicals grow within factions.","role":"core"},"source":"frostpunk-2","target":"interest-groups","type":"uses"}
{"attrs":{"note":"Laws are proposed, negotiated with promises, and enacted when the council approves.","role":"core"},"source":"frostpunk-2","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Food, coal, oil, and steam come from frostland deposits and districts.","role":"supporting"},"source":"frostpunk-2","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Utopia Builder mode sets an objective and optional challenges that fail the run if missed.","role":"supporting"},"source":"frostpunk-2","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Faction tension can escalate into murder and civil war.","role":"supporting"},"source":"frostpunk-2","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"An Idea Tree of faction-proposed ideas to solve problems.","role":"supporting"},"source":"frostpunk-2","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"frostpunk-2","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Districts for food, housing, extraction, and industry are placed on frost; buildings inside add functions.","role":"core"},"source":"frostpunk-2","target":"zoning","type":"uses"}
{"attrs":{"note":"Crew gain skill in piloting, engines, shields, weapons, repair, and combat through use, improving station bonuses.","role":"supporting"},"source":"ftl","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Each jump advances the rebel fleet across the sector map; overtaken beacons yield hard fights and no reward, forcing a trade between exploration and speed.","role":"core"},"source":"ftl","target":"crisis-countdown","type":"uses"}
{"attrs":{"note":"Hits and events start fires that spread between rooms, damage systems and crew, and burn oxygen; crew extinguish them or the player vents the room.","role":"supporting"},"source":"ftl","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Each room has an oxygen level that equalizes through open doors, drains through hull breaches and opened airlocks, and is refilled by the oxygen system; crew suffocate in empty rooms.","role":"core"},"source":"ftl","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"note":"Beacon contents are unknown until visited unless revealed by upgrades such as long-range scanners.","role":"supporting"},"source":"ftl","target":"fog-of-war","type":"uses"}
{"attrs":{"note":"Losing the ship or all crew ends the run and deletes the save; dead crew members are gone.","role":"core"},"source":"ftl","target":"permadeath","type":"uses"}
{"attrs":{"note":"Eight species have fixed traits such as faster repair, fire immunity, or extra combat damage.","role":"supporting"},"source":"ftl","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Reactor power bars are assigned among shields, engines, weapons, oxygen, medbay, and other systems, usually while paused in combat; each system caps how many bars it accepts, and damage removes usable bars until crew repair it.","role":"core"},"source":"ftl","target":"power-allocation","type":"uses"}
{"attrs":{"note":"Each sector is a generated map of about twenty beacons with stores, hazards, and events.","role":"supporting"},"source":"ftl","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Each weapon shot rolls against the target's evasion, shield layers absorb hits, and hits damage the room and the system inside it.","role":"supporting"},"source":"ftl","target":"stat-combat-resolution","type":"uses"}
{"attrs":{"note":"Hits damage the system in the struck room (shields, weapons, engines, oxygen, piloting), removing its usable power bars until crew repair it, and the player targets enemy rooms to disable specific systems.","role":"core"},"source":"ftl","target":"subsystem-damage","type":"uses"}
{"attrs":{"note":"Beacon events offer text choices, with extra options unlocked by specific crew, systems, or equipment, and some quests chain across beacons.","role":"supporting"},"source":"ftl","target":"triggered-event-chains","type":"uses"}
{"attrs":{"note":"The player moves crew between rooms to man stations, repair systems and breaches, fight boarders, and put out fires; crew act on their own only within the room they occupy.","role":"core"},"source":"ftl","target":"unit-commands","type":"uses"}
{"attrs":{"note":"Pause is the main tactical tool for issuing orders mid-combat.","role":"supporting"},"source":"ftl","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Paid advertising, from magazine ads up to far costlier campaigns unlocked with bigger offices, builds popularity and loses effect when the same type is repeated.","role":"supporting"},"source":"game-dev-story","target":"advertising-awareness","type":"uses"}
{"attrs":{"note":"Staff stats for program, scenario, graphics, and sound rise through paid training and levels gained in their current career.","role":"core"},"source":"game-dev-story","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Salaries, licenses, training, and development costs draw on studio funds, and running out of money during development cancels the game.","role":"supporting"},"source":"game-dev-story","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Each of eight careers levels to 5; level 5 in two basic careers opens director or producer, those open hardware engineer, and that opens hacker, applied with a career change manual.","role":"supporting"},"source":"game-dev-story","target":"career-ladder","type":"uses"}
{"attrs":{"note":"Between games the studio takes contract jobs with deadlines of several weeks that pay cash and research data, and failing one costs the fee and reputation.","role":"supporting"},"source":"game-dev-story","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Fictional consoles become available and leave the market on fixed in-game dates, after which no new games can be made for them.","role":"supporting"},"source":"game-dev-story","target":"dated-tech-timeline","type":"uses"}
{"attrs":{"note":"Office upgrades become available after set years and cost large sums, adding seats and new training, advertising, and hiring methods.","role":"supporting"},"source":"game-dev-story","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Each game is a platform, genre, type, and direction choice; staff accumulate four point totals and bugs, and four critics turn the result into scores out of 40 and a weekly sales run.","role":"core"},"source":"game-dev-story","target":"product-development","type":"uses"}
{"attrs":{"note":"Popularity with each age group and gender rises or falls with reviews, fan letters, and convention booths, and a failed contract costs reputation.","role":"supporting"},"source":"game-dev-story","target":"reputation","type":"uses"}
{"attrs":{"note":"The player hires staff with differing stats and salaries through recruiting methods unlocked by office size, and assigns them to the proposal, graphics, and sound of each game.","role":"core"},"source":"game-dev-story","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Marketing campaigns bought during development raise a game's hype, which boosts its launch sales.","role":"supporting"},"source":"game-dev-tycoon","target":"advertising-awareness","type":"uses"}
{"attrs":{"note":"Staff gain experience and can be sent to training to raise stats or specialize.","role":"supporting"},"source":"game-dev-tycoon","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Salaries, office upkeep, and development costs drain cash between releases; running out ends the game.","role":"supporting"},"source":"game-dev-tycoon","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Fictional consoles launch and retire on a fixed in-game calendar from the 1980s onward, so platform choice is a bet on a console's remaining market life.","role":"supporting"},"source":"game-dev-tycoon","target":"dated-tech-timeline","type":"uses"}
{"attrs":{"note":"Bigger offices, R&D and hardware labs, and larger projects unlock as money and fans grow.","role":"supporting"},"source":"game-dev-tycoon","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Mods are written in JavaScript through the gdt-modAPI and shared on the Steam Workshop.","role":"supporting"},"source":"game-dev-tycoon","target":"modding-api","type":"uses"}
{"attrs":{"note":"Each game is a topic, genre, platform, and audience pick plus focus sliders across three development stages; reviews score its fit and quality against the studio's best.","role":"core"},"source":"game-dev-tycoon","target":"product-development","type":"uses"}
{"attrs":{"note":"A fan count from past releases scales sales of future games.","role":"supporting"},"source":"game-dev-tycoon","target":"reputation","type":"uses"}
{"attrs":{"note":"After moving out of the garage, the player hires designers and programmers with design, technology, and speed stats and assigns them to development tasks.","role":"core"},"source":"game-dev-tycoon","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Research points unlock new topics, genres, and engine features; custom engines bundle researched features and raise technology output.","role":"core"},"source":"game-dev-tycoon","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Industry news, console launches, and studio events fire on a fixed historical timeline.","role":"supporting"},"source":"game-dev-tycoon","target":"triggered-event-chains","type":"uses"}
{"attrs":{"role":"supporting"},"source":"game-dev-tycoon","target":"variable-speed","type":"uses"}
{"attrs":{"note":"The player's only act is toggling cells on the grid to set the seed before running generations.","role":"core"},"source":"game-of-life","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each generation is a discrete synchronous update the player can step through one at a time.","role":"supporting"},"source":"game-of-life","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Computer implementations step one generation at a time or run continuously; later simulators such as Golly use Hashlife to jump far ahead in time.","role":"supporting"},"source":"game-of-life","target":"variable-speed","type":"uses"}
{"attrs":{"note":"The duplicator tool and Advanced Duplicator addon copy and paste multi-prop contraptions.","role":"supporting"},"source":"garrys-mod","target":"blueprints","type":"uses"}
{"attrs":{"note":"Steam Workshop distributes saves, dupes, maps, and addons.","role":"supporting"},"source":"garrys-mod","target":"content-sharing","type":"uses"}
{"attrs":{"note":"The player is a first-person character who walks, flies with noclip, and wields the physics and tool guns.","role":"supporting"},"source":"garrys-mod","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"A Lua API covers entities, weapons, HUD, and game rules; servers send addons to clients on join, and community game modes (TTT, Prop Hunt, DarkRP) became the main way people play.","role":"core"},"source":"garrys-mod","target":"modding-api","type":"uses"}
{"attrs":{"note":"The tool gun joins props with welds, ropes, axles, sliders, winches, motors, wheels, and thrusters, turning loose props into vehicles and machines.","role":"core"},"source":"garrys-mod","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Every spawned prop and ragdoll is a physics object; the physics gun lifts, rotates, and freezes them, and collisions, gravity, and buoyancy follow the Source physics engine.","role":"core"},"source":"garrys-mod","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"The Wiremod addon adds wires, sensors, gates, and programmable chips to contraptions.","role":"supporting"},"source":"garrys-mod","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"Researchers interview agents and read their memory streams to evaluate believability.","role":"supporting"},"source":"generative-agents-smallville","target":"agent-inspection","type":"uses"}
{"attrs":{"note":"Each morning the model drafts a day plan of about five to eight broad chunks, decomposed into hour-long and then 5-15 minute actions that agents revise when they react to events.","role":"core"},"source":"generative-agents-smallville","target":"daily-schedules","type":"uses"}
{"attrs":{"note":"Plans, dialogue, importance ratings, and reflections are all generated by gpt-3.5-turbo calls at runtime.","role":"supporting"},"source":"generative-agents-smallville","target":"generative-content","type":"uses"}
{"attrs":{"note":"Information spreads only through agent conversations; over two game days awareness of a mayoral candidacy rose from 1 to 8 agents and of a party from 1 to 13, with 6 of 453 awareness answers hallucinated.","role":"core"},"source":"generative-agents-smallville","target":"gossip-propagation","type":"uses"}
{"attrs":{"note":"Each agent's memory stream stores observations, plans, and reflections as text; retrieval ranks them by recency (0.995 decay per game hour), model-rated importance (1-10), and embedding relevance, and reflections fire when summed importance exceeds 150.","role":"core"},"source":"generative-agents-smallville","target":"memories-thoughts","type":"uses"}
{"attrs":{"note":"Users address agents in natural language as a persona or as the agent's inner voice, and can rewrite the status of objects in natural language.","role":"supporting"},"source":"generative-agents-smallville","target":"natural-language-interaction","type":"uses"}
{"attrs":{"note":"Agents form acquaintances through conversation; network density rose from 0.167 to 0.74 over two game days.","role":"supporting"},"source":"generative-agents-smallville","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Skills such as Animal Handling improve through use, including hunting and combat.","role":"supporting"},"source":"going-medieval","target":"agent-skills","type":"uses"}
{"attrs":{"role":"supporting"},"source":"going-medieval","target":"animal-husbandry","type":"uses"}
{"attrs":{"role":"supporting"},"source":"going-medieval","target":"crop-cultivation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"going-medieval","target":"designation-orders","type":"uses"}
{"attrs":{"role":"supporting"},"source":"going-medieval","target":"free-placement","type":"uses"}
{"attrs":{"note":"Settlers in poor conditions become dissatisfied and may leave the settlement.","role":"supporting"},"source":"going-medieval","target":"mood-breakdown","type":"uses"}
{"attrs":{"note":"Settlers track needs such as hunger, sleep, clothing preferences, and religion, and meeting them keeps settlers content.","role":"core"},"source":"going-medieval","target":"needs-decay","type":"uses"}
{"attrs":{"role":"supporting"},"source":"going-medieval","target":"permadeath","type":"uses"}
{"attrs":{"note":"Backgrounds, traits, and perks set at settler creation.","role":"supporting"},"source":"going-medieval","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Repeated bandit raids and animal attacks are met with walls, traps, and settlers equipped and commanded in battle.","role":"core"},"source":"going-medieval","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Workshops, chapels, libraries, and bedrooms are furnished and decorated rooms.","role":"supporting"},"source":"going-medieval","target":"room-recognition","type":"uses"}
{"attrs":{"note":"Seasonal changes govern food production and storage.","role":"supporting"},"source":"going-medieval","target":"seasons","type":"uses"}
{"attrs":{"note":"Food keeps longer in cool storage such as cellars.","role":"supporting"},"source":"going-medieval","target":"spoilage","type":"uses"}
{"attrs":{"role":"supporting"},"source":"going-medieval","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Built structures need support, and unsupported sections collapse.","role":"supporting"},"source":"going-medieval","target":"structural-integrity","type":"uses"}
{"attrs":{"note":"Research unlocks medieval technology.","role":"supporting"},"source":"going-medieval","target":"tech-tree","type":"uses"}
{"attrs":{"note":"A 3D terrain toolset digs out or fills voxel earth and water on a randomly generated multi-level map, so cellars, moats, and caverns are carved from the ground.","role":"core"},"source":"going-medieval","target":"terraforming","type":"uses"}
{"attrs":{"role":"supporting"},"source":"going-medieval","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"going-medieval","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Settlements stack multi-storey buildings above ground and cellars and caverns below, connected by stairs and ladders.","role":"core"},"source":"going-medieval","target":"vertical-layers","type":"uses"}
{"attrs":{"note":"Settlers are assigned to roles that fit their skills.","role":"supporting"},"source":"going-medieval","target":"work-priorities","type":"uses"}
{"attrs":{"note":"Simulation mode requires earning driver's licenses through timed tests before entering higher events.","role":"core"},"source":"gran-turismo","target":"career-ladder","type":"uses"}
{"attrs":{"note":"Credits and prize cars build a garage drawn from 140 production cars.","role":"supporting"},"source":"gran-turismo","target":"collection-goals","type":"uses"}
{"attrs":{"note":"The first game designed for DualShock analog control and rumble; license tests and races grade precise braking and cornering.","role":"core"},"source":"gran-turismo","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"Credits buy performance parts and tuning that tailor a car to the player's driving style.","role":"supporting"},"source":"gran-turismo","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Championships award trophies, credits, and prize cars.","role":"supporting"},"source":"gran-turismo","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Each of 140 cars has its own handling that responds to parts and tuning; reviewers rated it above any earlier racing game.","role":"core"},"source":"gran-turismo","target":"vehicle-dynamics","type":"uses"}
{"attrs":{"role":"supporting"},"source":"gran-turismo-7","target":"career-ladder","type":"uses"}
{"attrs":{"role":"supporting"},"source":"gran-turismo-7","target":"collection-goals","type":"uses"}
{"attrs":{"note":"Racing lines, braking points, and throttle control on wheel or pad decide results; GT Sophy is trained to the same physics.","role":"core"},"source":"gran-turismo-7","target":"embodied-skill-control","type":"uses"}
{"attrs":{"role":"supporting"},"source":"gran-turismo-7","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Tire, suspension, aerodynamics, and drivetrain models per car; tuning parts and settings change handling.","role":"core"},"source":"gran-turismo-7","target":"vehicle-dynamics","type":"uses"}
{"attrs":{"role":"supporting"},"source":"gran-turismo-7","target":"weather","type":"uses"}
{"attrs":{"note":"Each round opens with a steward's report of births, deaths, harvest, rat losses, and land price.","role":"supporting"},"source":"hamurabi","target":"advisors","type":"uses"}
{"attrs":{"note":"Planted acres consume seed grain and return a random yield per acre at year end; each person can farm only a set amount of land, so labor caps planting.","role":"core"},"source":"hamurabi","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"People must be fed grain each year; if at least 45 percent starve in one round the game ends early.","role":"core"},"source":"hamurabi","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Each year carries a chance of plague that halves the population.","role":"supporting"},"source":"hamurabi","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Rats eat a random amount of stored grain each year, a loss on holding stock.","role":"supporting"},"source":"hamurabi","target":"spoilage","type":"uses"}
{"attrs":{"note":"Ten rounds, each one year: a status report, then three typed decisions (acres to buy or sell, bushels to feed, acres to plant) before the year resolves.","role":"core"},"source":"hamurabi","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Shifts are timed; Open Shift mode removes the limit.","role":"supporting"},"source":"hardspace-shipbreaker","target":"daily-action-budget","type":"uses"}
{"attrs":{"note":"Rooms hold atmosphere, and an uncontrolled decompression flushes the player and loose objects out of the ship.","role":"supporting"},"source":"hardspace-shipbreaker","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"note":"The character owes $1.2 billion to Lynx Corporation, and salvage earnings pay it down.","role":"supporting"},"source":"hardspace-shipbreaker","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Systems must be made safe in order: pressurized rooms vented, electrical and coolant lines avoided, and reactors delivered before they melt down; mistakes produce the physical result rather than an error.","role":"supporting"},"source":"hardspace-shipbreaker","target":"procedural-checklists","type":"uses"}
{"attrs":{"note":"Ships are assemblies of separable parts; freed parts keep mass and momentum in zero gravity and are pulled or flung with the tether grapple toward the right receptacle.","role":"core"},"source":"hardspace-shipbreaker","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"The laser cutter severs structure at cut points and joints; cutting live electrical wires or coolant pipes can cause an explosion, so where and in what order to cut is the core decision.","role":"core"},"source":"hardspace-shipbreaker","target":"surface-work-tools","type":"uses"}
{"attrs":{"note":"Oxygen and thruster fuel deplete during a shift and must be replenished.","role":"supporting"},"source":"hardspace-shipbreaker","target":"survival-meters","type":"uses"}
{"attrs":{"note":"Chickens must be fed and kept indoors or they can die; cows need daily feed, talking, brushing, and milking, and fall sick or die if neglected.","role":"core"},"source":"harvest-moon","target":"animal-husbandry","type":"uses"}
{"attrs":{"note":"Crops need water every day; a missed day halts growth rather than killing the plant, and each crop belongs to a season.","role":"core"},"source":"harvest-moon","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"A stamina pool limits work each day; power berries found around the map raise it.","role":"supporting"},"source":"harvest-moon","target":"daily-action-budget","type":"uses"}
{"attrs":{"note":"After dark only the bar stays open, so shopping and visits must fit daylight.","role":"supporting"},"source":"harvest-moon","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"Villagers' and candidates' affection rises with talking and gifts.","role":"supporting"},"source":"harvest-moon","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Five eligible women can be courted; marriage and a child count toward the final evaluation.","role":"supporting"},"source":"harvest-moon","target":"romance-family","type":"uses"}
{"attrs":{"note":"After two and a half years the father evaluates the farm, family, and relationships.","role":"supporting"},"source":"harvest-moon","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"A four-season calendar sets which crops can grow and when festivals occur.","role":"core"},"source":"harvest-moon","target":"seasons","type":"uses"}
{"attrs":{"note":"The player draws front lines and offensive arrows for armies under generals, and the AI moves divisions to carry out the battle plan; divisions can also be ordered directly.","role":"core"},"source":"hearts-of-iron-4","target":"delegation-to-ai","type":"uses"}
{"attrs":{"note":"Countries join factions and guarantee others; world tension from 0 to 100 gates what democracies can do.","role":"supporting"},"source":"hearts-of-iron-4","target":"faction-diplomacy","type":"uses"}
{"attrs":{"role":"supporting"},"source":"hearts-of-iron-4","target":"fog-of-war","type":"uses"}
{"attrs":{"note":"Script files define focus trees, events, and units; total conversions such as Kaiserreich rebuild the scenario.","role":"supporting"},"source":"hearts-of-iron-4","target":"modding-api","type":"uses"}
{"attrs":{"note":"Division templates combine battalions (infantry, tanks, cavalry, motorized, mechanized) and support companies, and the mix sets combat statistics and equipment needs; tank, ship, and plane designers added by DLC apply the same idea to equipment.","role":"core"},"source":"hearts-of-iron-4","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Mobilization, conscription, and trade laws and ministers are bought with political power.","role":"supporting"},"source":"hearts-of-iron-4","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Political power accrues over time and is spent on laws such as mobilization, conscription, and trade, on ministers, and on decisions.","role":"supporting"},"source":"hearts-of-iron-4","target":"political-capital","type":"uses"}
{"attrs":{"note":"Military factories turn strategic resources into equipment on production lines, dockyards build ships, and civilian factories build infrastructure and handle trade.","role":"supporting"},"source":"hearts-of-iron-4","target":"production-chain","type":"uses"}
{"attrs":{"note":"Ideology popularity among democratic, communist, fascist, and non-aligned groups shifts the government and can end in civil war.","role":"supporting"},"source":"hearts-of-iron-4","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Divisions fight in hourly combat rounds comparing attacks against defense or breakthrough, draining organization and strength under terrain, weather, and supply modifiers.","role":"supporting"},"source":"hearts-of-iron-4","target":"stat-combat-resolution","type":"uses"}
{"attrs":{"note":"Supply hubs connect to the capital by railway, with hub capacity set by railway level and limited by the weakest link; supply falls off per province from the hub, and divisions at 35% supply or less suffer attrition and combat penalties.","role":"core"},"source":"hearts-of-iron-4","target":"supply-lines","type":"uses"}
{"attrs":{"note":"Research runs in parallel slots, and each country has a national focus tree in which one focus at a time is completed for bonuses such as extra factories or events; at launch only Germany, the UK, the USSR, and the US had unique trees.","role":"core"},"source":"hearts-of-iron-4","target":"tech-tree","type":"uses"}
{"attrs":{"note":"States are core or non-core, armies occupy enemy states during war, and peace conferences transfer ownership.","role":"supporting"},"source":"hearts-of-iron-4","target":"territorial-control","type":"uses"}
{"attrs":{"role":"supporting"},"source":"hearts-of-iron-4","target":"triggered-event-chains","type":"uses"}
{"attrs":{"role":"supporting"},"source":"hearts-of-iron-4","target":"variable-speed","type":"uses"}
{"attrs":{"note":"When a country capitulates, winners take turns spending peace conference points on annexation, puppets, and other demands.","role":"supporting"},"source":"hearts-of-iron-4","target":"war-score-peace","type":"uses"}
{"attrs":{"note":"Sea and air regions have weather that affects operations.","role":"supporting"},"source":"hearts-of-iron-4","target":"weather","type":"uses"}
{"attrs":{"note":"Using tools earns experience that is spent on tool upgrades that speed up work.","role":"supporting"},"source":"house-flipper","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Sales are resolved by buyers bidding at auction.","role":"supporting"},"source":"house-flipper","target":"auctions","type":"uses"}
{"attrs":{"note":"Neighbors send email jobs (cleaning, painting, installing heaters, showers, or air conditioners, furnishing) whose pay depends on job size and quality.","role":"core"},"source":"house-flipper","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Each property has potential buyers with different needs, such as cleanliness or a family room, who bid according to how well the renovated house suits them.","role":"core"},"source":"house-flipper","target":"customer-value-choice","type":"uses"}
{"attrs":{"role":"supporting"},"source":"house-flipper","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Furniture, doors, windows, and wallpaper from a catalog are placed freely.","role":"supporting"},"source":"house-flipper","target":"free-placement","type":"uses"}
{"attrs":{"note":"Paint roller, mop, window cleaner, and plaster tool apply coverage to walls, floors, and windows with visible progress; tiling and demolition use the same direct tool loop.","role":"core"},"source":"house-flipper","target":"surface-work-tools","type":"uses"}
{"attrs":{"note":"Players accumulate discovered elements and First Discoveries, which mark elements no player had made before.","role":"supporting"},"source":"infinite-craft","target":"collection-goals","type":"uses"}
{"attrs":{"note":"Every action combines two owned elements; on a cache miss a Llama model names the result, the result is stored so every player gets the same answer, and new results earn a First Discovery label.","role":"core"},"source":"infinite-craft","target":"combination-discovery","type":"uses"}
{"attrs":{"note":"On a cache miss, a Llama model generates the combined element's name (up to twenty tokens) and emoji; the result is written to a shared database so later requests are deterministic.","role":"core"},"source":"infinite-craft","target":"generative-content","type":"uses"}
{"attrs":{"role":"supporting"},"source":"inzoi","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Careers include active jobs played on site.","role":"supporting"},"source":"inzoi","target":"career-ladder","type":"uses"}
{"attrs":{"note":"The developers list disease, alongside rumors and trends, among the outcomes that spread through Zois' autonomous interactions.","role":"supporting"},"source":"inzoi","target":"contagion","type":"uses"}
{"attrs":{"note":"Canvas is the in-game platform for sharing characters, homes, and stories.","role":"supporting"},"source":"inzoi","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Players can switch from point-and-click orders to direct control of a Zoi or a vehicle.","role":"supporting"},"source":"inzoi","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Build mode places walls, roofs, stairs, fences, and gates; city edit changes streets, properties, and weather.","role":"supporting"},"source":"inzoi","target":"free-placement","type":"uses"}
{"attrs":{"note":"Text prompts generate patterns and images for outfits, props, and furniture; 2D images become 3D in-game objects; uploaded video becomes character motion.","role":"core"},"source":"inzoi","target":"generative-content","type":"uses"}
{"attrs":{"note":"Autonomous interactions generate rumors that spread among Zois.","role":"supporting"},"source":"inzoi","target":"gossip-propagation","type":"uses"}
{"attrs":{"note":"Zois age and die.","role":"supporting"},"source":"inzoi","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"An on-device small language model lets the player type prompts that influence a Zoi's thoughts and actions.","role":"supporting"},"source":"inzoi","target":"natural-language-interaction","type":"uses"}
{"attrs":{"note":"Eight needs (hunger, hygiene, bathroom, fun, social, energy, sleep, recognition) decay and drive Zois' free-will choices.","role":"core"},"source":"inzoi","target":"needs-decay","type":"uses"}
{"attrs":{"note":"City-wide free will keeps Zois across the city living autonomously while the player directs one household, producing rumors, trends, and disease; the fidelity of the update for distant Zois is not documented.","role":"supporting"},"source":"inzoi","target":"offscreen-life-progression","type":"uses"}
{"attrs":{"note":"Personality and life experience shape each Zoi's actions and relationships.","role":"supporting"},"source":"inzoi","target":"personality-traits","type":"uses"}
{"attrs":{"role":"supporting"},"source":"inzoi","target":"relationship-values","type":"uses"}
{"attrs":{"role":"supporting"},"source":"inzoi","target":"romance-family","type":"uses"}
{"attrs":{"role":"supporting"},"source":"inzoi","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"inzoi","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Licenses progress Rookie, D, C, B, A, with Pro for esports qualifiers; promotion depends on a per-discipline Safety Rating computed from incident points and corners per incident.","role":"core"},"source":"iracing","target":"career-ladder","type":"uses"}
{"attrs":{"note":"Races are against human drivers on the publisher's servers, so results depend on the driver's braking, throttle, and line precision.","role":"core"},"source":"iracing","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"A new tire model replaced the one in the NASCAR Racing 2003 Season code iRacing was built from, and cars and tracks are LIDAR-scanned.","role":"core"},"source":"iracing","target":"vehicle-dynamics","type":"uses"}
{"attrs":{"note":"Cars take damage and tires wear over a race, which pit stops address.","role":"supporting"},"source":"iracing","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Each building scores points from nearby compatible buildings and natural features and loses points for incompatible ones; the preview shows the total before placing.","role":"core"},"source":"islanders","target":"adjacency-scoring","type":"uses"}
{"attrs":{"note":"Buildings are placed freely on the island and cannot be removed or built over.","role":"core"},"source":"islanders","target":"free-placement","type":"uses"}
{"attrs":{"note":"Reaching a point threshold restocks the inventory and offers a choice of two building packs; filling the gauge unlocks a new island.","role":"core"},"source":"islanders","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Each island is procedurally generated.","role":"supporting"},"source":"islanders","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"The player's tracked head and hands are the avatar at a room-scale workstation; a smaller human mode adjusts reach.","role":"core"},"source":"job-simulator","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Most objects within reach can be picked up and manipulated with tracked controllers, fixed appliances expose buttons, levers, and dials, and post-game modifiers change the physics.","role":"core"},"source":"job-simulator","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"Four jobs (Office Worker, Gourmet Chef, Store Clerk, Auto Mechanic) each run a sequence of task requests from job bots.","role":"supporting"},"source":"job-simulator","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Diseases spread among dinosaurs and must be treated by rangers or ACU.","role":"supporting"},"source":"jurassic-world-evolution","target":"contagion","type":"uses"}
{"attrs":{"note":"Each division offers contracts with requirements and rewards that unlock research and story missions.","role":"core"},"source":"jurassic-world-evolution","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Guests want viewing of varied species plus shopping, food, and amenities, and flee or die during breakouts.","role":"supporting"},"source":"jurassic-world-evolution","target":"crowd-preferences","type":"uses"}
{"attrs":{"note":"The player can drive ranger jeeps and ACU helicopters to resupply feeders, repair fences, and tranquilize dinosaurs.","role":"supporting"},"source":"jurassic-world-evolution","target":"direct-avatar","type":"uses"}
{"attrs":{"role":"supporting"},"source":"jurassic-world-evolution","target":"free-placement","type":"uses"}
{"attrs":{"note":"Island star ratings unlock the next island in the Las Cinco Muertes archipelago.","role":"supporting"},"source":"jurassic-world-evolution","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Dinosaurs have feeding and social needs plus grassland, forest, and population limits; unmet needs lower comfort, and carnivores hunt herbivores and attack fences and guests.","role":"core"},"source":"jurassic-world-evolution","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Facilities need power from plants through substations; outages open electric fences.","role":"supporting"},"source":"jurassic-world-evolution","target":"power-grid","type":"uses"}
{"attrs":{"note":"Storms damage fences and power and set dinosaurs loose; breakouts must be contained before guests are hurt.","role":"core"},"source":"jurassic-world-evolution","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Science, Security, and Entertainment divisions track reputation; low standing in one triggers sabotage such as power cuts or disease outbreaks.","role":"core"},"source":"jurassic-world-evolution","target":"reputation","type":"uses"}
{"attrs":{"note":"The Expedition Center sends teams to global dig sites that yield fossils for DNA and for sale.","role":"supporting"},"source":"jurassic-world-evolution","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Fossil DNA completion unlocks species, and the research center unlocks buildings, upgrades, and genome modifications.","role":"supporting"},"source":"jurassic-world-evolution","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"jurassic-world-evolution","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Skills rise from the actions they describe, such as stealing for thievery and fighting for combat, with stats and appearance changing as characters grow.","role":"core"},"source":"kenshi","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Zone soil types and terrain affect outpost farming.","role":"supporting"},"source":"kenshi","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"Many factions and species with relations to each other; the player can aid or oppose them, and deaths of notable figures shift world states.","role":"core"},"source":"kenshi","target":"faction-diplomacy","type":"uses"}
{"attrs":{"note":"Outposts are built and upgraded into fortified havens or businesses.","role":"supporting"},"source":"kenshi","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each limb has its own health; limbs can be damaged or severed and replaced with prosthetic or robotic limbs, and blood loss and injuries reduce stats and movement while squadmates carry the wounded.","role":"core"},"source":"kenshi","target":"injury-body-model","type":"uses"}
{"attrs":{"role":"supporting"},"source":"kenshi","target":"permadeath","type":"uses"}
{"attrs":{"role":"supporting"},"source":"kenshi","target":"production-chain","type":"uses"}
{"attrs":{"note":"Outposts must be defended against attackers.","role":"supporting"},"source":"kenshi","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Player standing with each faction changes access and hostility.","role":"supporting"},"source":"kenshi","target":"reputation","type":"uses"}
{"attrs":{"note":"Fights resolve from character combat skills, weapon stats, and armor, with damage applied to individual limbs.","role":"supporting"},"source":"kenshi","target":"stat-combat-resolution","type":"uses"}
{"attrs":{"note":"Starvation reduces character stats.","role":"supporting"},"source":"kenshi","target":"survival-meters","type":"uses"}
{"attrs":{"note":"Research unlocks equipment and technologies.","role":"supporting"},"source":"kenshi","target":"tech-tree","type":"uses"}
{"attrs":{"note":"The player commands any squad member directly in real time with pause; no character is privileged, and the squad acts together.","role":"core"},"source":"kenshi","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"kenshi","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Some weather, such as acid rain, harms characters.","role":"supporting"},"source":"kenshi","target":"weather","type":"uses"}
{"attrs":{"note":"Squad members keep job lists for base work and production.","role":"supporting"},"source":"kenshi","target":"work-priorities","type":"uses"}
{"attrs":{"note":"Career funds pay for parts, fuel, crew, and facility upgrades; contract payouts are the income.","role":"supporting"},"source":"kerbal-space-program","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Career contracts pay for objectives such as reaching an orbit or testing a part, with deadlines and penalties.","role":"supporting"},"source":"kerbal-space-program","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Manual ascents, landings, and docking reward piloting skill; SAS assists attitude hold.","role":"supporting"},"source":"kerbal-space-program","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"Drag, lift, and control surfaces govern ascent profiles, spaceplanes, and aerobraking.","role":"supporting"},"source":"kerbal-space-program","target":"flight-aerodynamics","type":"uses"}
{"attrs":{"note":"Atmospheric entry heats parts; heat shields absorb it and overheated parts are destroyed.","role":"supporting"},"source":"kerbal-space-program","target":"heat-transfer","type":"uses"}
{"attrs":{"note":"C# plugins and part configs extend the game; mods such as Real Solar System and Principia replace the planetary system and the orbital model.","role":"supporting"},"source":"kerbal-space-program","target":"modding-api","type":"uses"}
{"attrs":{"note":"Craft are built in the Vehicle Assembly Building or Spaceplane Hangar from pods, tanks, engines, decouplers, wings, and science parts; part order sets the staging sequence, and each stage's mass, thrust, and fuel set its delta-v.","role":"core"},"source":"kerbal-space-program","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Patched conics: a vessel orbits one body at a time and switches at sphere-of-influence boundaries; maneuver nodes preview delta-v and the resulting trajectory; planets ride fixed rails rather than n-body motion.","role":"core"},"source":"kerbal-space-program","target":"orbital-mechanics","type":"uses"}
{"attrs":{"note":"Kerbals die in crashes and EVA accidents; Career mode costs reputation for deaths, and a difficulty option sets whether lost crews respawn.","role":"supporting"},"source":"kerbal-space-program","target":"permadeath","type":"uses"}
{"attrs":{"note":"Career reputation rises with completed contracts and falls with failures and Kerbal deaths.","role":"supporting"},"source":"kerbal-space-program","target":"reputation","type":"uses"}
{"attrs":{"note":"Drills mine ore on planets and asteroids that converters turn into fuel, a system adopted from mods.","role":"supporting"},"source":"kerbal-space-program","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Each part is a rigid body joined to its parent with a joint of limited strength; excess force breaks joints, so tall stacks wobble and hard impacts shed parts or kill Kerbals.","role":"core"},"source":"kerbal-space-program","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"Parts are destroyed individually by impact or overheating, removing their engines, tanks, or controls from the craft.","role":"supporting"},"source":"kerbal-space-program","target":"subsystem-damage","type":"uses"}
{"attrs":{"note":"Science from experiments unlocks part nodes in Science and Career modes.","role":"supporting"},"source":"kerbal-space-program","target":"tech-tree","type":"uses"}
{"attrs":{"note":"On-rails time warp skips long coasts; physics warp speeds powered flight at reduced stability.","role":"supporting"},"source":"kerbal-space-program","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Happiness from layout, churches, taverns, and festivals.","role":"supporting"},"source":"kingdoms-and-castles","target":"citizen-satisfaction","type":"uses"}
{"attrs":{"note":"Plagues spread and must be healed.","role":"supporting"},"source":"kingdoms-and-castles","target":"contagion","type":"uses"}
{"attrs":{"role":"supporting"},"source":"kingdoms-and-castles","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"Diplomats make trade agreements, alliances, and wars with AI kingdoms.","role":"supporting"},"source":"kingdoms-and-castles","target":"faction-diplomacy","type":"uses"}
{"attrs":{"role":"supporting"},"source":"kingdoms-and-castles","target":"fire-spread","type":"uses"}
{"attrs":{"role":"supporting"},"source":"kingdoms-and-castles","target":"free-placement","type":"uses"}
{"attrs":{"note":"Happiness and housing attract new residents.","role":"supporting"},"source":"kingdoms-and-castles","target":"immigration-attractiveness","type":"uses"}
{"attrs":{"note":"Castle blocks stack into walls and towers whose shape forms automatically; taller archer towers have longer range.","role":"supporting"},"source":"kingdoms-and-castles","target":"modular-assembly","type":"uses"}
{"attrs":{"role":"supporting"},"source":"kingdoms-and-castles","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Vikings kidnap peasants, steal resources, and burn the town; dragons torch granaries; ogres attack; soldiers and archer towers defend.","role":"core"},"source":"kingdoms-and-castles","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Lightning starts fires.","role":"supporting"},"source":"kingdoms-and-castles","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Foresters cut and replant trees.","role":"supporting"},"source":"kingdoms-and-castles","target":"renewable-regrowth","type":"uses"}
{"attrs":{"note":"An annual winter destroys crops, so food must be stored in granaries to prevent starvation.","role":"core"},"source":"kingdoms-and-castles","target":"seasons","type":"uses"}
{"attrs":{"role":"supporting"},"source":"kingdoms-and-castles","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Peasant taxes pay workers and unlock buildings.","role":"supporting"},"source":"kingdoms-and-castles","target":"taxation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"kingdoms-and-castles","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Advertising signs bought each day raise that day's demand alongside price and weather, with no carryover between days.","role":"supporting"},"source":"lemonade-stand","target":"advertising-awareness","type":"uses"}
{"attrs":{"note":"Cash on hand limits how many glasses and signs can be bought each day.","role":"supporting"},"source":"lemonade-stand","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Aggregate customers buy more at lower prices and with more advertising signs; sales are capped by the glasses made that day.","role":"core"},"source":"lemonade-stand","target":"customer-value-choice","type":"uses"}
{"attrs":{"note":"The weather for the day is shown before the player commits to production.","role":"supporting"},"source":"lemonade-stand","target":"forecasting","type":"uses"}
{"attrs":{"note":"Thunderstorms void a day's profits; street closures and blown-away signs also occur.","role":"supporting"},"source":"lemonade-stand","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Twelve rounds of one day each: the player makes decisions, the day resolves, and an earnings report follows.","role":"core"},"source":"lemonade-stand","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Each day is sunny, cloudy, or hot and dry, and the weather sets the demand level the price and sign choices act on.","role":"core"},"source":"lemonade-stand","target":"weather","type":"uses"}
{"attrs":{"note":"Keyboard commands deliver food (CTRL+F), add water to his tank (CTRL+W), deliver dog food, pat him, or give records and books; a resident left unfed turns green and sick until he eats.","role":"core"},"source":"little-computer-people","target":"creature-care","type":"uses"}
{"attrs":{"note":"He runs a routine of cooking, watching television, reading the newspaper, playing records, and dancing on a compressed day of about six real-time hours.","role":"supporting"},"source":"little-computer-people","target":"daily-schedules","type":"uses"}
{"attrs":{"note":"Typed requests such as 'Please play piano' are matched against a keyword vocabulary; politeness helps, and a sad or sick resident may refuse.","role":"supporting"},"source":"little-computer-people","target":"natural-language-interaction","type":"uses"}
{"attrs":{"note":"Hunger and thirst build between deliveries; unmet needs lower his mood and eventually make him visibly sick.","role":"core"},"source":"little-computer-people","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Seeded personality and mood parameters change which activities he prefers, how often he invites the player to cards or writes letters, and how readily he obeys.","role":"supporting"},"source":"little-computer-people","target":"personality-traits","type":"uses"}
{"attrs":{"note":"The disk serial number seeds his name from a pool of 256, his shirt color, personality, and behavior parameters.","role":"core"},"source":"little-computer-people","target":"procedural-characters","type":"uses"}
{"attrs":{"note":"Approval responds to supply, taxes, and tithes.","role":"supporting"},"source":"manor-lords","target":"citizen-satisfaction","type":"uses"}
{"attrs":{"note":"Fields depend on soil fertility per crop; rotation and fallow maintain yields, and overuse exhausts soil.","role":"core"},"source":"manor-lords","target":"crop-cultivation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"manor-lords","target":"free-placement","type":"uses"}
{"attrs":{"note":"Households need basic goods and luxuries; shortfalls lower satisfaction.","role":"supporting"},"source":"manor-lords","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Raw materials pass through workshops into goods, weapons, and armor.","role":"supporting"},"source":"manor-lords","target":"production-chain","type":"uses"}
{"attrs":{"note":"Bandit raids threaten the town and loot stores.","role":"supporting"},"source":"manor-lords","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Hunting grounds depend on animal populations; overexpansion drives deer away and deforests land.","role":"supporting"},"source":"manor-lords","target":"renewable-regrowth","type":"uses"}
{"attrs":{"note":"Roads curve freely and plots and buildings take their shape from them.","role":"supporting"},"source":"manor-lords","target":"road-network","type":"uses"}
{"attrs":{"note":"Spring rains and winter snow change work and needs.","role":"supporting"},"source":"manor-lords","target":"seasons","type":"uses"}
{"attrs":{"role":"supporting"},"source":"manor-lords","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Six tax types, a yearly King's tax, and tithes on villagers.","role":"supporting"},"source":"manor-lords","target":"taxation","type":"uses"}
{"attrs":{"note":"Surpluses sold to traveling merchants; imports and exports balanced through trade.","role":"supporting"},"source":"manor-lords","target":"trade-routes","type":"uses"}
{"attrs":{"note":"Real-time battles with fatigue, weather, and equipment; retinue, mercenaries, and militia drawn from townspeople.","role":"supporting"},"source":"manor-lords","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"manor-lords","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Residential plots drawn along roads are divided into burgage plots that families build on and extend with backyard production.","role":"core"},"source":"manor-lords","target":"zoning","type":"uses"}
{"attrs":{"role":"supporting"},"source":"microsoft-flight-simulator-2020","target":"day-night-cycle","type":"uses"}
{"attrs":{"role":"supporting"},"source":"microsoft-flight-simulator-2020","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"The physics engine computes forces over more than 1,000 control surfaces and models wind flowing over terrain; a legacy flight model option remains.","role":"core"},"source":"microsoft-flight-simulator-2020","target":"flight-aerodynamics","type":"uses"}
{"attrs":{"note":"An in-game marketplace and third-party aircraft and airports extend the sim.","role":"supporting"},"source":"microsoft-flight-simulator-2020","target":"modding-api","type":"uses"}
{"attrs":{"role":"supporting"},"source":"microsoft-flight-simulator-2020","target":"procedural-checklists","type":"uses"}
{"attrs":{"note":"The whole Earth is built from Bing Maps imagery updated every 28 days and AI-generated 3D content streamed from more than two petabytes in the cloud, while Meteoblue live weather and live air traffic feed the sim at runtime.","role":"core"},"source":"microsoft-flight-simulator-2020","target":"real-world-data-feeds","type":"uses"}
{"attrs":{"role":"supporting"},"source":"microsoft-flight-simulator-2020","target":"scenario-objectives","type":"uses"}
{"attrs":{"role":"supporting"},"source":"microsoft-flight-simulator-2020","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Meteoblue live global weather sets clouds, wind, and precipitation in real time, and wind interacts with the terrain model.","role":"core"},"source":"microsoft-flight-simulator-2020","target":"weather","type":"uses"}
{"attrs":{"note":"Starting from an airport the player chooses, experience earns certifications and specializations that unlock job types.","role":"core"},"source":"microsoft-flight-simulator-2024","target":"career-ladder","type":"uses"}
{"attrs":{"note":"Career jobs include aerial firefighting, search and rescue, crop dusting, helicopter cargo hook, Beluga outsize cargo, A400M arctic cargo, and airline passenger flights.","role":"core"},"source":"microsoft-flight-simulator-2024","target":"contracts-orders","type":"uses"}
{"attrs":{"role":"supporting"},"source":"microsoft-flight-simulator-2024","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"The pilot walks around the aircraft on foot during preflight.","role":"supporting"},"source":"microsoft-flight-simulator-2024","target":"direct-avatar","type":"uses"}
{"attrs":{"role":"supporting"},"source":"microsoft-flight-simulator-2024","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"Aircraft physics were revised, and ground contact models 3D stones, gravel, and grass that affect wheels during takeoff, landing, and taxi.","role":"core"},"source":"microsoft-flight-simulator-2024","target":"flight-aerodynamics","type":"uses"}
{"attrs":{"role":"supporting"},"source":"microsoft-flight-simulator-2024","target":"modding-api","type":"uses"}
{"attrs":{"note":"A walk-around preflight handles covers, doors, and service items, and revised electrical, fuel, pneumatic, and hydraulic systems gate start-up.","role":"supporting"},"source":"microsoft-flight-simulator-2024","target":"procedural-checklists","type":"uses"}
{"attrs":{"note":"The streamed whole-Earth world of the 2020 game continues, and the launch showed the dependence when an overwhelmed database cache caused long loads and missing content.","role":"supporting"},"source":"microsoft-flight-simulator-2024","target":"real-world-data-feeds","type":"uses"}
{"attrs":{"note":"Career reputation accumulates alongside experience.","role":"supporting"},"source":"microsoft-flight-simulator-2024","target":"reputation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"microsoft-flight-simulator-2024","target":"variable-speed","type":"uses"}
{"attrs":{"role":"supporting"},"source":"microsoft-flight-simulator-2024","target":"weather","type":"uses"}
{"attrs":{"note":"Survival maps send progressively stronger waves with tougher unit types and bosses as wave numbers rise; the cited sources do not tie wave strength to the player's own wealth.","role":"supporting"},"source":"mindustry","target":"adaptive-threat-scaling","type":"uses"}
{"attrs":{"note":"Schematics save layouts as shareable text and are traded on Steam Workshop.","role":"supporting"},"source":"mindustry","target":"blueprints","type":"uses"}
{"attrs":{"note":"Conveyors, junctions, routers, sorters, overflow gates, and bridges move items from drills to the core, factories, and turret ammo inputs.","role":"core"},"source":"mindustry","target":"conveyor-transport","type":"uses"}
{"attrs":{"note":"A visible timer counts down to the next wave, and wave timing can be changed in custom game rules.","role":"supporting"},"source":"mindustry","target":"crisis-countdown","type":"uses"}
{"attrs":{"note":"Conduits carry water, slag, oil, and cryofluid; optional coolant and lubricant raise turret and factory rates.","role":"supporting"},"source":"mindustry","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"role":"supporting"},"source":"mindustry","target":"free-placement","type":"uses"}
{"attrs":{"note":"Optional coolant and lubricant fed to turrets and factories raise their rates, and water boosts drill speed.","role":"supporting"},"source":"mindustry","target":"machine-boosting","type":"uses"}
{"attrs":{"note":"The GPL-3.0 source allows unrestricted mods, and community servers run plugins for custom maps and game modes.","role":"supporting"},"source":"mindustry","target":"modding-api","type":"uses"}
{"attrs":{"note":"Micro, logic, and hyper processors run Mindustry Logic, an assembly-like language with one operation per instruction that reads sensors and memory cells, controls linked buildings and turrets, and binds units with ubind to command them.","role":"supporting"},"source":"mindustry","target":"player-programming","type":"uses"}
{"attrs":{"note":"Combustion, steam, solar, thorium, and impact generators feed node-linked grids with batteries; turrets, shields, and factories draw power.","role":"supporting"},"source":"mindustry","target":"power-grid","type":"uses"}
{"attrs":{"note":"Smelters, presses, kilns, separators, and mixers turn copper, lead, sand, coal, titanium, and thorium into graphite, silicon, plastanium, and surge alloy.","role":"core"},"source":"mindustry","target":"production-chain","type":"uses"}
{"attrs":{"note":"Enemy waves spawn on a schedule and path toward the core; about 18 Serpulo and 10 Erekir turret types consume ammo items, liquids, or power, backed by walls, menders, and shield projectors.","role":"core"},"source":"mindustry","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Mechanical, pneumatic, laser, and airblast drills mine ore tiles at speeds set by drill tier and ore hardness, with optional water boosting.","role":"core"},"source":"mindustry","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Campaign sectors set win conditions such as surviving a number of waves or destroying enemy cores on attack maps.","role":"supporting"},"source":"mindustry","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Over 250 technology blocks are researched by spending core resources along a tree that also gates campaign sectors.","role":"supporting"},"source":"mindustry","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Since version 7 units can be selected and commanded RTS-style, while others follow default AI or logic control.","role":"supporting"},"source":"mindustry","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"mindustry","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Passive mobs breed when fed their preferred food and yield food, wool, and leather.","role":"supporting"},"source":"minecraft","target":"animal-husbandry","type":"uses"}
{"attrs":{"note":"Crops grow in stages on farmland, faster with water nearby and light.","role":"supporting"},"source":"minecraft","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"A 20-minute real-time day; hostile mobs spawn in low light, so night and caves are dangerous, and beds skip the night.","role":"core"},"source":"minecraft","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"Fire spreads to nearby flammable blocks such as wood and wool and burns them away.","role":"supporting"},"source":"minecraft","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Water and lava flow a limited number of blocks out from source blocks; where they meet they form cobblestone, stone, or obsidian.","role":"supporting"},"source":"minecraft","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"note":"Any block can be placed on the voxel grid, so building has no fixed footprint.","role":"supporting"},"source":"minecraft","target":"free-placement","type":"uses"}
{"attrs":{"note":"A 2x2 inventory grid and a 3x3 crafting table turn blocks and items into tools, armor, and blocks from shaped recipes; furnaces, anvils, and enchanting tables extend the recipe set.","role":"core"},"source":"minecraft","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"On death in survival the player's inventory and some experience drop at the death site and despawn after a few minutes if not recovered.","role":"supporting"},"source":"minecraft","target":"loss-on-death","type":"uses"}
{"attrs":{"note":"Java Edition mods (Forge, Fabric) and Bedrock add-ons, datapacks, and server plugins are widely used.","role":"supporting"},"source":"minecraft","target":"modding-api","type":"uses"}
{"attrs":{"note":"Public multiplayer servers and Realms host worlds that persist for many players.","role":"supporting"},"source":"minecraft","target":"persistent-world","type":"uses"}
{"attrs":{"note":"Worlds generate from a seed into biomes, caves, ravines, villages, and ore layers that vary by depth; terrain extends effectively without limit in horizontal directions.","role":"core"},"source":"minecraft","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Blocks are mined by hand or with tools whose tier (wood, stone, iron, diamond, netherite) sets mining speed and which ores drop items.","role":"core"},"source":"minecraft","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Redstone dust carries power from levers, buttons, and sensors through repeaters and comparators to pistons, doors, and dispensers.","role":"supporting"},"source":"minecraft","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"Survival mode has health and hunger bars; food restores hunger, high hunger regenerates health, and starvation, falls, drowning, and mobs deal damage.","role":"core"},"source":"minecraft","target":"survival-meters","type":"uses"}
{"attrs":{"note":"Material tiers gate progression: iron tools mine diamonds, diamond tools mine obsidian, and Nether materials gate brewing and the End.","role":"supporting"},"source":"minecraft","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Passengers ride to any station of their target shape, transferring between lines when needed.","role":"supporting"},"source":"mini-metro","target":"agent-pathfinding","type":"uses"}
{"attrs":{"note":"Each in-game week grants extra rolling stock and a choice of assets such as tunnels, bridges, new lines, or interchanges.","role":"supporting"},"source":"mini-metro","target":"periodic-ticks","type":"uses"}
{"attrs":{"note":"The player draws colored lines between stations and assigns trains that load and unload automatically; ridership is the score.","role":"core"},"source":"mini-metro","target":"public-transit","type":"uses"}
{"attrs":{"note":"Passengers wait at stations with limited capacity, typically six; interchanges raise capacity and loading speed, and a station overcrowded too long ends the game.","role":"core"},"source":"mini-metro","target":"service-queues","type":"uses"}
{"attrs":{"note":"Time can be paused to reroute lines or move trains.","role":"supporting"},"source":"mini-metro","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Races are simulated in real time from driver attributes, car part performance, tyres, fuel, and weather, with the player intervening on strategy.","role":"core"},"source":"motorsport-manager","target":"attribute-match-engine","type":"uses"}
{"attrs":{"note":"The chairman sets objectives each season, and missing them lowers the chairman's confidence until the player is fired.","role":"supporting"},"source":"motorsport-manager","target":"board-confidence","type":"uses"}
{"attrs":{"note":"Prize money and sponsor income fund salaries and part development.","role":"supporting"},"source":"motorsport-manager","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Car parts are designed and built over time, rated on performance, and chosen for next season's car, which sets pace at pre-season testing.","role":"core"},"source":"motorsport-manager","target":"design-performance-rating","type":"uses"}
{"attrs":{"note":"Driver and staff contracts are negotiated over wages, length, and bonuses, and candidates can reject offers and end talks.","role":"supporting"},"source":"motorsport-manager","target":"negotiation","type":"uses"}
{"attrs":{"note":"Drivers have distinct personality types that cause team drama and respond differently to tough love or support.","role":"supporting"},"source":"motorsport-manager","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Drivers, team managers, mechanics, and designers are hired; skilled mechanics shorten pit stops.","role":"core"},"source":"motorsport-manager","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Races run in real time with pause and speed controls.","role":"supporting"},"source":"motorsport-manager","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Tyres wear over a stint and car parts lose condition, so strategy balances pace against wear.","role":"supporting"},"source":"motorsport-manager","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Dynamic weather during sessions forces calls such as switching to intermediates or staying on slicks.","role":"core"},"source":"motorsport-manager","target":"weather","type":"uses"}
{"attrs":{"note":"Plots grouped with others producing the same resource get a production bonus.","role":"supporting"},"source":"mule","target":"adjacency-scoring","type":"uses"}
{"attrs":{"note":"Each round resources trade in a real-time auction: sellers and buyers walk avatars toward a price line, trades fire when they meet, and ties go to the trailing player.","role":"core"},"source":"mule","target":"auctions","type":"uses"}
{"attrs":{"note":"Players walk a colonist through town to buy and outfit M.U.L.E.s and lead them to plots under a turn timer.","role":"supporting"},"source":"mule","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Each player needs food and energy each round; low food shortens the next development turn and low energy stops some plots.","role":"supporting"},"source":"mule","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"The store turns smithore into new M.U.L.E.s; with no smithore it cannot build more.","role":"supporting"},"source":"mule","target":"production-chain","type":"uses"}
{"attrs":{"note":"Sunspots, pirate raids, meteorites, and runaway M.U.L.E.s, targeted away from the last-place player.","role":"supporting"},"source":"mule","target":"random-disasters","type":"uses"}
{"attrs":{"note":"A M.U.L.E. outfitted for food, energy, smithore, or crystite harvests its plot each round; output depends on terrain and the plot's development.","role":"core"},"source":"mule","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Computer opponents fill empty seats and compete for plots and auction trades.","role":"supporting"},"source":"mule","target":"rival-firms","type":"uses"}
{"attrs":{"note":"Store prices respond to supply: refusing to sell raises a resource's price in later rounds, and smithore scarcity raises the price of new M.U.L.E.s.","role":"core"},"source":"mule","target":"supply-demand-pricing","type":"uses"}
{"attrs":{"note":"Rounds run in fixed phases: land grant, timed development, production, then auctions for each resource.","role":"core"},"source":"mule","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Bark Mode lets nearby DS owners meet each other's dogs and exchange presents.","role":"supporting"},"source":"nintendogs","target":"async-shared-region","type":"uses"}
{"attrs":{"note":"Touch petting, brushing, and washing plus food and water bowls maintain hunger, thirst, and coat condition; walks, balls, discs, and toys add play.","role":"core"},"source":"nintendogs","target":"creature-care","type":"uses"}
{"attrs":{"note":"When the dog strikes a pose such as sit, the player records a spoken command; repeating the pairing teaches the trick, and the dog later responds to the voice cue.","role":"core"},"source":"nintendogs","target":"creature-learning","type":"uses"}
{"attrs":{"note":"Trial prize money and trainer points unlock new breeds and supplies.","role":"supporting"},"source":"nintendogs","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"The microphone recognizes the dog's name and trick words by matching the player's voice against recorded samples.","role":"supporting"},"source":"nintendogs","target":"natural-language-interaction","type":"uses"}
{"attrs":{"note":"Hunger, thirst, and dirtiness worsen with real elapsed time.","role":"supporting"},"source":"nintendogs","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Care state advances with the DS internal clock and calendar.","role":"supporting"},"source":"nintendogs","target":"real-time-clock","type":"uses"}
{"attrs":{"note":"Each world seed defines two secret alchemy recipes (Lively Concoction and Alchemic Precursor), each made from three materials that players must find by experiment.","role":"supporting"},"source":"noita","target":"combination-discovery","type":"uses"}
{"attrs":{"note":"The player controls one witch with levitation, kicking, and wand casting.","role":"supporting"},"source":"noita","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Every pixel of terrain is a material that falls, flows, or rises by local rules, so digging, explosions, and spills reshape the level in real time.","role":"core"},"source":"noita","target":"falling-sand-materials","type":"uses"}
{"attrs":{"note":"Fire spreads through wood, grass, oil, and gunpowder and burns the player and enemies alike.","role":"supporting"},"source":"noita","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Liquids pool and flow and gases rise and spread through caves at pixel level.","role":"supporting"},"source":"noita","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"note":"Materials react by rule: lava and water form rock and steam, wood burns into smoke, acid eats terrain, and alchemical liquids such as polymorphine or teleportatium apply their effects on contact.","role":"core"},"source":"noita","target":"material-interactions","type":"uses"}
{"attrs":{"note":"Lua-based mods are supported and distributed through Steam Workshop.","role":"supporting"},"source":"noita","target":"modding-api","type":"uses"}
{"attrs":{"note":"Wands have stats such as capacity, mana, recharge, and cast delay; spells and modifiers placed in a wand's slots execute in order, so arrangement changes what the wand does.","role":"core"},"source":"noita","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"A death ends the run and the world is regenerated; only some unlocks, such as new spells in the pool, persist.","role":"core"},"source":"noita","target":"permadeath","type":"uses"}
{"attrs":{"note":"Each seed generates biome layouts from hand-made tile pieces within a fixed order of biomes.","role":"supporting"},"source":"noita","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Box2D rigid bodies such as crates, bricks, and detached terrain chunks can be kicked, thrown, and shattered.","role":"supporting"},"source":"noita","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"Some resource tiles and patents are sold by auction.","role":"supporting"},"source":"offworld-trading-company","target":"auctions","type":"uses"}
{"attrs":{"note":"Players buy shares in rival companies and win by holding a majority of every company; debt lowers stock price, and buying back one's own stock raises buyout cost.","role":"core"},"source":"offworld-trading-company","target":"equity-buyouts","type":"uses"}
{"attrs":{"role":"supporting"},"source":"offworld-trading-company","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each HQ consumes life support resources such as water, food, oxygen, and power, which must be produced or bought.","role":"supporting"},"source":"offworld-trading-company","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Companies can run into debt, which depresses their share price.","role":"supporting"},"source":"offworld-trading-company","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Each match generates a new Martian map, so resource layouts and claims differ.","role":"supporting"},"source":"offworld-trading-company","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Steel mills, glass kilns, electronics factories, greenhouses, and hydrolysis reactors turn raw resources into higher-value goods and life support.","role":"core"},"source":"offworld-trading-company","target":"production-chain","type":"uses"}
{"attrs":{"note":"Extractors on claimed hex tiles mine water, aluminum, iron, silicon, and carbon at rates set by tile richness.","role":"core"},"source":"offworld-trading-company","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Up to eight companies, AI or human, compete in one market and attack each other through black market sabotage such as nukes, EMPs, and mutinies.","role":"core"},"source":"offworld-trading-company","target":"rival-firms","type":"uses"}
{"attrs":{"note":"Each of 13 resources has a market price that falls when players sell and rises when they buy, with shortages and gluts driving rapid swings.","role":"core"},"source":"offworld-trading-company","target":"supply-demand-pricing","type":"uses"}
{"attrs":{"note":"Patents and HQ upgrades unlock buildings and bonuses.","role":"supporting"},"source":"offworld-trading-company","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"offworld-trading-company","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Cost, cycles, and area are shown on histograms of all players' scores and against friends' scores; Zachtronics deliberately attaches no rewards to optimization.","role":"core"},"source":"opus-magnum","target":"comparative-histograms","type":"uses"}
{"attrs":{"note":"A puzzle editor publishes solvable user puzzles to Steam Workshop, curated puzzles appear in the Journal of Alchemical Engineering, and solutions export as looping GIFs.","role":"supporting"},"source":"opus-magnum","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Solutions are scored on cost in gold, cycles to complete, and area in hex tiles, with the community adding an unofficial sum metric.","role":"core"},"source":"opus-magnum","target":"design-performance-rating","type":"uses"}
{"attrs":{"note":"A machine is assembled from arms, extendable arms, tracks, and glyphs of bonding, unbonding, calcification, and projection, plus devices such as Van Berlo's wheel, with no limit on parts beyond their cost.","role":"core"},"source":"opus-magnum","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Each arm has a row on a shared instruction timeline of grab, drop, rotate, pivot, extend, retract, and track moves; the machine loops the program until the required number of products is output.","role":"core"},"source":"opus-magnum","target":"player-programming","type":"uses"}
{"attrs":{"note":"Each puzzle fixes the input reagents and the required product molecule; chapters must be completed to advance.","role":"supporting"},"source":"opus-magnum","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Dead party members are gone; the 1985 version leaves a tombstone with an epitaph.","role":"supporting"},"source":"oregon-trail","target":"permadeath","type":"uses"}
{"attrs":{"note":"Each round closes with one or two random events and weather, such as storms, wagon breakdowns, snakebites, or attacks, that cost supplies or health.","role":"core"},"source":"oregon-trail","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Food, clothing, and medical supplies are stocks drawn down each round at a player-chosen consumption rate; low food, cold without clothing, and untreated illness kill the traveler.","role":"core"},"source":"oregon-trail","target":"survival-meters","type":"uses"}
{"attrs":{"note":"The trip is a sequence of two-week rounds with fixed phases: stop at a fort or not, hunt or not, set consumption, then travel and resolve events.","role":"core"},"source":"oregon-trail","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Weather each round affects travel and illness.","role":"supporting"},"source":"oregon-trail","target":"weather","type":"uses"}
{"attrs":{"note":"Player ratings develop and decline over careers, including fielding development added in OOTP 14.","role":"core"},"source":"out-of-the-park-baseball","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Games are simulated pitch by pitch from batter, pitcher, and fielder ratings and managerial settings, in real time, pitch-by-pitch control, or bulk simulation.","role":"core"},"source":"out-of-the-park-baseball","target":"attribute-match-engine","type":"uses"}
{"attrs":{"note":"Owners set expectations, and the general manager's job security falls when results and finances miss them, ending in dismissal.","role":"supporting"},"source":"out-of-the-park-baseball","target":"board-confidence","type":"uses"}
{"attrs":{"note":"Franchise finances cover payroll, revenue, and budgets; the system was reworked in OOTP 16.","role":"supporting"},"source":"out-of-the-park-baseball","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"League histories, records, and player careers are stored and exported as HTML reports.","role":"supporting"},"source":"out-of-the-park-baseball","target":"history-chronicle","type":"uses"}
{"attrs":{"note":"Players age, retire, and are replaced by drafts and historical debuts.","role":"supporting"},"source":"out-of-the-park-baseball","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Contract offers to free agents and extensions to rostered players are accepted or rejected against each player's demands, and trades are proposed to AI general managers who accept, reject, or counter.","role":"supporting"},"source":"out-of-the-park-baseball","target":"negotiation","type":"uses"}
{"attrs":{"note":"Fictional players are generated for fictional leagues and amateur drafts.","role":"supporting"},"source":"out-of-the-park-baseball","target":"procedural-characters","type":"uses"}
{"attrs":{"note":"Player ratings are shown through a scout's evaluation, so accuracy depends on the scouting staff; the system was recoded in OOTP 14.","role":"core"},"source":"out-of-the-park-baseball","target":"scouting-knowledge","type":"uses"}
{"attrs":{"note":"The GM signs free agents, drafts amateurs, and hires managers, coaches, and scouts within a budget.","role":"core"},"source":"out-of-the-park-baseball","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Extensive statistics and reports cover every player, team, and season.","role":"supporting"},"source":"out-of-the-park-baseball","target":"stats-dashboards","type":"uses"}
{"attrs":{"note":"Skill points are spent on skills, which raise morale expectations.","role":"supporting"},"source":"oxygen-not-included","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Critters are ranched for food and for their conversion of inputs into useful outputs.","role":"supporting"},"source":"oxygen-not-included","target":"animal-husbandry","type":"uses"}
{"attrs":{"note":"Machines and duplicants emit polluted water, polluted oxygen, carbon dioxide, and heat; a natural gas generator consumes 90 g/s of gas for 800 W and outputs 67.5 g/s polluted water and 22.5 g/s CO2.","role":"core"},"source":"oxygen-not-included","target":"byproducts-waste","type":"uses"}
{"attrs":{"note":"Germs live on tiles, items, gases, and liquids; exposure past per-germ thresholds gives a contraction chance of 0.5 - 0.5 x tanh(resistance / 4).","role":"supporting"},"source":"oxygen-not-included","target":"contagion","type":"uses"}
{"attrs":{"note":"Plants need specific temperatures, atmospheres, and irrigation.","role":"supporting"},"source":"oxygen-not-included","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"Oxygen, temperature, power, plumbing, and germ overlays show hidden cell state.","role":"supporting"},"source":"oxygen-not-included","target":"data-overlays","type":"uses"}
{"attrs":{"note":"Decor around a duplicant is compared to its recent average and feeds morale.","role":"supporting"},"source":"oxygen-not-included","target":"decoration-beauty","type":"uses"}
{"attrs":{"note":"Dig, build, mop, and deconstruct orders placed on tiles.","role":"supporting"},"source":"oxygen-not-included","target":"designation-orders","type":"uses"}
{"attrs":{"note":"Every tile holds one gas, liquid, or solid with a mass; gases diffuse and equalize when a chamber is opened, and liquids drain under gravity, so breathable oxygen must be produced and carbon dioxide managed.","role":"core"},"source":"oxygen-not-included","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"note":"Gas and liquid pipes carry packets between buildings; a liquid pipe segment holds 10 kg and moves packets once per second, capping a line at 10 kg/s, and pipe contents exchange heat with their tiles.","role":"core"},"source":"oxygen-not-included","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"role":"supporting"},"source":"oxygen-not-included","target":"free-placement","type":"uses"}
{"attrs":{"note":"Cells exchange heat each 0.2 s tick with q = dT x dt x k x 1000, with multipliers for solid-gas and liquid-liquid contact; insulated tiles divide conductivity, and temperature thresholds melt, freeze, boil, or damage things.","role":"core"},"source":"oxygen-not-included","target":"heat-transfer","type":"uses"}
{"attrs":{"note":"Steam Workshop mods are C# assemblies patched in with Harmony.","role":"supporting"},"source":"oxygen-not-included","target":"modding-api","type":"uses"}
{"attrs":{"note":"Morale is the sum of timed buffs (Mess Hall +3, Private Bedroom +3, food up to +16, decor up to +12) compared to an expectation that rises with skills learned; each point under adds 2.5% stress per cycle up to 25%, full stress triggers a stress response, and 8 or more points over can trigger overjoyed responses.","role":"core"},"source":"oxygen-not-included","target":"mood-breakdown","type":"uses"}
{"attrs":{"note":"Traits such as Germ Resistant or Allergies change resistances and stress reactions.","role":"supporting"},"source":"oxygen-not-included","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Coal, hydrogen, natural gas, and manual generators on wires and batteries; overloaded circuits take damage.","role":"supporting"},"source":"oxygen-not-included","target":"power-grid","type":"uses"}
{"attrs":{"note":"Asteroids are procedurally generated.","role":"supporting"},"source":"oxygen-not-included","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Enclosed rooms that meet requirements become Mess Halls, Bedrooms, and similar rooms that grant morale buffs.","role":"supporting"},"source":"oxygen-not-included","target":"room-recognition","type":"uses"}
{"attrs":{"note":"Automation wires, sensors, and logic gates control doors, pumps, and generators; extended by the Automation Innovation update.","role":"supporting"},"source":"oxygen-not-included","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"Food rots unless refrigerated or kept in a sterile atmosphere.","role":"supporting"},"source":"oxygen-not-included","target":"spoilage","type":"uses"}
{"attrs":{"role":"supporting"},"source":"oxygen-not-included","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Research unlocks buildings.","role":"supporting"},"source":"oxygen-not-included","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"oxygen-not-included","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Every errand carries a priority, and each duplicant has per-errand-type priorities on the Priorities screen; duplicants pick the highest available errand and favor tasks they are good at.","role":"core"},"source":"oxygen-not-included","target":"work-priorities","type":"uses"}
{"attrs":{"note":"The end-of-day ledger adds wages and bribes, subtracts citation penalties, and requires paying rent, food, heat, and other necessities; going into debt ends the game.","role":"core"},"source":"papers-please","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Each shift is a fixed real-time working day and pay is per properly processed entrant, so processing speed trades against error risk.","role":"core"},"source":"papers-please","target":"daily-action-budget","type":"uses"}
{"attrs":{"note":"Scripted entrants pose choices such as admitting a supposed spouse without complete papers, trading rule compliance against helping people.","role":"supporting"},"source":"papers-please","target":"dilemma-cards","type":"uses"}
{"attrs":{"note":"Family members' condition worsens on days when food, heat, or other necessities go unpaid.","role":"supporting"},"source":"papers-please","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Randomly generated entrants are mixed with scripted ones; the unlockable endless mode uses only generated entrants.","role":"supporting"},"source":"papers-please","target":"procedural-characters","type":"uses"}
{"attrs":{"note":"Each day adds or changes entry requirements; the player cross-checks passports, permits, and other papers, can interrogate, compare fingerprints, or order body scans, and receives faxed citations after protocol violations.","role":"core"},"source":"papers-please","target":"rule-checking-inspection","type":"uses"}
{"attrs":{"note":"EZIC contacts and other scripted encounters branch the story toward twenty endings, including escape to Obristan.","role":"supporting"},"source":"papers-please","target":"triggered-event-chains","type":"uses"}
{"attrs":{"role":"supporting"},"source":"paralives","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Jobs with flexible career progression paths.","role":"supporting"},"source":"paralives","target":"career-ladder","type":"uses"}
{"attrs":{"note":"Steam Workshop distributes community houses, Parafolks, and mods.","role":"supporting"},"source":"paralives","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Grid-less building with curved walls, split-level floors, and resizable, recolorable, stackable furniture; walls are drawn with a road-style tool modeled on Cities: Skylines.","role":"core"},"source":"paralives","target":"free-placement","type":"uses"}
{"attrs":{"role":"supporting"},"source":"paralives","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"An in-game modding interface lets players edit or add content.","role":"supporting"},"source":"paralives","target":"modding-api","type":"uses"}
{"attrs":{"note":"Parafolks carry needs, wants, and emotions that steer their autonomous behavior and set the player's care tasks.","role":"core"},"source":"paralives","target":"needs-decay","type":"uses"}
{"attrs":{"role":"supporting"},"source":"paralives","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Conversation fills a together bar between two Parafolks, and a full bar unlocks together cards.","role":"supporting"},"source":"paralives","target":"relationship-values","type":"uses"}
{"attrs":{"role":"supporting"},"source":"paralives","target":"romance-family","type":"uses"}
{"attrs":{"role":"supporting"},"source":"paralives","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"paralives","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Monthly rent and electricity bills must be paid or the player incurs debt.","role":"supporting"},"source":"pc-building-simulator","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Customer requests, discount alerts, spam, and scams arrive in an inbox; accepted orders left unfulfilled are rejected, and timed jobs grow more common as the career advances.","role":"core"},"source":"pc-building-simulator","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"3DMark benchmarking scores built or repaired machines.","role":"supporting"},"source":"pc-building-simulator","target":"design-performance-rating","type":"uses"}
{"attrs":{"note":"Email jobs ask for virus removal, upgrades, fixes, or overclocking on customer PCs; the player opens the case, identifies the faulty or missing part, and swaps it.","role":"core"},"source":"pc-building-simulator","target":"diagnose-repair","type":"uses"}
{"attrs":{"note":"Leveling up from job experience unlocks more advanced parts.","role":"supporting"},"source":"pc-building-simulator","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"PCs are assembled from licensed cases, motherboards, CPUs, coolers, GPUs, memory, and storage; part choice and installation details such as thermal paste decide whether and how well the machine runs.","role":"core"},"source":"pc-building-simulator","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Floodplain and meadow farms yield by fertility and season.","role":"supporting"},"source":"pharaoh","target":"crop-cultivation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"pharaoh","target":"fire-spread","type":"uses"}
{"attrs":{"role":"supporting"},"source":"pharaoh","target":"free-placement","type":"uses"}
{"attrs":{"note":"Houses need food and goods to advance.","role":"supporting"},"source":"pharaoh","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"A yearly Nile flood waters floodplain farms; irrigation ditches extend fertile land, and Osiris can raise or lower the flood quality.","role":"core"},"source":"pharaoh","target":"hydrology","type":"uses"}
{"attrs":{"note":"Buildings and monument crews draw workers from housing.","role":"supporting"},"source":"pharaoh","target":"labor-market","type":"uses"}
{"attrs":{"note":"Monuments such as pyramids need delivered materials and worker crews over in-game years, and many missions require completing them.","role":"supporting"},"source":"pharaoh","target":"megaproject-sink","type":"uses"}
{"attrs":{"note":"Housing improves in level when demands for goods, services, and surroundings are met.","role":"core"},"source":"pharaoh","target":"population-strata","type":"uses"}
{"attrs":{"role":"supporting"},"source":"pharaoh","target":"production-chain","type":"uses"}
{"attrs":{"note":"Missions set population, rating, and monument goals.","role":"supporting"},"source":"pharaoh","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"The flood season fixes when floodplain land can be farmed.","role":"supporting"},"source":"pharaoh","target":"seasons","type":"uses"}
{"attrs":{"role":"supporting"},"source":"pharaoh","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Raw materials and goods trade with other cities for money.","role":"supporting"},"source":"pharaoh","target":"trade-routes","type":"uses"}
{"attrs":{"role":"supporting"},"source":"pharaoh","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Fire marshals, constables, and other service walkers roam roads from their buildings and cover the houses they pass.","role":"core"},"source":"pharaoh","target":"walker-service-delivery","type":"uses"}
{"attrs":{"role":"supporting"},"source":"plague-inc","target":"alerts-feed","type":"uses"}
{"attrs":{"note":"Infection spreads within countries and between them along travel links, at rates set by the pathogen's transmission traits and each country's conditions, until countries are fully infected and then depopulated.","role":"core"},"source":"plague-inc","target":"contagion","type":"uses"}
{"attrs":{"note":"Once the disease is noticed, countries fund cure research shown as a global progress bar; finishing it ends the run, so the player races to kill before it fills.","role":"core"},"source":"plague-inc","target":"crisis-countdown","type":"uses"}
{"attrs":{"note":"Hot, cold, and other national conditions slow a pathogen that lacks the matching resistance evolutions.","role":"supporting"},"source":"plague-inc","target":"habitat-suitability","type":"uses"}
{"attrs":{"note":"The Evolved scenario creator builds custom plagues, worlds, and events, with over 10,000 shared on Steam Workshop.","role":"supporting"},"source":"plague-inc","target":"modding-api","type":"uses"}
{"attrs":{"note":"Evolved ships 23 scenarios and 10 disease types, each with altered rules.","role":"supporting"},"source":"plague-inc","target":"scenario-objectives","type":"uses"}
{"attrs":{"role":"supporting"},"source":"plague-inc","target":"stats-dashboards","type":"uses"}
{"attrs":{"note":"DNA points buy nodes in three trees (transmission, symptoms, abilities); symptoms raise severity and lethality, and abilities resist climate and drugs.","role":"core"},"source":"plague-inc","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"plague-inc","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Any selection of pieces can be saved as a blueprint and placed again.","role":"supporting"},"source":"planet-coaster","target":"blueprints","type":"uses"}
{"attrs":{"note":"Coasters, scenery blueprints, and parks are uploaded to and downloaded from the Steam Workshop or Frontier Workshop.","role":"core"},"source":"planet-coaster","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Thousands of guests with individual needs, preferences, and budgets choose rides and shops and show thoughts about prices and park conditions.","role":"core"},"source":"planet-coaster","target":"crowd-preferences","type":"uses"}
{"attrs":{"note":"Ticket, ride, and shop prices are weighed against ride ratings and guest budgets.","role":"supporting"},"source":"planet-coaster","target":"customer-value-choice","type":"uses"}
{"attrs":{"note":"Scenery around rides and paths raises guest happiness and ride appeal.","role":"supporting"},"source":"planet-coaster","target":"decoration-beauty","type":"uses"}
{"attrs":{"note":"Coasters are test-run and rated on excitement, fear, and nausea, which set guest demand and ride value.","role":"core"},"source":"planet-coaster","target":"design-performance-rating","type":"uses"}
{"attrs":{"role":"supporting"},"source":"planet-coaster","target":"free-placement","type":"uses"}
{"attrs":{"note":"Coasters are built in a hybrid spline and piece-by-piece editor, and structures are assembled from modular wall, roof, and prop pieces.","role":"core"},"source":"planet-coaster","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Guests need food, drink, toilets, and rest during their visit.","role":"supporting"},"source":"planet-coaster","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Career scenarios set goals such as building coasters, reaching park ratings, and hiring staff; a scenario editor was added in 2017.","role":"supporting"},"source":"planet-coaster","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Janitors, mechanics, entertainers, vendors, and security guards are hired and assigned.","role":"supporting"},"source":"planet-coaster","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Challenge and Career modes gate rides and items behind research.","role":"supporting"},"source":"planet-coaster","target":"tech-tree","type":"uses"}
{"attrs":{"note":"A voxel terrain editor sculpts and tunnels the ground.","role":"supporting"},"source":"planet-coaster","target":"terraforming","type":"uses"}
{"attrs":{"note":"Coasters are built in a hybrid spline and piece-by-piece editor, joining track elements end to end.","role":"supporting"},"source":"planet-coaster","target":"track-laying","type":"uses"}
{"attrs":{"role":"supporting"},"source":"planet-coaster","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"planet-coaster","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Rides age and break down without mechanic inspections.","role":"supporting"},"source":"planet-coaster","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Habitat and building blueprints are shared on the Steam Workshop.","role":"supporting"},"source":"planet-zoo","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Guests choose exhibits, shops, and talks and react to animal welfare and park layout.","role":"supporting"},"source":"planet-zoo","target":"crowd-preferences","type":"uses"}
{"attrs":{"role":"supporting"},"source":"planet-zoo","target":"day-night-cycle","type":"uses"}
{"attrs":{"role":"supporting"},"source":"planet-zoo","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each species needs habitat size, land and water area, biome terrain and plants, temperature, shelter, and enrichment; welfare drops when any requirement is unmet.","role":"core"},"source":"planet-zoo","target":"habitat-suitability","type":"uses"}
{"attrs":{"note":"Animals age from juveniles to adults and die of old age.","role":"supporting"},"source":"planet-zoo","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Barriers, buildings, and scenery use Planet Coaster's modular piece system.","role":"supporting"},"source":"planet-zoo","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Animals have food, water, social, enrichment, and privacy needs whose shortfalls lower welfare and can cause illness.","role":"core"},"source":"planet-zoo","target":"needs-decay","type":"uses"}
{"attrs":{"note":"In Franchise mode an online animal market shared across players lists animals for sale and trade, priced in conservation credits.","role":"supporting"},"source":"planet-zoo","target":"player-driven-market","type":"uses"}
{"attrs":{"note":"A conservation rating rises with endangered species, releases to the wild, and education.","role":"supporting"},"source":"planet-zoo","target":"reputation","type":"uses"}
{"attrs":{"note":"Keepers, vets, mechanics, security, and vendors are hired with work zones and facility needs.","role":"supporting"},"source":"planet-zoo","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Vets research species to unlock knowledge and enrichment items.","role":"supporting"},"source":"planet-zoo","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Animals carry genomes that set lifespan, size, health, and fertility; offspring inherit them, and inbreeding causes harmful effects.","role":"core"},"source":"planet-zoo","target":"trait-inheritance","type":"uses"}
{"attrs":{"role":"supporting"},"source":"planet-zoo","target":"variable-speed","type":"uses"}
{"attrs":{"role":"supporting"},"source":"planet-zoo","target":"weather","type":"uses"}
{"attrs":{"note":"City funds pay for construction, services, and land; difficulty sets how much cash the city starts with and how expensive building is.","role":"supporting"},"source":"pocket-city","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Crime rises as the city grows; police stations unlock with level, and stopping crime earns experience.","role":"supporting"},"source":"pocket-city","target":"crime-policing","type":"uses"}
{"attrs":{"note":"Service buildings, parks, and landmarks are placed on the tile grid next to roads; some rectangular buildings cannot be rotated.","role":"supporting"},"source":"pocket-city","target":"free-placement","type":"uses"}
{"attrs":{"note":"On Expert difficulty the city must take bank loans to keep building.","role":"supporting"},"source":"pocket-city","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Experience from building, quests, hosted events, and handling crime, fires, and disasters raises the city level, and levels unlock building types and grant money.","role":"core"},"source":"pocket-city","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Power plants placed on a road supply the buildings served by the road network instead of a separate grid of power lines.","role":"supporting"},"source":"pocket-city","target":"power-grid","type":"uses"}
{"attrs":{"note":"Disasters such as tornadoes strike at random or when the player triggers them, can be switched off, and damaged buildings are repaired with a paid rebuild button.","role":"supporting"},"source":"pocket-city","target":"random-disasters","type":"uses"}
{"attrs":{"note":"A gauge at the top of the screen shows whether citizens want more residential, commercial, or industrial zoning.","role":"supporting"},"source":"pocket-city","target":"rci-demand","type":"uses"}
{"attrs":{"note":"Roads are the only utility network; a building within two tiles of a road gets power, water, and access, so the player lays more road than traffic alone would need.","role":"core"},"source":"pocket-city","target":"road-network","type":"uses"}
{"attrs":{"note":"Safety buildings (police, fire department, hospital) and recreation unlock with level as the city grows.","role":"supporting"},"source":"pocket-city","target":"service-coverage","type":"uses"}
{"attrs":{"note":"Raising taxes increases revenue at the cost of residents leaving, and lowering them attracts residents.","role":"supporting"},"source":"pocket-city","target":"taxation","type":"uses"}
{"attrs":{"note":"The player paints residential, commercial, and industrial zones tile by tile or by dragging, and lots develop only when they are within reach of a road with power and water.","role":"core"},"source":"pocket-city","target":"zoning","type":"uses"}
{"attrs":{"note":"Sandbox designs are published as Workshop levels, and test runs export as GIF replays.","role":"supporting"},"source":"poly-bridge","target":"content-sharing","type":"uses"}
{"attrs":{"note":"A level passes when its vehicles reach their flags; total material cost against the level budget is the measure of a good solution, and Steam leaderboards compare results.","role":"core"},"source":"poly-bridge","target":"design-performance-rating","type":"uses"}
{"attrs":{"note":"Bridges are built from road, wood, steel, rope, cable, and hydraulic members connected at joints; materials trade cost against strength and weight.","role":"core"},"source":"poly-bridge","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Cars, trucks, and other vehicles are physics bodies whose mass and speed load the bridge.","role":"supporting"},"source":"poly-bridge","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"Levels fix anchor points, allowed materials, budget, and vehicle routes.","role":"supporting"},"source":"poly-bridge","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"A multi-phase hydraulics controller fires pistons when vehicles reach checkpoints.","role":"supporting"},"source":"poly-bridge","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"Every member carries tension or compression shown as a stress color; a member past its material limit breaks and the load redistributes, often cascading into collapse.","role":"core"},"source":"poly-bridge","target":"structural-integrity","type":"uses"}
{"attrs":{"note":"Mana from the follower population unlocks progressively stronger interventions: knights, earthquakes, swamps, volcanoes, and floods.","role":"core"},"source":"populous","target":"god-powers","type":"uses"}
{"attrs":{"note":"Landscape type changes how followers develop.","role":"supporting"},"source":"populous","target":"habitat-suitability","type":"uses"}
{"attrs":{"note":"500 worlds, each won by defeating the enemy's followers.","role":"supporting"},"source":"populous","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Raising and lowering land is the basic power; its main use is creating flat ground on which followers can build larger settlements.","role":"core"},"source":"populous","target":"terraforming","type":"uses"}
{"attrs":{"note":"A papal magnet and behavior modes send followers to settle, gather, or fight.","role":"supporting"},"source":"populous","target":"unit-commands","type":"uses"}
{"attrs":{"note":"Career mode in the town of Muckingham offers 38 main jobs plus bonus jobs whose pay buys upgrades and cosmetics.","role":"supporting"},"source":"powerwash-simulator","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Ladders and scaffolding reach higher surfaces.","role":"supporting"},"source":"powerwash-simulator","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Challenge mode limits water or time and ranks the result.","role":"supporting"},"source":"powerwash-simulator","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Four nozzles with different power and spray width and surface-specific soaps remove dirt, grime, lichen, moss, and rust; progress bars track each object and the level, and a button highlights remaining dirt.","role":"core"},"source":"powerwash-simulator","target":"surface-work-tools","type":"uses"}
{"attrs":{"note":"Training courses and part-time jobs raise and lower her attributes; attributes gate jobs, decide October festival contests in martial arts, dance, art, and cooking against rival girls, and select the final career.","role":"core"},"source":"princess-maker-2","target":"agent-skills","type":"uses"}
{"attrs":{"note":"A small annual income pays for lessons, clothing, food, treatment, and shopping; jobs supplement it.","role":"supporting"},"source":"princess-maker-2","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Eight years of scheduled training, jobs, and rest shape the daughter's attributes, and at 18 her attributes and history select one of 74 career endings.","role":"core"},"source":"princess-maker-2","target":"care-dependent-development","type":"uses"}
{"attrs":{"note":"Repeating a part-time job leads to promotions, higher pay, and bonuses for unbroken success streaks.","role":"supporting"},"source":"princess-maker-2","target":"career-ladder","type":"uses"}
{"attrs":{"note":"Each month has three activity slots (early, middle, late), so every period spent training, working, adventuring, or resting is a period not spent on the others.","role":"core"},"source":"princess-maker-2","target":"daily-action-budget","type":"uses"}
{"attrs":{"note":"The daughter ages from 10 to 18; jobs and events unlock with age, and the game ends at 18.","role":"core"},"source":"princess-maker-2","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Stress from work and training is relieved by free time, vacations, spa stays, or bed rest; poor rest management leads to illness and weaker performance.","role":"supporting"},"source":"princess-maker-2","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Events and reactions fire on age, attributes, and season, leading into 74 career endings with retrospective sequences.","role":"supporting"},"source":"princess-maker-2","target":"triggered-event-chains","type":"uses"}
{"attrs":{"note":"The month is the turn, split into three phases that resolve after the player sets the schedule.","role":"supporting"},"source":"princess-maker-2","target":"turn-structure","type":"uses"}
{"attrs":{"note":"Crowd flow through doors and corridors shapes congestion and fights.","role":"supporting"},"source":"prison-architect","target":"agent-pathfinding","type":"uses"}
{"attrs":{"note":"Income per prisoner per day against staff wages and construction.","role":"supporting"},"source":"prison-architect","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Player prisons are shared online, and Escape Mode lets players break out of shared prisons.","role":"supporting"},"source":"prison-architect","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Federal grants pay out for meeting stated construction or program objectives.","role":"supporting"},"source":"prison-architect","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Guards, dog handlers, armed guards, and snitches counter contraband, gangs, and escape attempts through patrols, searches, and lockdowns.","role":"core"},"source":"prison-architect","target":"crime-policing","type":"uses"}
{"attrs":{"note":"Hiring a Warden unlocks an hourly regime per risk category with Lockup, Sleep, Eat, Yard, Shower, Free Time, and Work blocks; each block confines prisoners to areas rather than forcing actions, so needs are met only where the current block lets prisoners go.","role":"core"},"source":"prison-architect","target":"daily-schedules","type":"uses"}
{"attrs":{"note":"Fires spread through the prison and must be fought by firemen.","role":"supporting"},"source":"prison-architect","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Water pumps and pipes supply showers and toilets.","role":"supporting"},"source":"prison-architect","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"note":"The prison is drawn tile by tile: foundations, walls, doors, and objects are placed, then workmen build them, and room types are assigned to enclosed areas that contain required objects.","role":"core"},"source":"prison-architect","target":"free-placement","type":"uses"}
{"attrs":{"note":"Data files and Lua scripts distributed through Steam Workshop.","role":"supporting"},"source":"prison-architect","target":"modding-api","type":"uses"}
{"attrs":{"note":"About 21 prisoner needs (bladder, food, sleep, hygiene, freedom, family, privacy, spirituality, and others) each charge from 1 to 10 and are reset by specific objects or activities; a need at 10 triggers its side effect, and reports color needs from green to red.","role":"core"},"source":"prison-architect","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Five security levels with different temperaments, sentence lengths, and cashflow, plus death row.","role":"supporting"},"source":"prison-architect","target":"population-strata","type":"uses"}
{"attrs":{"note":"Generators and cables power doors, lights, and kitchens.","role":"supporting"},"source":"prison-architect","target":"power-grid","type":"uses"}
{"attrs":{"note":"Needs left unmet for long periods make prisoners irritated, then likely to fight, attack staff, attempt escape, or riot, and violence spreads to nearby prisoners until guards restore order.","role":"core"},"source":"prison-architect","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Staff such as guards, cooks, janitors, doctors, psychologists, and lawyers are hired individually, and administrators unlock features.","role":"supporting"},"source":"prison-architect","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"A bureaucracy research tree unlocked through administrative staff.","role":"supporting"},"source":"prison-architect","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"prison-architect","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"prison-architect","target":"variable-speed","type":"uses"}
{"attrs":{"role":"supporting"},"source":"project-hospital","target":"agent-skills","type":"uses"}
{"attrs":{"role":"supporting"},"source":"project-hospital","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Each patient has a hidden diagnosis; doctors order examinations, lab tests, and equipment procedures that each reveal symptoms, symptom frequencies are tuned so one exam rarely settles a case, and treatment, hospitalization, or surgery follows.","role":"core"},"source":"project-hospital","target":"diagnosis-treatment","type":"uses"}
{"attrs":{"note":"The player lays foundations, walls, floor tiles, doors, and windows and places equipment for each department, or starts from prefabs.","role":"core"},"source":"project-hospital","target":"free-placement","type":"uses"}
{"attrs":{"role":"supporting"},"source":"project-hospital","target":"room-recognition","type":"uses"}
{"attrs":{"note":"A campaign and six challenge levels set goals; sandbox mode removes them.","role":"supporting"},"source":"project-hospital","target":"scenario-objectives","type":"uses"}
{"attrs":{"role":"supporting"},"source":"project-hospital","target":"service-queues","type":"uses"}
{"attrs":{"note":"The player hires and specializes doctors, nurses, lab staff, and janitors and manages their job satisfaction; the Hospital Services DLC adds staff training.","role":"core"},"source":"project-hospital","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Doctor Mode (2019) lets the player choose exams, diagnoses, and treatments for individual doctors and their patients.","role":"supporting"},"source":"project-hospital","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"project-hospital","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Constituents give feedback on a constitution, amendments are generated, agents vote, and the amended constitution is distributed on a fixed schedule (feedback at 300 s, vote at 420 s, distribution at 600 s).","role":"core"},"source":"project-sid","target":"elections","type":"uses"}
{"attrs":{"note":"Goal generation, talking, and the cognitive controller run on language-model calls, with GPT-4o as the base model in the strongest configuration.","role":"supporting"},"source":"project-sid","target":"generative-content","type":"uses"}
{"attrs":{"note":"Memes and a religion (Pastafarianism, seeded by 20 priests in one town) spread through agent conversations and travel; conversion was tracked by keyword use and had not saturated after two hours.","role":"core"},"source":"project-sid","target":"gossip-propagation","type":"uses"}
{"attrs":{"note":"Agents gather and craft Minecraft items; a 49-agent group plateaued at about 320 unique items over four hours.","role":"supporting"},"source":"project-sid","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"A memory module stores conversations, actions, and observations across short and long timescales.","role":"supporting"},"source":"project-sid","target":"memories-thoughts","type":"uses"}
{"attrs":{"note":"A social-awareness module infers other agents' sentiment, and the paper compares perceived with true likeability.","role":"supporting"},"source":"project-sid","target":"relationship-values","type":"uses"}
{"attrs":{"role":"supporting"},"source":"project-sid","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Agents deposit a share of inventory into community chests every 120 seconds at the constitutional rate, starting at 20 percent; when amendments cut it to 5-10 percent, payments fell to about 9 percent.","role":"core"},"source":"project-sid","target":"taxation","type":"uses"}
{"attrs":{"note":"Skills such as carpentry and cooking level from activities, and skill books and magazines speed or unlock progress.","role":"core"},"source":"project-zomboid","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Water and power shut off within about a month, forcing preparation.","role":"supporting"},"source":"project-zomboid","target":"crisis-countdown","type":"uses"}
{"attrs":{"role":"supporting"},"source":"project-zomboid","target":"crop-cultivation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"project-zomboid","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"A vision cone limits what the survivor sees.","role":"supporting"},"source":"project-zomboid","target":"fog-of-war","type":"uses"}
{"attrs":{"note":"Carpentry builds walls, barricades, and forts.","role":"supporting"},"source":"project-zomboid","target":"free-placement","type":"uses"}
{"attrs":{"note":"Weapons, tools, and barricades are crafted; Build 42 overhauled crafting.","role":"supporting"},"source":"project-zomboid","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"Wounds such as scratches, lacerations, bites, and fractures are tracked per body part with bleeding and bandaging; zombie infection is spread by saliva and blood and is always fatal.","role":"core"},"source":"project-zomboid","target":"injury-body-model","type":"uses"}
{"attrs":{"note":"Full Lua modding through the Steam Workshop.","role":"supporting"},"source":"project-zomboid","target":"modding-api","type":"uses"}
{"attrs":{"note":"Death ends the character; a new survivor can start in the same world.","role":"supporting"},"source":"project-zomboid","target":"permadeath","type":"uses"}
{"attrs":{"note":"Occupation and positive or negative traits are chosen at character creation; occupation also sets spawn location.","role":"supporting"},"source":"project-zomboid","target":"personality-traits","type":"uses"}
{"attrs":{"note":"A climate system with seasons changes gear needs.","role":"supporting"},"source":"project-zomboid","target":"seasons","type":"uses"}
{"attrs":{"note":"Food rots, and refrigeration ends when power fails.","role":"supporting"},"source":"project-zomboid","target":"spoilage","type":"uses"}
{"attrs":{"note":"Zombies respond to sight and hearing, so noise from actions such as gunfire or breaking windows draws them toward the survivor, and hordes migrate.","role":"core"},"source":"project-zomboid","target":"stimulus-attraction","type":"uses"}
{"attrs":{"note":"Moodles for hunger, thirst, fatigue, endurance, panic, stress, boredom, unhappiness, temperature, wetness, pain, bleeding, and sickness each grow in severity and penalize combat, movement, carrying, or healing.","role":"core"},"source":"project-zomboid","target":"survival-meters","type":"uses"}
{"attrs":{"role":"supporting"},"source":"project-zomboid","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Vehicles have physics and part condition.","role":"supporting"},"source":"project-zomboid","target":"vehicle-dynamics","type":"uses"}
{"attrs":{"role":"supporting"},"source":"project-zomboid","target":"weather","type":"uses"}
{"attrs":{"note":"Past exchanges are stored as social history that later rules reference.","role":"supporting"},"source":"prom-week","target":"memories-thoughts","type":"uses"}
{"attrs":{"note":"Traits and interests weight which rules apply to a character.","role":"supporting"},"source":"prom-week","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Directed social networks track how much each character likes, is attracted to, and respects each other character; exchanges and third parties' opinions move the values.","role":"core"},"source":"prom-week","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Each level sets social goals, such as getting two named characters to date.","role":"supporting"},"source":"prom-week","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Exchanges such as winking, being friendly, or being mean have preconditions; CiF rules decide whether the target accepts and update networks and statuses.","role":"core"},"source":"prom-week","target":"social-exchanges","type":"uses"}
{"attrs":{"note":"A character's volition for each exchange is scored from matching rules, and only exchanges it is inclined toward are offered, ranked by likelihood.","role":"supporting"},"source":"prom-week","target":"utility-action-selection","type":"uses"}
{"attrs":{"note":"New locomotive types become available as the calendar advances through the eras, from early steam engines toward diesels.","role":"supporting"},"source":"railroad-tycoon","target":"dated-tech-timeline","type":"uses"}
{"attrs":{"note":"Delivery revenue depends on cargo type, distance, and travel time, so fast trains earn more for passengers and mail.","role":"supporting"},"source":"railroad-tycoon","target":"delivery-time-payment","type":"uses"}
{"attrs":{"note":"A small stock market lets the player trade its own and rival stock; rivals use stock dealings to try to take over the player's railroad.","role":"core"},"source":"railroad-tycoon","target":"equity-buyouts","type":"uses"}
{"attrs":{"note":"Track is laid on a square tile grid and up to 32 stations are placed; the first station gets the engine shop where trains are built.","role":"core"},"source":"railroad-tycoon","target":"free-placement","type":"uses"}
{"attrs":{"note":"Starting capital is half a loan; bonds raise more at interest rates tied to the economy.","role":"supporting"},"source":"railroad-tycoon","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Accounts settle in two-year periods across a century of play.","role":"supporting"},"source":"railroad-tycoon","target":"periodic-ticks","type":"uses"}
{"attrs":{"note":"Industries consume delivered freight and produce new cargo; players can build additional industries.","role":"supporting"},"source":"railroad-tycoon","target":"production-chain","type":"uses"}
{"attrs":{"note":"Signal towers act as passing loops and control train movements on shared track.","role":"supporting"},"source":"railroad-tycoon","target":"rail-signaling","type":"uses"}
{"attrs":{"note":"AI railroad barons build competing lines and start rate wars over shared stations.","role":"core"},"source":"railroad-tycoon","target":"rival-firms","type":"uses"}
{"attrs":{"note":"Depots, stations, and terminals draw cargo from progressively larger surrounding areas.","role":"supporting"},"source":"railroad-tycoon","target":"service-coverage","type":"uses"}
{"attrs":{"note":"Stations supply and demand goods and passengers; under the complex economy cities accept only certain products, so routing follows demand.","role":"core"},"source":"railroad-tycoon","target":"supply-demand-pricing","type":"uses"}
{"attrs":{"note":"Track is laid tile by tile across terrain whose slope and features add cost, linking up to 32 stations.","role":"core"},"source":"railroad-tycoon","target":"track-laying","type":"uses"}
{"attrs":{"note":"Players can take direct control of individual train movements.","role":"supporting"},"source":"railroad-tycoon","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"railroad-tycoon","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Each train gets ordered stops and a consist of mail, passenger, and freight cars for nine commodity types; consists can be changed at any stop.","role":"core"},"source":"railroad-tycoon","target":"vehicle-route-scheduling","type":"uses"}
{"attrs":{"note":"A monthly budget funds infrastructure, jobs, education, roads, and military spending; the more initiatives the player funds, the more corruption and inflation rise, and the Economist governor receives the whole budget annually.","role":"core"},"source":"rebel-inc","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Civilian initiatives raise popular support region by region, and stabilizing the country without letting insurgents take control is the goal.","role":"core"},"source":"rebel-inc","target":"citizen-satisfaction","type":"uses"}
{"attrs":{"note":"Funding more civilian initiatives raises corruption and inflation, which erode what the monthly budget achieves; the governance tab offers anti-corruption measures.","role":"supporting"},"source":"rebel-inc","target":"corruption-leakage","type":"uses"}
{"attrs":{"note":"A governance tab offers anti-corruption measures.","role":"supporting"},"source":"rebel-inc","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Each region has its own geography, and selectable governors such as the Economist and the Warlord change the rules.","role":"supporting"},"source":"rebel-inc","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"An insurgency emerges partway through and contests regions against coalition forces; later, peace can be negotiated with insurgent leaders.","role":"core"},"source":"rebel-inc","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Random events interrupt plans and offer choices.","role":"supporting"},"source":"rebel-inc","target":"triggered-event-chains","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rebel-inc","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Advisers present cards that the player swipes left or right; each choice moves one or more of four meters (church, people, army, treasury), and the reign ends when any meter becomes completely full or completely empty.","role":"core"},"source":"reigns","target":"dilemma-cards","type":"uses"}
{"attrs":{"note":"When a king's reign ends, play continues with a new king; unlocked cards and some effects carry across reigns, and the in-game years keep advancing.","role":"core"},"source":"reigns","target":"dynasty-succession","type":"uses"}
{"attrs":{"note":"Completing tasks unlocks new cards.","role":"supporting"},"source":"reigns","target":"milestone-unlocks","type":"uses"}
{"attrs":{"role":"supporting"},"source":"reigns","target":"permadeath","type":"uses"}
{"attrs":{"note":"Story cards chain across reigns, such as the Devil's visits in the years 666, 1332, and 1998.","role":"supporting"},"source":"reigns","target":"triggered-event-chains","type":"uses"}
{"attrs":{"note":"Raid strength scales with colony wealth, number of colonists, and difficulty, so growth raises danger.","role":"core"},"source":"rimworld","target":"adaptive-threat-scaling","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"agent-inspection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Drafting switches a colonist from self-assigned work to direct player control for combat or emergencies.","role":"supporting"},"source":"rimworld","target":"autonomy-levels","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"crop-cultivation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"decoration-beauty","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"designation-orders","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Bodies are hierarchies of parts with hit points, bleeding, infection, scars, and prosthetics that change capacities like moving and manipulation.","role":"core"},"source":"rimworld","target":"injury-body-model","type":"uses"}
{"attrs":{"note":"Every mood effect is an itemized thought with a source and expiry, visible in the needs tab.","role":"core"},"source":"rimworld","target":"memories-thoughts","type":"uses"}
{"attrs":{"note":"XML definitions and C# assemblies, usually patched in with Harmony, distributed through Steam Workshop.","role":"supporting"},"source":"rimworld","target":"modding-api","type":"uses"}
{"attrs":{"note":"Mood below trait-adjusted break thresholds triggers minor, major, or extreme mental breaks; high mood can grant inspirations.","role":"core"},"source":"rimworld","target":"mood-breakdown","type":"uses"}
{"attrs":{"note":"Colonists track food, rest, recreation, comfort, beauty, and other needs whose levels feed mood.","role":"core"},"source":"rimworld","target":"needs-decay","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"permadeath","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"personality-traits","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"procedural-characters","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"raid-defense","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"relationship-values","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"room-recognition","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"spoilage","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Selectable storytellers (Cassandra, Phoebe, Randy) choose incidents using a threat budget derived from colony wealth and time since the last major event.","role":"core"},"source":"rimworld","target":"storyteller-director","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rimworld","target":"variable-speed","type":"uses"}
{"attrs":{"note":"A work tab matrix sets 1-4 priorities per colonist per job type; colonists self-assign.","role":"core"},"source":"rimworld","target":"work-priorities","type":"uses"}
{"attrs":{"note":"The marketing panel runs time-limited paid campaigns, such as park or ride advertising and free-entry or half-price vouchers, that raise guest arrivals or demand for a chosen ride or stall while they last.","role":"supporting"},"source":"rollercoaster-tycoon","target":"advertising-awareness","type":"uses"}
{"attrs":{"note":"Clicking a guest shows cash, needs, thoughts, and ride history.","role":"supporting"},"source":"rollercoaster-tycoon","target":"agent-inspection","type":"uses"}
{"attrs":{"note":"Guests navigate the path network and can get lost in mazes of paths.","role":"supporting"},"source":"rollercoaster-tycoon","target":"agent-pathfinding","type":"uses"}
{"attrs":{"note":"Guests have money, a preferred ride intensity, a nausea tolerance, and needs, and they report thoughts such as a ride being too intense or a price too high.","role":"core"},"source":"rollercoaster-tycoon","target":"crowd-preferences","type":"uses"}
{"attrs":{"note":"Guests compare ride and shop prices with ride value and their remaining cash; overpriced items show up as complaints in guest thoughts.","role":"core"},"source":"rollercoaster-tycoon","target":"customer-value-choice","type":"uses"}
{"attrs":{"note":"Scenery and trees improve guest views and ride appeal.","role":"supporting"},"source":"rollercoaster-tycoon","target":"decoration-beauty","type":"uses"}
{"attrs":{"note":"Each ride is test-run and rated on excitement, intensity, and nausea from its track geometry, speeds, and g-forces; ratings set demand and fair price.","role":"core"},"source":"rollercoaster-tycoon","target":"design-performance-rating","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rollercoaster-tycoon","target":"free-placement","type":"uses"}
{"attrs":{"note":"Parks start with a loan, such as $50,000 in Mega Park.","role":"supporting"},"source":"rollercoaster-tycoon","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Coasters are built track piece by piece on a tile grid, choosing direction, height, steepness, and elements such as loops and corkscrews.","role":"core"},"source":"rollercoaster-tycoon","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Guests get hungry, thirsty, tired, and need toilets during a visit.","role":"supporting"},"source":"rollercoaster-tycoon","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Each of 21 base scenarios sets a goal such as a guest count with a minimum park rating by a deadline; completing one unlocks the next.","role":"supporting"},"source":"rollercoaster-tycoon","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Guests wait in ride queues and leave long lines unhappy.","role":"supporting"},"source":"rollercoaster-tycoon","target":"service-queues","type":"uses"}
{"attrs":{"note":"Handymen sweep, empty bins, and mow; mechanics fix rides; security guards prevent vandalism; entertainers cheer guests.","role":"supporting"},"source":"rollercoaster-tycoon","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Paid research unlocks new rides and improvements over time.","role":"supporting"},"source":"rollercoaster-tycoon","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Land can be raised and lowered and water added to fit rides and add appeal.","role":"supporting"},"source":"rollercoaster-tycoon","target":"terraforming","type":"uses"}
{"attrs":{"note":"Coaster track is built piece by piece on the tile grid by direction, height, steepness, and elements such as loops and corkscrews, and the result is rated by test run.","role":"supporting"},"source":"rollercoaster-tycoon","target":"track-laying","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rollercoaster-tycoon","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"rollercoaster-tycoon","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Ride reliability decays with use and age; breakdown chance rises as reliability falls, and mechanics inspect and repair on a set interval.","role":"core"},"source":"rollercoaster-tycoon","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"A Blueprint Designer (40 x 40 m at Mk.1, larger tiers in 1.0) saves layouts that appear as build-menu entries and draw materials from storage or inventory.","role":"supporting"},"source":"satisfactory","target":"blueprints","type":"uses"}
{"attrs":{"note":"Refinery recipes emit heavy oil residue or polymer resin that must be routed or the line backs up, and nuclear plants emit waste that has to be stored or reprocessed.","role":"supporting"},"source":"satisfactory","target":"byproducts-waste","type":"uses"}
{"attrs":{"note":"Six belt tiers carry 60, 120, 270, 480, 780, and 1,200 items per minute, with splitters, mergers, lifts, and smart splitters routing flows in 3D.","role":"core"},"source":"satisfactory","target":"conveyor-transport","type":"uses"}
{"attrs":{"note":"The pioneer walks, jetpacks, ziplines, and drives across a hand-built map, building only within reach and gathering power slugs, hard drives, and samples on foot.","role":"core"},"source":"satisfactory","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Pipelines carry 300 or 600 m3 per minute; liquids need head lift supplied by pumps, while gases do not.","role":"supporting"},"source":"satisfactory","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"note":"Foundations, walls, and ramps snap to a grid at any height, so factories are stacked floors connected by belt lifts and pipes.","role":"supporting"},"source":"satisfactory","target":"free-placement","type":"uses"}
{"attrs":{"note":"Early parts are crafted at a craft bench by holding a button, and equipment is made at the equipment workshop.","role":"supporting"},"source":"satisfactory","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"Clock speed from 1% to 250% rescales any machine; each of up to three Power Shards raises the cap by 50 points, and power scales with exponent about 1.32, so 250% draws about 336% of base power.","role":"supporting"},"source":"satisfactory","target":"machine-boosting","type":"uses"}
{"attrs":{"note":"The Space Elevator takes five Project Assembly phases of crafted parts, from 50 Smart Plating in phase 1 to Nuclear Pasta and Ballistic Warp Drives in phase 5, and its phases unlock tiers 3 to 9 and the ending.","role":"supporting"},"source":"satisfactory","target":"megaproject-sink","type":"uses"}
{"attrs":{"note":"The community-run Satisfactory Mod Loader adds new buildings, recipes, and logic on top of the Unreal Engine game.","role":"supporting"},"source":"satisfactory","target":"modding-api","type":"uses"}
{"attrs":{"note":"Generators from 30 MW biomass burners to 2,500 MW nuclear plants feed one grid; if consumption exceeds production with storage empty, the fuse trips and all connected buildings stop until reset.","role":"core"},"source":"satisfactory","target":"power-grid","type":"uses"}
{"attrs":{"note":"Smelters, constructors, assemblers, manufacturers, refineries, and blenders run per-minute recipes; 106 alternate recipes chosen from hard-drive scans swap inputs, and clock speed from 1% to 250% rescales any machine.","role":"core"},"source":"satisfactory","target":"production-chain","type":"uses"}
{"attrs":{"note":"Trucks and tractors replay a route the player records by driving it once, stopping at truck stations along the recorded path.","role":"supporting"},"source":"satisfactory","target":"programming-by-demonstration","type":"uses"}
{"attrs":{"note":"Block and path signals divide track so several trains can share a network.","role":"supporting"},"source":"satisfactory","target":"rail-signaling","type":"uses"}
{"attrs":{"note":"Miners Mk.1 to Mk.3 sit on infinite ore nodes whose purity multiplies output by 0.5, 1, or 2; water extractors, oil extractors, and resource well pressurizers tap fluids.","role":"core"},"source":"satisfactory","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Storage containers, fluid buffers, and industrial tanks buffer production; the Dimensional Depot uploads items for remote building.","role":"supporting"},"source":"satisfactory","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"HUB milestones are unlocked by delivering crafted parts tier by tier, Space Elevator phases gate tiers 3 to 9, and the MAM researches alien items, power slugs, and hard drives.","role":"core"},"source":"satisfactory","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Trains follow station timetables, trucks and tractors replay recorded routes, and drones shuttle between a home port and one linked port on battery or packaged fuel.","role":"supporting"},"source":"satisfactory","target":"vehicle-route-scheduling","type":"uses"}
{"attrs":{"note":"Police pressure grows with operations through patrols, random searches, roadblocks, and night curfews; being seen raises a wanted status that can end in arrest.","role":"supporting"},"source":"schedule-i","target":"crime-policing","type":"uses"}
{"attrs":{"note":"Plants are grown in pots with soil and water over a growth timer, then harvested as the base product.","role":"core"},"source":"schedule-i","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"Customers have preferred effects and price tolerances; matching them builds repeat orders and relationships that open further customers.","role":"core"},"source":"schedule-i","target":"customer-value-choice","type":"uses"}
{"attrs":{"note":"A daily clock with a night curfew shapes when deals can be made.","role":"supporting"},"source":"schedule-i","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"The player personally grows, cooks, mixes, and delivers in first person until staff take over.","role":"core"},"source":"schedule-i","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Grow tents, stations, and storage are placed inside bought properties.","role":"supporting"},"source":"schedule-i","target":"free-placement","type":"uses"}
{"attrs":{"note":"Rank and story progress unlock new regions, customers, and equipment.","role":"supporting"},"source":"schedule-i","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"No official API at release; mods load through the de facto MelonLoader.","role":"supporting"},"source":"schedule-i","target":"modding-api","type":"uses"}
{"attrs":{"note":"Mixing ingredients such as soft drinks or paracetamol into a base product adds named effects that raise its value and match customer preferences.","role":"core"},"source":"schedule-i","target":"product-development","type":"uses"}
{"attrs":{"note":"Higher products need multi-step chains such as cooking methamphetamine at chemistry stations.","role":"supporting"},"source":"schedule-i","target":"production-chain","type":"uses"}
{"attrs":{"note":"Product quality varies with inputs such as soil and additives and affects price.","role":"supporting"},"source":"schedule-i","target":"quality-tiers","type":"uses"}
{"attrs":{"note":"Dealers sell to their own customer lists for a cut, and botanists, cooks, and janitors run production at owned properties.","role":"core"},"source":"schedule-i","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Movement costs are 1 on roads, 2 on plains, and 10 on swamps, and route searches consume the player's CPU, so caching paths is a core optimization.","role":"supporting"},"source":"screeps","target":"agent-pathfinding","type":"uses"}
{"attrs":{"note":"Each tick has a CPU limit (20 without CPU Unlock), unused CPU banks in a bucket of up to 10,000, a tick may burst to 500, and scripts are terminated at the limit, so pathfinding and caching strategies are shaped by CPU cost.","role":"core"},"source":"screeps","target":"execution-budget","type":"uses"}
{"attrs":{"note":"Every creep dies after 1,500 ticks, so code must schedule replacements before roles go unfilled.","role":"supporting"},"source":"screeps","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"The open-source private server supports mods and community servers that change rules and tick rates.","role":"supporting"},"source":"screeps","target":"modding-api","type":"uses"}
{"attrs":{"note":"Code spawns creeps from up to 50 body parts of eight types; part counts set harvest, carry, attack, and heal rates, MOVE parts offset fatigue of 1, 2, or 10 per part on road, plain, or swamp, and each part has 100 hits.","role":"core"},"source":"screeps","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Official shards run continuously with ticks every 2 to 5 seconds, so colonies harvest, build, and fight while their owners are offline; rooms link through exits and shards through portals.","role":"core"},"source":"screeps","target":"persistent-world","type":"uses"}
{"attrs":{"note":"Terminals post public buy and sell orders priced in credits with a 5% order fee; the party executing a deal pays an energy cost that grows with distance, and NPC terminals sit at highway crossroads.","role":"supporting"},"source":"screeps","target":"player-driven-market","type":"uses"}
{"attrs":{"note":"Players write JavaScript (or C, C++, Rust, Go, C#, and others via WebAssembly) whose main loop runs every tick under a per-tick CPU limit with a 10,000-unit bucket; globals reset between ticks and actions resolve together at tick end.","role":"core"},"source":"screeps","target":"player-programming","type":"uses"}
{"attrs":{"note":"Towers, ramparts, and walls defend rooms against other players and NPC invaders, and a newly placed first spawn grants safe mode.","role":"supporting"},"source":"screeps","target":"raid-defense","type":"uses"}
{"attrs":{"note":"WORK parts harvest energy from sources that refill every 300 ticks, and extractors at RCL 6 mine minerals for labs and the market.","role":"core"},"source":"screeps","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Energy spent on a room controller raises its level from 1 to 8 at cumulative costs up to 10.9 million, unlocking spawns, extensions, towers, storage, links, labs, terminal, factory, observer, and nuker; unfed controllers downgrade and become neutral.","role":"core"},"source":"screeps","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Roads and other structures lose hits over time and must be repaired by creeps.","role":"supporting"},"source":"screeps","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"The player sets tank heat, cleans dirty water, and supplies food, and later runs a sprinkler to keep Frogmen moist.","role":"core"},"source":"seaman","target":"creature-care","type":"uses"}
{"attrs":{"note":"Vocabulary grows through conversation, and the creature becomes tamer over time.","role":"supporting"},"source":"seaman","target":"creature-learning","type":"uses"}
{"attrs":{"note":"Tank temperature and water cleanliness must suit the current life stage.","role":"supporting"},"source":"seaman","target":"habitat-suitability","type":"uses"}
{"attrs":{"note":"Mushroomer, Gillman, Podfish, Tadman, and Frogman stages; Podfish parents die after mating and the aquarium becomes a terrarium.","role":"core"},"source":"seaman","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"It remembers facts the player shares, such as a birthday, and later tells historical events from that date.","role":"supporting"},"source":"seaman","target":"memories-thoughts","type":"uses"}
{"attrs":{"note":"Microphone speech is matched against the creature's current vocabulary; it asks for the player's birthday and other details and answers in conversation.","role":"core"},"source":"seaman","target":"natural-language-interaction","type":"uses"}
{"attrs":{"note":"A neglected creature dies permanently.","role":"supporting"},"source":"seaman","target":"permadeath","type":"uses"}
{"attrs":{"note":"Time follows the real calendar; going much longer than a day without a check can kill the creature.","role":"core"},"source":"seaman","target":"real-time-clock","type":"uses"}
{"attrs":{"note":"Creators keep copyright to their content and sell it to other residents.","role":"supporting"},"source":"second-life","target":"content-sharing","type":"uses"}
{"attrs":{"role":"supporting"},"source":"second-life","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"The Linden Scripting Language attaches scripts to in-world objects.","role":"supporting"},"source":"second-life","target":"modding-api","type":"uses"}
{"attrs":{"note":"Objects are built from linked primitives, up to 256 per linked set, or from imported mesh.","role":"supporting"},"source":"second-life","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"The world is a grid of 256 by 256 meter regions, each simulated on a dedicated CPU core with Havok physics and capped at 40 avatars on the mainland or 100 on private islands.","role":"core"},"source":"second-life","target":"persistent-world","type":"uses"}
{"attrs":{"note":"Residents trade land, goods, and services for Linden Dollars, which are bought and sold for real currency on the LindeX exchange; the Marketplace has listed about 2.1 million items.","role":"core"},"source":"second-life","target":"player-driven-market","type":"uses"}
{"attrs":{"note":"Groups give residents shared chat and voice channels.","role":"supporting"},"source":"second-life","target":"player-organizations","type":"uses"}
{"attrs":{"note":"Objects run Linden Scripting Language scripts on Linden Lab's servers, which is how built objects become interactive.","role":"core"},"source":"second-life","target":"player-programming","type":"uses"}
{"attrs":{"role":"supporting"},"source":"second-life","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"Copying and pasting factory sections costs Blueprint Points earned from goals, making repeated modules the intended way to scale.","role":"core"},"source":"shapez-2","target":"blueprints","type":"uses"}
{"attrs":{"note":"Belts, splitters, mergers, and lifts move shapes across three building levels per platform, and space belts carry them between platforms.","role":"core"},"source":"shapez-2","target":"conveyor-transport","type":"uses"}
{"attrs":{"note":"Pipes and space pipes carry fluids such as paint from asteroid pumps to painters, and fluid launchers move them across notches.","role":"supporting"},"source":"shapez-2","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"note":"Space platforms in 20x20 chunks are the limited building surface, capped by Platform Units, with notches at chunk edges as the only connection points between platforms.","role":"core"},"source":"shapez-2","target":"free-placement","type":"uses"}
{"attrs":{"note":"After the fixed milestones, operator goal lines at the Vortex demand shapes in quantities that grow exponentially per level (for example 15,000 shapes at 18% growth), absorbing late-game output.","role":"supporting"},"source":"shapez-2","target":"megaproject-sink","type":"uses"}
{"attrs":{"note":"Mods load natively through the ShapezShifter API and are distributed on Steam Workshop.","role":"supporting"},"source":"shapez-2","target":"modding-api","type":"uses"}
{"attrs":{"note":"Cutters, rotators, stackers, swappers, painters, pin pushers, and crystal generators each transform shapes by fixed rules; a target shape code implies a processing sequence the player must lay out.","role":"core"},"source":"shapez-2","target":"production-chain","type":"uses"}
{"attrs":{"note":"Asteroid miners and pumps on platforms extract raw shape fields and fluid deposits from a procedurally generated world.","role":"supporting"},"source":"shapez-2","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Wire machines carry signals that read and control machines, and wireless senders and receivers pass signals across platform notches.","role":"supporting"},"source":"shapez-2","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"Delivering each milestone's required shapes to the Vortex unlocks the next buildings and mechanics, such as fluids, painting, crystals, and trains; afterwards, operator goal lines with exponentially rising shape costs reward platform units, blueprint points, and research points.","role":"core"},"source":"shapez-2","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Space trains load fixed-size packages at loader stations and unload at stops; each rail carries trains of several colors that take their own color's branch at splitters, and wagons hold one package per machine level.","role":"supporting"},"source":"shapez-2","target":"vehicle-route-scheduling","type":"uses"}
{"attrs":{"note":"Each platform has three stacked building levels, and shapes carry up to four or five vertical layers that must be supported from below.","role":"supporting"},"source":"shapez-2","target":"vertical-layers","type":"uses"}
{"attrs":{"note":"Crew members carry rank, experience, morale, and decorations between patrols.","role":"supporting"},"source":"silent-hunter-3","target":"agent-skills","type":"uses"}
{"attrs":{"note":"A career begins at the rank of Lieutenant, Jr., with a U-boat base assignment between 1939 and 1943.","role":"supporting"},"source":"silent-hunter-3","target":"career-ladder","type":"uses"}
{"attrs":{"role":"supporting"},"source":"silent-hunter-3","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"With manual targeting off, a Weapons Officer computes the firing solution.","role":"supporting"},"source":"silent-hunter-3","target":"delegation-to-ai","type":"uses"}
{"attrs":{"role":"supporting"},"source":"silent-hunter-3","target":"fog-of-war","type":"uses"}
{"attrs":{"note":"The campaign engine generates convoys, destroyer escorts, and task forces in assigned patrol grids, and the player chooses targets and approaches.","role":"core"},"source":"silent-hunter-3","target":"military-operations","type":"uses"}
{"attrs":{"note":"Manual targeting requires identifying a vessel's class and nationality and computing its speed, angle on the bow, and gyro angle before setting torpedo depth and spread.","role":"core"},"source":"silent-hunter-3","target":"procedural-checklists","type":"uses"}
{"attrs":{"note":"Torpedoes run at a set speed, depth, and gyro angle toward an intercept computed from target speed and angle on the bow, so a bad solution misses.","role":"supporting"},"source":"silent-hunter-3","target":"projectile-ballistics","type":"uses"}
{"attrs":{"role":"supporting"},"source":"silent-hunter-3","target":"variable-speed","type":"uses"}
{"attrs":{"role":"supporting"},"source":"silent-hunter-3","target":"weather","type":"uses"}
{"attrs":{"note":"The player is one yellow ant that digs, carries food and pebbles, receives food by trophallaxis, and fights; double-clicking another ant moves control to it.","role":"core"},"source":"simant","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"The queen lays eggs that become larvae and adults; young queens and drones mate to found colonies in new map squares.","role":"supporting"},"source":"simant","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"The colony divides into workers (forage, dig, tend brood), soldiers (fight, eat more, cannot tend brood), the queen, and winged breeders, and the player sets the balance.","role":"core"},"source":"simant","target":"population-strata","type":"uses"}
{"attrs":{"note":"Human footsteps, lawnmowers, bug spray, and electrical outlets kill ants without warning.","role":"supporting"},"source":"simant","target":"random-disasters","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simant","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"The yellow ant lays trails to food or enemy nests that other black ants follow, and can recruit a group of nearby ants to follow it into fights against spiders, caterpillars, antlions, or red ants.","role":"core"},"source":"simant","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simant","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Surface yard play is viewed from above while nests are shown in side view underground.","role":"supporting"},"source":"simant","target":"vertical-layers","type":"uses"}
{"attrs":{"note":"Rain washes away trails and can flood nests.","role":"supporting"},"source":"simant","target":"weather","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simant","target":"work-priorities","type":"uses"}
{"attrs":{"note":"Tax revenue is collected periodically from population, land value, and tax rate; police, fire, and road funding fractions scale their effects, and underfunded roads decay.","role":"core"},"source":"simcity-1989","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"A yearly evaluation turns problem scores into a 0-1000 rating and an approval poll.","role":"supporting"},"source":"simcity-1989","target":"citizen-satisfaction","type":"uses"}
{"attrs":{"note":"Crime per cell is 128 - land value + density minus smoothed police effect, clamped 0-250.","role":"supporting"},"source":"simcity-1989","target":"crime-policing","type":"uses"}
{"attrs":{"note":"Map windows show land value, crime, pollution, traffic density, police and fire coverage, and population density.","role":"supporting"},"source":"simcity-1989","target":"data-overlays","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-1989","target":"fire-spread","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-1989","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each 2x2 block's value falls with distance from the population-weighted center, rises near trees and water, and drops with pollution and high crime, clamped to 1-250.","role":"core"},"source":"simcity-1989","target":"land-value","type":"uses"}
{"attrs":{"note":"Industry and traffic write a pollution map that depresses land value and can summon the monster.","role":"supporting"},"source":"simcity-1989","target":"pollution-spread","type":"uses"}
{"attrs":{"note":"Zones must connect to coal or nuclear plants through power lines or adjacent zones; unpowered zones do not grow and lower the city score.","role":"core"},"source":"simcity-1989","target":"power-grid","type":"uses"}
{"attrs":{"note":"Fire, flood, tornado, earthquake, and a pollution-gated monster fire at 1/481, 1/241, or 1/61 per cycle by difficulty.","role":"supporting"},"source":"simcity-1989","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Three valves move by the ratio of projected to actual residents, commerce, and industry plus a tax offset, clamped to +/-2000 or +/-1500 (Micropolis source).","role":"core"},"source":"simcity-1989","target":"rci-demand","type":"uses"}
{"attrs":{"note":"Time-limited scenarios such as Detroit 1972 set a goal to reach before the clock ends, added at Broderbund's suggestion.","role":"supporting"},"source":"simcity-1989","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Police and fire stations write funding-scaled effect values to a block map that is smoothed outward.","role":"supporting"},"source":"simcity-1989","target":"service-coverage","type":"uses"}
{"attrs":{"note":"One city-wide tax rate adds a positive offset to demand at low rates and a negative offset at high rates.","role":"supporting"},"source":"simcity-1989","target":"taxation","type":"uses"}
{"attrs":{"note":"Zones generate trips along roads; the resulting traffic density map adds to pollution and complaints.","role":"supporting"},"source":"simcity-1989","target":"traffic-congestion","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-1989","target":"variable-speed","type":"uses"}
{"attrs":{"note":"The player paints 3x3 residential, commercial, and industrial zones; simulated developers build, densify, or abandon them.","role":"core"},"source":"simcity-1989","target":"zoning","type":"uses"}
{"attrs":{"note":"Yearly budget with department funding; extreme deficit spending ends the game.","role":"core"},"source":"simcity-2000","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Power plant types such as solar, fusion, and microwave and buildings such as arcologies become available in set invention years as the city's calendar advances.","role":"supporting"},"source":"simcity-2000","target":"dated-tech-timeline","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-2000","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Water from pumps travels through underground pipes to zones.","role":"supporting"},"source":"simcity-2000","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-2000","target":"free-placement","type":"uses"}
{"attrs":{"note":"Query tool shows land value per tile, which shapes development.","role":"supporting"},"source":"simcity-2000","target":"land-value","type":"uses"}
{"attrs":{"note":"The player issues bonds to raise capital and pays interest on them.","role":"supporting"},"source":"simcity-2000","target":"loans-debt","type":"uses"}
{"attrs":{"note":"City ordinances enacted for ongoing cost and effect.","role":"supporting"},"source":"simcity-2000","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Nine plant types including wind, hydro, solar, fusion, and microwave; most have limited lifespans and must be rebuilt.","role":"core"},"source":"simcity-2000","target":"power-grid","type":"uses"}
{"attrs":{"note":"Disasters strike in play, and scenarios based on real cities stage specific ones.","role":"supporting"},"source":"simcity-2000","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Demand bars for residential, commercial, and industrial land, raised by connections to neighbor cities.","role":"core"},"source":"simcity-2000","target":"rci-demand","type":"uses"}
{"attrs":{"note":"Schools, libraries, museums, hospitals, police, and fire stations cover surrounding zones.","role":"supporting"},"source":"simcity-2000","target":"service-coverage","type":"uses"}
{"attrs":{"note":"Separate tax rates for residential, commercial, and industrial zones.","role":"supporting"},"source":"simcity-2000","target":"taxation","type":"uses"}
{"attrs":{"note":"Land has elevation that the player can raise or lower before and during play.","role":"supporting"},"source":"simcity-2000","target":"terraforming","type":"uses"}
{"attrs":{"note":"Query tool reports traffic on roads; highways and transit relieve it.","role":"supporting"},"source":"simcity-2000","target":"traffic-congestion","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-2000","target":"variable-speed","type":"uses"}
{"attrs":{"note":"An underground layer holds water pipes, subways, and road tunnels separate from the surface.","role":"supporting"},"source":"simcity-2000","target":"vertical-layers","type":"uses"}
{"attrs":{"note":"Residential, commercial, and industrial zones in light and dense variants, plus seaport and airport zones.","role":"core"},"source":"simcity-2000","target":"zoning","type":"uses"}
{"attrs":{"note":"Sims go to the first job and first empty home they find; vehicles take the shortest route rather than the one with spare capacity.","role":"core"},"source":"simcity-2013","target":"agent-pathfinding","type":"uses"}
{"attrs":{"note":"Cities in a region connect by highway, rail, and water, trade resources, share services, and pool wealth into Great Works such as an arcology.","role":"core"},"source":"simcity-2013","target":"async-shared-region","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-2013","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Map resources are mostly finite, though groundwater recharges.","role":"supporting"},"source":"simcity-2013","target":"deposit-depletion","type":"uses"}
{"attrs":{"note":"Water and sewage move as units through pipes between pumps, treatment, and buildings.","role":"supporting"},"source":"simcity-2013","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-2013","target":"free-placement","type":"uses"}
{"attrs":{"note":"Pollution and traffic cross city borders within a region.","role":"supporting"},"source":"simcity-2013","target":"pollution-spread","type":"uses"}
{"attrs":{"note":"Residents and businesses come in wealth levels with different demands.","role":"supporting"},"source":"simcity-2013","target":"population-strata","type":"uses"}
{"attrs":{"note":"Power is carried as resource units from plants to buildings.","role":"supporting"},"source":"simcity-2013","target":"power-grid","type":"uses"}
{"attrs":{"note":"Service buildings dispatch vehicle agents to calls.","role":"supporting"},"source":"simcity-2013","target":"service-coverage","type":"uses"}
{"attrs":{"note":"A simulated global market raises and lowers prices of key resources with supply and demand.","role":"supporting"},"source":"simcity-2013","target":"supply-demand-pricing","type":"uses"}
{"attrs":{"note":"Jams emerge from masses of commuting Sim agents on the road network.","role":"core"},"source":"simcity-2013","target":"traffic-congestion","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-2013","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Residential, commercial, and industrial zones are painted along roads; buildings develop inside them.","role":"core"},"source":"simcity-2013","target":"zoning","type":"uses"}
{"attrs":{"note":"Mayor mode advisors comment on problems and suggest actions.","role":"supporting"},"source":"simcity-4","target":"advisors","type":"uses"}
{"attrs":{"note":"Civic buildings need ongoing funding set per building.","role":"supporting"},"source":"simcity-4","target":"budget-treasury","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-4","target":"free-placement","type":"uses"}
{"attrs":{"note":"Desirability is computed separately for each wealth level, so the same lot attracts different classes as services and nuisances change.","role":"core"},"source":"simcity-4","target":"land-value","type":"uses"}
{"attrs":{"note":"City ordinances with monthly costs and effects.","role":"supporting"},"source":"simcity-4","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Industry and traffic pollute and reduce desirability.","role":"supporting"},"source":"simcity-4","target":"pollution-spread","type":"uses"}
{"attrs":{"note":"Buildings belong to wealth levels and size stages; areas decay or gentrify.","role":"supporting"},"source":"simcity-4","target":"population-strata","type":"uses"}
{"attrs":{"note":"Bus, subway, and rail stations carry commuters; Rush Hour adds elevated rail.","role":"supporting"},"source":"simcity-4","target":"public-transit","type":"uses"}
{"attrs":{"note":"God mode triggers disasters on the city.","role":"supporting"},"source":"simcity-4","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Demand is reported separately for each wealth level of residents and for commercial and industrial subtypes.","role":"core"},"source":"simcity-4","target":"rci-demand","type":"uses"}
{"attrs":{"note":"Schools, hospitals, police, and fire buildings cover areas; they lose output and gain maintenance cost as they age.","role":"supporting"},"source":"simcity-4","target":"service-coverage","type":"uses"}
{"attrs":{"note":"Tax rates per zone type and wealth level.","role":"supporting"},"source":"simcity-4","target":"taxation","type":"uses"}
{"attrs":{"note":"God mode reshapes terrain; most terraforming locks once a city is founded.","role":"supporting"},"source":"simcity-4","target":"terraforming","type":"uses"}
{"attrs":{"note":"Commuters route trips over roads, rail, and transit; Rush Hour adds traffic flow tracing, avenues, and elevated rail.","role":"core"},"source":"simcity-4","target":"traffic-congestion","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simcity-4","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Residential, commercial, and industrial zones at low, medium, and high density, with agriculture as a separate industrial zone; buildings need road frontage.","role":"core"},"source":"simcity-4","target":"zoning","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simearth","target":"data-overlays","type":"uses"}
{"attrs":{"note":"Placing terrain, life, monoliths, oxygen generators, and terraforming devices costs energy (50 per terrain square, 500 per device) from a budget that grows with planetary development.","role":"core"},"source":"simearth","target":"god-powers","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simearth","target":"habitat-suitability","type":"uses"}
{"attrs":{"note":"Taxa from prokaryotes to mammals spread and diversify by environment, with player-set reproduction and mutation rates; mass extinctions are often followed by renewed radiation, and any multicellular taxon can become sapient.","role":"core"},"source":"simearth","target":"natural-selection","type":"uses"}
{"attrs":{"note":"Atmospheric composition, temperature, ocean level, and biomes evolve together under Gaian feedback; volcanic dust cools, warming melts ice caps, extreme heat boils oceans, and Daisyworld reduces it to daisies regulating temperature.","role":"core"},"source":"simearth","target":"planetary-climate","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simearth","target":"pollution-spread","type":"uses"}
{"attrs":{"note":"Hurricanes, wildfires, earthquakes, tsunamis, and meteors occur, with disease and pollution scaling with population.","role":"supporting"},"source":"simearth","target":"random-disasters","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simearth","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Mars, Venus, Ice Planet, and Dune scenarios ask the player to make hostile planets habitable.","role":"supporting"},"source":"simearth","target":"terraforming","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simearth","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Designed ecosystems pair plant species with the animals that eat them, so gene edits ripple through who can feed on whom.","role":"core"},"source":"simlife","target":"food-web","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simlife","target":"habitat-suitability","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simlife","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Evolution is simulated and can be steered; species whose genes fit the designed environment persist while others decline.","role":"core"},"source":"simlife","target":"natural-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simlife","target":"stats-dashboards","type":"uses"}
{"attrs":{"note":"Players create and modify worlds and environments as well as species.","role":"supporting"},"source":"simlife","target":"terraforming","type":"uses"}
{"attrs":{"note":"The player edits the genetics of plant and animal species directly, and offspring inherit those genes with variation.","role":"core"},"source":"simlife","target":"trait-inheritance","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simlife","target":"variable-speed","type":"uses"}
{"attrs":{"note":"People route between floors by elevators, escalators, and stairs.","role":"supporting"},"source":"simtower","target":"agent-pathfinding","type":"uses"}
{"attrs":{"note":"Rent and sales income fund construction.","role":"supporting"},"source":"simtower","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Office workers, residents, shoppers, and hotel guests travel at different times of day, creating rush periods at lobbies.","role":"core"},"source":"simtower","target":"daily-schedules","type":"uses"}
{"attrs":{"note":"Floors and tenant units are placed on a side-view grid; tenant type and position set elevator demand.","role":"core"},"source":"simtower","target":"free-placement","type":"uses"}
{"attrs":{"note":"Population and conditions advance the tower from one to five stars and then to Tower status, each step unlocking facility types.","role":"core"},"source":"simtower","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Terrorist bomb threats with a ransom or search, fires, and pest infestations.","role":"supporting"},"source":"simtower","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Tenants wait at elevator lobbies; long waits raise stress, and stressed tenants move out.","role":"core"},"source":"simtower","target":"service-queues","type":"uses"}
{"attrs":{"role":"supporting"},"source":"simtower","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Up to 100 floors above ground and 9 below; standard elevators span 30 floors, express elevators the full height.","role":"supporting"},"source":"simtower","target":"vertical-layers","type":"uses"}
{"attrs":{"note":"Missions deliver cargo or complete construction and repair jobs; optional timed contests pay more the faster they are finished.","role":"core"},"source":"snowrunner","target":"contracts-orders","type":"uses"}
{"attrs":{"role":"supporting"},"source":"snowrunner","target":"embodied-skill-control","type":"uses"}
{"attrs":{"role":"supporting"},"source":"snowrunner","target":"fog-of-war","type":"uses"}
{"attrs":{"note":"Mechanical upgrades require reaching a progress threshold.","role":"supporting"},"source":"snowrunner","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Mud, snow, and water react to each truck's weight, speed, and momentum, so ground conditions change as vehicles pass and can bog down underpowered or wrongly fitted trucks.","role":"core"},"source":"snowrunner","target":"terrain-deformation","type":"uses"}
{"attrs":{"note":"Tire types, frame attachments, and accessories such as exhaust snorkels for deep water and chain tires for snow change how each of over 60 trucks copes with terrain.","role":"core"},"source":"snowrunner","target":"vehicle-dynamics","type":"uses"}
{"attrs":{"note":"Damage is shown on the vehicle model and in the interface and must be repaired.","role":"supporting"},"source":"snowrunner","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Tens of thousands of agents path through streets to work and services.","role":"supporting"},"source":"songs-of-syx","target":"agent-pathfinding","type":"uses"}
{"attrs":{"note":"Alliances, trade, and war with other kingdoms.","role":"supporting"},"source":"songs-of-syx","target":"faction-diplomacy","type":"uses"}
{"attrs":{"role":"supporting"},"source":"songs-of-syx","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each citizen's needs and desires drive behavior.","role":"supporting"},"source":"songs-of-syx","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Citizens and slaves of several races, each with distinct needs, religion, and roles.","role":"core"},"source":"songs-of-syx","target":"population-strata","type":"uses"}
{"attrs":{"role":"supporting"},"source":"songs-of-syx","target":"production-chain","type":"uses"}
{"attrs":{"note":"Appointed nobles may try to usurp the ruler.","role":"supporting"},"source":"songs-of-syx","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Every soldier must be supplied.","role":"supporting"},"source":"songs-of-syx","target":"supply-lines","type":"uses"}
{"attrs":{"role":"supporting"},"source":"songs-of-syx","target":"trade-routes","type":"uses"}
{"attrs":{"note":"Real-time battles of up to 50,000 individual units commanded by the player.","role":"core"},"source":"songs-of-syx","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"songs-of-syx","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Grids save as blueprints that a projector block displays for welding and that are shared on Steam Workshop.","role":"supporting"},"source":"space-engineers","target":"blueprints","type":"uses"}
{"attrs":{"note":"Conveyor blocks connect inventories so refineries, assemblers, and cargo containers move items automatically, with sorters filtering flow.","role":"supporting"},"source":"space-engineers","target":"conveyor-transport","type":"uses"}
{"attrs":{"note":"Air vents pressurize sealed rooms with oxygen; breaches depressurize them.","role":"supporting"},"source":"space-engineers","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"note":"A C# modding API, Workshop, and mod.io support custom blocks and logic.","role":"supporting"},"source":"space-engineers","target":"modding-api","type":"uses"}
{"attrs":{"note":"Ships and stations are small or large grids of armor and functional blocks; thrusters only push along their facing, so thrust coverage on each axis, gyroscope count, and power supply decide handling.","role":"core"},"source":"space-engineers","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"The programmable block runs player-written C# scripts that read and command blocks on the grid.","role":"supporting"},"source":"space-engineers","target":"player-programming","type":"uses"}
{"attrs":{"note":"Reactors, solar panels, batteries, and hydrogen engines feed every functional block on a grid; unpowered blocks stop.","role":"supporting"},"source":"space-engineers","target":"power-grid","type":"uses"}
{"attrs":{"note":"Refineries turn ore into ingots and assemblers turn ingots into components for welding.","role":"supporting"},"source":"space-engineers","target":"production-chain","type":"uses"}
{"attrs":{"note":"Hand drills and ship drills mine ore from voxel deposits.","role":"supporting"},"source":"space-engineers","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Volumetric physics gives every block mass and inertia; ships drift under Newtonian motion with optional inertia dampeners, and gravity generators and planets pull loose objects.","role":"core"},"source":"space-engineers","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"Sensors, timer blocks, and event controllers trigger block actions without code.","role":"supporting"},"source":"space-engineers","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"Each block has hit points, and damaged functional blocks such as thrusters, reactors, and gyroscopes stop working until welded back.","role":"supporting"},"source":"space-engineers","target":"subsystem-damage","type":"uses"}
{"attrs":{"note":"In survival the suit tracks health, energy, oxygen, and hydrogen.","role":"supporting"},"source":"space-engineers","target":"survival-meters","type":"uses"}
{"attrs":{"note":"Asteroid and planet voxels can be drilled and carved, and armor blocks deform or break block by block under collisions and weapon fire.","role":"core"},"source":"space-engineers","target":"voxel-destruction","type":"uses"}
{"attrs":{"role":"supporting"},"source":"space-haven","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Fire and smoke spread through damaged compartments.","role":"supporting"},"source":"space-haven","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Each tile holds gas quantities; life support modules produce oxygen and remove CO2, and hazardous gases from facilities, fires, or explosions spread until scrubbed or vented.","role":"core"},"source":"space-haven","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"note":"Hull, walls, doors, and facilities are placed freely tile by tile to form the ship, which can be expanded or rebuilt at any time.","role":"core"},"source":"space-haven","target":"free-placement","type":"uses"}
{"attrs":{"note":"Thermal regulators keep compartments at comfortable temperatures.","role":"supporting"},"source":"space-haven","target":"heat-transfer","type":"uses"}
{"attrs":{"note":"Neglected crew suffer mental breaks ranging from starting fights to venting other crew into space.","role":"core"},"source":"space-haven","target":"mood-breakdown","type":"uses"}
{"attrs":{"note":"Crew needs for food, sleep, comfort, safety, and friends drive mood, alongside conditions such as starvation or feeling unhygienic.","role":"core"},"source":"space-haven","target":"needs-decay","type":"uses"}
{"attrs":{"role":"supporting"},"source":"space-haven","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Power nodes distribute electricity across the ship.","role":"supporting"},"source":"space-haven","target":"power-grid","type":"uses"}
{"attrs":{"note":"Each playthrough generates a new galaxy of sectors, stations, and ships.","role":"supporting"},"source":"space-haven","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Raw materials are refined into building materials.","role":"supporting"},"source":"space-haven","target":"production-chain","type":"uses"}
{"attrs":{"note":"Crew relationships added in 2022.","role":"supporting"},"source":"space-haven","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Standing with pirates, slavers, merchants, cults, and android factions.","role":"supporting"},"source":"space-haven","target":"reputation","type":"uses"}
{"attrs":{"note":"Asteroids are mined for raw materials.","role":"supporting"},"source":"space-haven","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Crew are drafted and equipped for ground combat and away missions.","role":"supporting"},"source":"space-haven","target":"unit-commands","type":"uses"}
{"attrs":{"role":"supporting"},"source":"space-haven","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"space-haven","target":"variable-speed","type":"uses"}
{"attrs":{"note":"After completion the player's cycles, reactors, and instructions are plotted on global histograms of other players' solutions, chosen over a ranked leaderboard to avoid discouraging players.","role":"core"},"source":"spacechem","target":"comparative-histograms","type":"uses"}
{"attrs":{"note":"ResearchNet distributes user-made puzzles that other players download and solve.","role":"supporting"},"source":"spacechem","target":"content-sharing","type":"uses"}
{"attrs":{"note":"A solution passes when it outputs the required molecule quota and is then scored on cycles, number of reactors, and number of instructions used.","role":"core"},"source":"spacechem","target":"design-performance-rating","type":"uses"}
{"attrs":{"note":"Two waldos per reactor, red and blue, follow player-placed paths and instruction icons that pick up, rotate, drop, bond, and route atoms, programmed independently or synchronized, with deterministic and visible execution.","role":"core"},"source":"spacechem","target":"player-programming","type":"uses"}
{"attrs":{"note":"Reactors placed on a larger planet map pass molecules through pipelines, so later puzzles split a synthesis across several reactors, some limited to tasks such as breaking bonds, with fission and fusion nodes.","role":"supporting"},"source":"spacechem","target":"production-chain","type":"uses"}
{"attrs":{"note":"Each puzzle fixes inputs, target outputs, available reactor types, and quotas; defense levels add a time pressure from an attacking enemy.","role":"supporting"},"source":"spacechem","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Creature inspection shows each individual's DNA and stats.","role":"supporting"},"source":"species-alre","target":"agent-inspection","type":"uses"}
{"attrs":{"note":"The player triggers ice ages and world floods, programs rovers to feed or kill creatures by genetic distance to a target genome, and edits genomes in an isolated nursery.","role":"supporting"},"source":"species-alre","target":"god-powers","type":"uses"}
{"attrs":{"note":"Climate varies across the map, and climate control devices create local cold, hot, fertile, or dead ground.","role":"supporting"},"source":"species-alre","target":"habitat-suitability","type":"uses"}
{"attrs":{"role":"supporting"},"source":"species-alre","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"No fitness score exists; creatures that cannot pay skeleton-derived energy costs, reach food, or tolerate local climate fail to reproduce, so trait averages drift and lineages speciate.","role":"core"},"source":"species-alre","target":"natural-selection","type":"uses"}
{"attrs":{"note":"Species averages over time, a clade diagram (Tree of Life), a satellite range map, and a web-of-life view of genetic variety.","role":"supporting"},"source":"species-alre","target":"stats-dashboards","type":"uses"}
{"attrs":{"note":"Each creature's body and behavior come from numeric genes; offspring are randomly modified copies of one or more parents, with most mutations a random value in [-1, 1] times a modifier for background mutation rate and radiation.","role":"core"},"source":"species-alre","target":"trait-inheritance","type":"uses"}
{"attrs":{"role":"supporting"},"source":"species-alre","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Every creation uploads automatically to the Sporepedia and is redistributed to populate other players' worlds, so other players' designs fill the galaxy without manual import.","role":"core"},"source":"spore","target":"content-sharing","type":"uses"}
{"attrs":{"note":"The player directly steers the cell, the creature, and later a spaceship.","role":"supporting"},"source":"spore","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Creature-stage species, tribes, nations, and space empires such as the Grox can be befriended through social actions or conquered.","role":"supporting"},"source":"spore","target":"faction-diplomacy","type":"uses"}
{"attrs":{"note":"Each stage ends at a progress threshold and hands the species to a new rule set (cell, creature, tribal, civilization, space), with three consequence traits awarded from how aggressive or social the player was.","role":"core"},"source":"spore","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Creature, building, and vehicle editors assemble parts such as mouths, legs, and arms whose choice sets abilities, diet options, and stats; textures and animation are applied procedurally to the assembled topology.","role":"core"},"source":"spore","target":"modular-assembly","type":"uses"}
{"attrs":{"role":"supporting"},"source":"spore","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"In the space stage rocky planets can be terraformed, their ecosystems changed, and features such as mountains and lakes added.","role":"supporting"},"source":"spore","target":"terraforming","type":"uses"}
{"attrs":{"note":"Tribal and civilization stages switch to commanding up to 12 tribe members, then vehicles and cities.","role":"supporting"},"source":"spore","target":"unit-commands","type":"uses"}
{"attrs":{"note":"Farming, foraging, fishing, mining, and combat levels rise with practice and unlock recipes and professions.","role":"supporting"},"source":"stardew-valley","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Barns and coops house animals that produce eggs, milk, and wool when fed and cared for; animals cannot be slaughtered.","role":"supporting"},"source":"stardew-valley","target":"animal-husbandry","type":"uses"}
{"attrs":{"note":"Community Center bundles ask for sets of crops, forage, fish, and artisan goods; completed rooms repair town infrastructure and unlock areas, and the museum collects minerals and artifacts.","role":"core"},"source":"stardew-valley","target":"collection-goals","type":"uses"}
{"attrs":{"note":"Seasonal seeds need daily watering (rain or sprinklers substitute) and grow through stages over set day counts; most crops must be harvested before the season changes.","role":"core"},"source":"stardew-valley","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"An energy bar refills each morning, drains with tool use, and is restored by food; the clock forces bed by 2 a.m. or the player passes out and loses money.","role":"core"},"source":"stardew-valley","target":"daily-action-budget","type":"uses"}
{"attrs":{"note":"Villagers follow routines that vary by weekday, season, and weather.","role":"supporting"},"source":"stardew-valley","target":"daily-schedules","type":"uses"}
{"attrs":{"role":"supporting"},"source":"stardew-valley","target":"free-placement","type":"uses"}
{"attrs":{"note":"Recipes turn gathered materials into sprinklers, fences, machines, and bombs.","role":"supporting"},"source":"stardew-valley","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"SMAPI, the de facto mod loader, runs C# mods and content packs.","role":"supporting"},"source":"stardew-valley","target":"modding-api","type":"uses"}
{"attrs":{"note":"Kegs, preserves jars, and other machines convert crops and animal products into higher-value artisan goods over fixed processing times.","role":"supporting"},"source":"stardew-valley","target":"production-chain","type":"uses"}
{"attrs":{"note":"Crops and animal products come in normal, silver, gold, and iridium quality.","role":"supporting"},"source":"stardew-valley","target":"quality-tiers","type":"uses"}
{"attrs":{"note":"Each villager has a friendship stock of 250 points per heart up to 10 hearts; it decays 2 points per day without talking, takes two gifts a week, multiplies birthday gifts by 8, and unlocks heart events.","role":"core"},"source":"stardew-valley","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Twelve marriage candidates regardless of player gender; spouses help with chores, and couples can have children.","role":"supporting"},"source":"stardew-valley","target":"romance-family","type":"uses"}
{"attrs":{"note":"Four 28-day seasons gate which crops grow, which fish and forage appear, and which festivals occur.","role":"core"},"source":"stardew-valley","target":"seasons","type":"uses"}
{"attrs":{"note":"A help-wanted board posts item, fishing, and slaying requests from townspeople.","role":"supporting"},"source":"stardew-valley","target":"villager-requests","type":"uses"}
{"attrs":{"note":"Rain waters crops and changes fish and villager routines.","role":"supporting"},"source":"stardew-valley","target":"weather","type":"uses"}
{"attrs":{"note":"Hydroponic plants need light, water, and suitable gases, and exchange carbon dioxide for oxygen.","role":"supporting"},"source":"stationeers","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"Rooms and pipe networks hold mixtures of oxygen, nitrogen, carbon dioxide, volatiles, pollutants, and water with pressure and temperature; gases mix, and combustion consumes fuel and oxygen and releases heat.","role":"core"},"source":"stationeers","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"note":"Pipes, pumps, filtration units, mixers, and regulators route gases between devices; pipes and tanks fail when pressure exceeds their rating.","role":"core"},"source":"stationeers","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"note":"Frames, walls, pipes, and devices are placed on a grid piece by piece, and placement decides airtightness.","role":"supporting"},"source":"stationeers","target":"free-placement","type":"uses"}
{"attrs":{"note":"Gas temperature changes pressure and habitability; radiators, heat exchangers, heaters, and coolers move heat between pipes, rooms, and the planet's atmosphere.","role":"core"},"source":"stationeers","target":"heat-transfer","type":"uses"}
{"attrs":{"note":"IC10 chips run player-written assembly that reads and writes device logic values such as pressure and temperature.","role":"supporting"},"source":"stationeers","target":"player-programming","type":"uses"}
{"attrs":{"note":"Solar panels, generators, and batteries feed cable networks; overloaded cables burn out.","role":"supporting"},"source":"stationeers","target":"power-grid","type":"uses"}
{"attrs":{"note":"Furnaces and arc furnaces smelt ore into ingots, and autolathes and other fabricators turn ingots into kits.","role":"supporting"},"source":"stationeers","target":"production-chain","type":"uses"}
{"attrs":{"note":"Ore is mined from deformable voxel terrain.","role":"supporting"},"source":"stationeers","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Logic readers, writers, memory, and sensors chain devices without code.","role":"supporting"},"source":"stationeers","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"Walls hold limited pressure differences; exceeding them causes fatigue and explosive decompression.","role":"supporting"},"source":"stationeers","target":"structural-integrity","type":"uses"}
{"attrs":{"note":"Early survival requires breathable gas, food, water, and suit temperature; suits carry tanks and filters until a habitat is sealed.","role":"core"},"source":"stationeers","target":"survival-meters","type":"uses"}
{"attrs":{"note":"Empire size grows with systems, colonies, and pops, and size beyond administrative capacity raises technology and tradition costs; bureaucrat jobs add capacity to offset it.","role":"supporting"},"source":"stellaris","target":"corruption-leakage","type":"uses"}
{"attrs":{"note":"Each pop holds an ethic that drifts toward ethics with higher attraction, modified by government ethics, policies, and living conditions, and pop ethics decide faction membership.","role":"supporting"},"source":"stellaris","target":"culture-religion-conversion","type":"uses"}
{"attrs":{"note":"Planets beyond the core limit can be grouped into sectors run by AI governors with a player-set focus.","role":"supporting"},"source":"stellaris","target":"delegation-to-ai","type":"uses"}
{"attrs":{"note":"Empires negotiate, form federations, and go to war; ethics such as xenophobe or xenophile shape AI attitudes.","role":"supporting"},"source":"stellaris","target":"faction-diplomacy","type":"uses"}
{"attrs":{"role":"supporting"},"source":"stellaris","target":"fog-of-war","type":"uses"}
{"attrs":{"role":"supporting"},"source":"stellaris","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Pops join political factions according to ethics, and faction support produces unity.","role":"supporting"},"source":"stellaris","target":"interest-groups","type":"uses"}
{"attrs":{"note":"Script and data files define species, events, and technologies; total conversions replace the setting.","role":"supporting"},"source":"stellaris","target":"modding-api","type":"uses"}
{"attrs":{"note":"Ships are designed from hull sections and components.","role":"supporting"},"source":"stellaris","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"Species traits and leader traits modify output and behavior.","role":"supporting"},"source":"stellaris","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Ethics, civics, policies, and edicts change empire rules.","role":"supporting"},"source":"stellaris","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Unity, produced partly by faction support, buys traditions, and influence pays for new outposts and territorial claims.","role":"supporting"},"source":"stellaris","target":"political-capital","type":"uses"}
{"attrs":{"note":"Pops fill jobs created by planetary districts and buildings in worker, specialist, and ruler strata; each job consumes and produces resources such as energy, minerals, food, consumer goods, and alloys.","role":"core"},"source":"stellaris","target":"population-strata","type":"uses"}
{"attrs":{"note":"Each galaxy is generated with star systems linked only by hyperlanes.","role":"supporting"},"source":"stellaris","target":"procedural-terrain","type":"uses"}
{"attrs":{"role":"supporting"},"source":"stellaris","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Fleet battles resolve from ship weapons, shields, armor, and hull values against each other, and ground combat compares army attack and health.","role":"supporting"},"source":"stellaris","target":"stat-combat-resolution","type":"uses"}
{"attrs":{"note":"Physics, society, and engineering research each offer three semi-random project cards weighted by ethics, the scientist's traits, and known technologies; rare technologies and anomaly-granted cards vary each run, and costs rise as the game goes on.","role":"core"},"source":"stellaris","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Empires take systems by building outposts, borders follow owned systems, and claims bought with influence set what wars can take.","role":"supporting"},"source":"stellaris","target":"territorial-control","type":"uses"}
{"attrs":{"note":"Anomalies found by science ships open authored event chains, and galactic crises such as marauder invasions, awakened machine empires, and extradimensional invaders begin after set periods.","role":"core"},"source":"stellaris","target":"triggered-event-chains","type":"uses"}
{"attrs":{"role":"supporting"},"source":"stellaris","target":"variable-speed","type":"uses"}
{"attrs":{"note":"War exhaustion rises from losses and occupation, and a side at maximum exhaustion can be forced into a status quo peace.","role":"supporting"},"source":"stellaris","target":"war-score-peace","type":"uses"}
{"attrs":{"note":"A day-night cycle and frequent eclipses change visibility.","role":"supporting"},"source":"subnautica","target":"day-night-cycle","type":"uses"}
{"attrs":{"role":"supporting"},"source":"subnautica","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Bases are assembled from placed modules.","role":"supporting"},"source":"subnautica","target":"free-placement","type":"uses"}
{"attrs":{"note":"Gathered resources are crafted into tools, base parts, and submersibles from blueprints the player has recovered.","role":"core"},"source":"subnautica","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"No official API; mods load through de facto loaders such as BepInEx.","role":"supporting"},"source":"subnautica","target":"modding-api","type":"uses"}
{"attrs":{"note":"Optional in Hardcore mode.","role":"supporting"},"source":"subnautica","target":"permadeath","type":"uses"}
{"attrs":{"note":"Bases and vehicles need energy sources.","role":"supporting"},"source":"subnautica","target":"power-grid","type":"uses"}
{"attrs":{"note":"Cooked fish spoils over time; cured fish does not.","role":"supporting"},"source":"subnautica","target":"spoilage","type":"uses"}
{"attrs":{"note":"Health, hunger, thirst, and oxygen deplete in Survival mode; oxygen limits each dive's depth and duration, Freedom mode removes hunger and thirst, and Creative removes all depleting stats.","role":"core"},"source":"subnautica","target":"survival-meters","type":"uses"}
{"attrs":{"note":"Steam Workshop shares player-made characters and full neighborhoods.","role":"supporting"},"source":"suck-up","target":"content-sharing","type":"uses"}
{"attrs":{"role":"supporting"},"source":"suck-up","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"A hosted language model (ChatGPT from OpenAI per the store page) generates each resident's reply and in-character decision in real time from its personality prompt and the conversation.","role":"core"},"source":"suck-up","target":"generative-content","type":"uses"}
{"attrs":{"note":"The player talks to residents with a real microphone, and the store page says responses depend on tone and strategy.","role":"core"},"source":"suck-up","target":"natural-language-interaction","type":"uses"}
{"attrs":{"note":"Each resident has an authored personality and behaviors that condition the model, and players can write their own.","role":"supporting"},"source":"suck-up","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Modes include Love Bites (split up couples at a Valentine's Day party) and Mic Drop (rap battles against characters).","role":"supporting"},"source":"suck-up","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"The mouse moves the hand, holding the right button rotates it, the left button lowers it, and A, W, E, R, and Space each close one finger, so grasping a scalpel is itself the challenge.","role":"core"},"source":"surgeon-simulator","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"Damage to the patient drives a small vital-sign model; when heart rate reaches 0 the player must charge the defibrillators.","role":"supporting"},"source":"surgeon-simulator","target":"injury-body-model","type":"uses"}
{"attrs":{"note":"Instruments, organs, and bones are physics objects that collide, slip, and fall, so most mistakes are physical accidents rather than authored failure states.","role":"core"},"source":"surgeon-simulator","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"Procedures such as heart and kidney transplants are replayed in an operating room, a bouncing ambulance, and zero gravity.","role":"supporting"},"source":"surgeon-simulator","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Water and oxygen travel by pipe from extractors and producers to domes.","role":"core"},"source":"surviving-mars","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"role":"supporting"},"source":"surviving-mars","target":"free-placement","type":"uses"}
{"attrs":{"note":"Drones within a hub's range carry resources, build, and maintain buildings.","role":"core"},"source":"surviving-mars","target":"hauling-jobs","type":"uses"}
{"attrs":{"note":"An official mod editor with Lua scripting.","role":"supporting"},"source":"surviving-mars","target":"modding-api","type":"uses"}
{"attrs":{"note":"Unhappy colonists may become Earthsick or rebels.","role":"supporting"},"source":"surviving-mars","target":"mood-breakdown","type":"uses"}
{"attrs":{"note":"Comfort, sanity, health, and morale change with services and events.","role":"supporting"},"source":"surviving-mars","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Colonists have traits, flaws, and specializations that suit them to jobs.","role":"supporting"},"source":"surviving-mars","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Green Planet (2019) adds terraforming of atmosphere, temperature, and water.","role":"supporting"},"source":"surviving-mars","target":"planetary-climate","type":"uses"}
{"attrs":{"note":"Generators and batteries feed cable networks to domes and buildings; a dome without power, water, or oxygen cannot sustain colonists.","role":"core"},"source":"surviving-mars","target":"power-grid","type":"uses"}
{"attrs":{"note":"Dust storms, meteor storms, cold waves, and dust devils.","role":"supporting"},"source":"surviving-mars","target":"random-disasters","type":"uses"}
{"attrs":{"note":"Metals, rare metals, concrete, and water are extracted; rare metal exports fund imports.","role":"supporting"},"source":"surviving-mars","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Drone hubs and dome services serve within a range.","role":"supporting"},"source":"surviving-mars","target":"service-coverage","type":"uses"}
{"attrs":{"note":"Research spans physics, engineering, social, biotechnology, and robotics fields.","role":"core"},"source":"surviving-mars","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Mysteries run storylines such as plagues, rival corporations, AI revolts, and alien contact.","role":"supporting"},"source":"surviving-mars","target":"triggered-event-chains","type":"uses"}
{"attrs":{"role":"supporting"},"source":"surviving-mars","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Buildings need drone maintenance to keep working.","role":"supporting"},"source":"surviving-mars","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Ministers and advisers brief the president and argue positions.","role":"supporting"},"source":"suzerain","target":"advisors","type":"uses"}
{"attrs":{"note":"Available budget and resources are shown and drawn down by decisions.","role":"supporting"},"source":"suzerain","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Ministers, advisers, and family members present situations as dialogue, and multiple-choice responses on constitutional reform, economic model, security, and welfare trade off budget, alignment, and later options.","role":"core"},"source":"suzerain","target":"dilemma-cards","type":"uses"}
{"attrs":{"note":"Sordland can side with the western or eastern bloc or stay neutral, and deals with its neighbor Rumburg.","role":"supporting"},"source":"suzerain","target":"faction-diplomacy","type":"uses"}
{"attrs":{"note":"Major choices set constitutional reforms and a market-driven or centrally planned economy.","role":"supporting"},"source":"suzerain","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Story chapters branch on recorded choices, opening or closing later scenes and deciding which ending the term reaches.","role":"core"},"source":"suzerain","target":"triggered-event-chains","type":"uses"}
{"attrs":{"note":"The device beeps and shows an attention icon when the pet needs care or calls for discipline.","role":"supporting"},"source":"tamagotchi","target":"alerts-feed","type":"uses"}
{"attrs":{"note":"Care quality during each life stage, such as unanswered calls, overfeeding snacks, and uncleaned droppings, selects the next form, so the same egg can grow into different adult characters.","role":"supporting"},"source":"tamagotchi","target":"care-dependent-development","type":"uses"}
{"attrs":{"note":"Care actions are meal, snack, game, scold, clean, and medicine; meals are limited by fullness while snacks are not, and excess snacks cause sickness.","role":"core"},"source":"tamagotchi","target":"creature-care","type":"uses"}
{"attrs":{"note":"A nightly sleep period suspends care demands and marks age increments.","role":"supporting"},"source":"tamagotchi","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"Baby, Child, Teenager, Adult, and Special stages (plus Senior in some models) each last a set number of days, with age advancing on waking; old age eventually ends its life.","role":"core"},"source":"tamagotchi","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Hunger and Happy meters, shown as hearts, deplete over real time and are refilled by meals, snacks, and the minigame.","role":"core"},"source":"tamagotchi","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Poor care, sickness, or old age kills the pet; the A and C buttons start a new egg.","role":"supporting"},"source":"tamagotchi","target":"permadeath","type":"uses"}
{"attrs":{"note":"The pet lives on the device clock set at hatching and sleeps nightly; time keeps passing between check-ins.","role":"core"},"source":"tamagotchi","target":"real-time-clock","type":"uses"}
{"attrs":{"note":"In most heists taking an alarmed target starts a 60-second timer to reach the getaway vehicle, so the route must be prepared during an unlimited setup phase.","role":"core"},"source":"teardown","target":"crisis-countdown","type":"uses"}
{"attrs":{"note":"Fire spreads across wood and other flammables and can burn targets or open routes; burning structures weaken and fall.","role":"supporting"},"source":"teardown","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Materials respond differently to each tool and to fire; a fire extinguisher puts fires out.","role":"supporting"},"source":"teardown","target":"material-interactions","type":"uses"}
{"attrs":{"note":"Lua scripting, a level editor, and Steam Workshop support custom levels, tools, and modes.","role":"supporting"},"source":"teardown","target":"modding-api","type":"uses"}
{"attrs":{"note":"Voxel chunks cut loose become dynamic bodies with mass that fall, roll, and crush; vehicles and cranes push and lift them.","role":"core"},"source":"teardown","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"40 campaign missions specify targets, optional targets, and conditions such as stealing, destroying, or collecting evidence.","role":"supporting"},"source":"teardown","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Sections cut off from all supports fall, so removing pillars can drop a floor.","role":"supporting"},"source":"teardown","target":"structural-integrity","type":"uses"}
{"attrs":{"note":"Levels are made of small voxels whose material sets which tools can break them; the sledgehammer breaks soft materials, the blowtorch cuts metal, and explosives remove volumes.","role":"core"},"source":"teardown","target":"voxel-destruction","type":"uses"}
{"attrs":{"note":"Each restored tile earns points, and points are the only currency for buildings and upgrades, so a map can stall if spending outruns restoration.","role":"core"},"source":"terra-nil","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Buildings have placement rules: wind turbines go only on stone tiles and power toxin scrubbers, which clean soil so irrigators can green it.","role":"core"},"source":"terra-nil","target":"free-placement","type":"uses"}
{"attrs":{"note":"Restored biomes attract deer, birds, fish, and bears.","role":"supporting"},"source":"terra-nil","target":"habitat-suitability","type":"uses"}
{"attrs":{"note":"Pumps refill dried riverbeds and tools carve new rivers.","role":"supporting"},"source":"terra-nil","target":"hydrology","type":"uses"}
{"attrs":{"note":"Each map sets restoration targets before the player can recycle buildings and leave.","role":"supporting"},"source":"terra-nil","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Tools create new rivers and some stone tiles.","role":"supporting"},"source":"terra-nil","target":"terraforming","type":"uses"}
{"attrs":{"note":"Under polyculture, grass, bushes, trees, and carrots request a different companion plant on a tile within three moves, found with get_companion(); planting it multiplies yield, 5x before upgrades and doubling per upgrade.","role":"supporting"},"source":"the-farmer-was-replaced","target":"adjacency-scoring","type":"uses"}
{"attrs":{"note":"Grass, bushes, trees, carrots, pumpkins, cactus, and sunflowers are planted, grown, and harvested by the drone, with Watering and Fertilizer unlocks that act on growth.","role":"core"},"source":"the-farmer-was-replaced","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"Leaderboards run the player's program from fixed starts until a resource target is met, repeated to at least two hours, and score the average completion time.","role":"supporting"},"source":"the-farmer-was-replaced","target":"design-performance-rating","type":"uses"}
{"attrs":{"note":"Every operation costs simulated ticks (arithmetic 1, a successful move() 200, a failed action 1), so optimizing means cutting drone actions more than statements.","role":"supporting"},"source":"the-farmer-was-replaced","target":"execution-budget","type":"uses"}
{"attrs":{"note":"A Python-like language stored in .py files drives the drone; every operation has a tick cost (arithmetic 1, a successful move 200, a failed action 1) that scales with the speed factor, and Megafarm adds more drones.","role":"core"},"source":"the-farmer-was-replaced","target":"player-programming","type":"uses"}
{"attrs":{"note":"Harvested resources buy unlocks with prerequisites, including farm expansion, speed, loops, variables, functions, lists, dictionaries, polyculture, mazes, dinosaurs, and the leaderboard.","role":"core"},"source":"the-farmer-was-replaced","target":"tech-tree","type":"uses"}
{"attrs":{"note":"Freeform mode saves player-built puzzles, using any part, for others to solve.","role":"supporting"},"source":"the-incredible-machine","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Some parts react to others by fixed rules, such as a mouse running toward cheese.","role":"supporting"},"source":"the-incredible-machine","target":"material-interactions","type":"uses"}
{"attrs":{"note":"Levels supply a limited inventory of parts such as balls, ropes, pulleys, belts, electrical generators, cats, and mice that the player places among fixed objects; parts act on each other by contact, rope, or belt.","role":"core"},"source":"the-incredible-machine","target":"modular-assembly","type":"uses"}
{"attrs":{"note":"A deterministic 2D physics engine with no random number generator moves balls, seesaws, and falling objects under level-set gravity and air pressure, so the same design always gives the same run.","role":"core"},"source":"the-incredible-machine","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"Each puzzle states one simple goal, such as moving an object to a target, that must be met with only the parts provided.","role":"core"},"source":"the-incredible-machine","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Electrical generators driven by other parts power electrical devices in the contraption.","role":"supporting"},"source":"the-incredible-machine","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"Nights are darker and colder, shaping travel and shelter.","role":"supporting"},"source":"the-long-dark","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"Manufactured supplies are finite, so long runs shift from looting to hunting and crafting.","role":"supporting"},"source":"the-long-dark","target":"deposit-depletion","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-long-dark","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Hides, guts, and wood are crafted into clothing, tools, and arrows.","role":"supporting"},"source":"the-long-dark","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"No official API; mods load through the de facto MelonLoader.","role":"supporting"},"source":"the-long-dark","target":"modding-api","type":"uses"}
{"attrs":{"note":"In Survival mode the save is deleted on death; a later DLC option allows up to three resurrections per save at a difficulty cost, and Misery mode always uses permadeath.","role":"core"},"source":"the-long-dark","target":"permadeath","type":"uses"}
{"attrs":{"note":"Food loses condition over time.","role":"supporting"},"source":"the-long-dark","target":"spoilage","type":"uses"}
{"attrs":{"note":"Warmth, fatigue, hunger, and thirst feed one condition stock; when a need is empty, condition drains per hour (warmth 20%, fatigue 1%, hunger 1%, thirst 2%), and afflictions such as hypothermia, frostbite, and dysentery drain or cap it.","role":"core"},"source":"the-long-dark","target":"survival-meters","type":"uses"}
{"attrs":{"note":"Clothing and tools lose condition with use and must be repaired.","role":"supporting"},"source":"the-long-dark","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Wind, falling temperatures, and blizzards change how fast warmth drops and how far the player can travel; nights are significantly colder.","role":"core"},"source":"the-long-dark","target":"weather","type":"uses"}
{"attrs":{"note":"An online save browser with votes and comments distributes community builds.","role":"supporting"},"source":"the-powder-toy","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Each cell holds one particle of an element such as powder, liquid, gas, or solid, which moves by local rules each frame; element types numbered 258 as of February 2025.","role":"core"},"source":"the-powder-toy","target":"falling-sand-materials","type":"uses"}
{"attrs":{"note":"Fire and plasma ignite flammable elements and spread through fuel.","role":"supporting"},"source":"the-powder-toy","target":"fire-spread","type":"uses"}
{"attrs":{"note":"A coarser grid of air pressure and velocity moves particles and is pushed by explosions and fans and blocked by walls.","role":"core"},"source":"the-powder-toy","target":"fluid-gas-simulation","type":"uses"}
{"attrs":{"note":"Particles carry temperature that conducts to neighbors; melting and boiling thresholds change states, and the heat display shows the field.","role":"core"},"source":"the-powder-toy","target":"heat-transfer","type":"uses"}
{"attrs":{"note":"Element pairs react by rule: acid dissolves most materials, acid and base neutralize into salt water, fuels ignite, and neutrons from radioactive elements can drive chain reactions.","role":"core"},"source":"the-powder-toy","target":"material-interactions","type":"uses"}
{"attrs":{"note":"A Lua API adds elements and automation scripts; the source is GPLv3 on GitHub.","role":"supporting"},"source":"the-powder-toy","target":"modding-api","type":"uses"}
{"attrs":{"note":"Sparks conduct through metals and semiconductors to power switches, logic gates, and machines built from elements.","role":"supporting"},"source":"the-powder-toy","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"The simulation can be paused and stepped frame by frame.","role":"supporting"},"source":"the-powder-toy","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Cooking, Mechanical, Charisma, Body, Logic, and Creativity rise through objects such as bookshelves, mirrors, and chess tables, and gate promotions.","role":"supporting"},"source":"the-sims","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Free will is an option toggle; even with it on, bills, job hunting, exercise, and having children need commands.","role":"supporting"},"source":"the-sims","target":"autonomy-levels","type":"uses"}
{"attrs":{"note":"Every household starts with 20,000 simoleons regardless of size; wages, bills, and purchases set the balance.","role":"supporting"},"source":"the-sims","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Ten career tracks with ten levels each; promotions need skill points and a minimum number of household friends, and change salary and hours.","role":"supporting"},"source":"the-sims","target":"career-ladder","type":"uses"}
{"attrs":{"note":"The Room motive reflects lighting, cleanliness, and decorative value around the Sim.","role":"supporting"},"source":"the-sims","target":"decoration-beauty","type":"uses"}
{"attrs":{"note":"Build and Buy modes freeze time while the player lays walls, floors, and objects on a square tile grid; object quality and layout set how efficiently motives can be met.","role":"core"},"source":"the-sims","target":"free-placement","type":"uses"}
{"attrs":{"note":"Eight motives (Hunger, Comfort, Hygiene, Bladder, Energy, Fun, Social, Room) decay at different rates; low motives drag down mood, and neglect can kill.","role":"core"},"source":"the-sims","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Sims die from neglect or accidents and leave an urn or tombstone; the household continues without them.","role":"supporting"},"source":"the-sims","target":"permadeath","type":"uses"}
{"attrs":{"note":"Twenty-five personality points are split across Neat, Outgoing, Active, Playful, and Nice, which change preferred activities and social outcomes.","role":"supporting"},"source":"the-sims","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Each pair holds a relationship score moved by interactions and eroding without contact; friend counts feed promotions.","role":"supporting"},"source":"the-sims","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Sims can become partners, marry, and have a baby by explicit command; neglected babies can be taken away by a social worker.","role":"supporting"},"source":"the-sims","target":"romance-family","type":"uses"}
{"attrs":{"note":"Each of the 150-plus base-game objects advertises motive gains (a refrigerator advertises Hunger, a bed Energy), and Sims query the lot's objects to find interactions.","role":"core"},"source":"the-sims","target":"smart-objects","type":"uses"}
{"attrs":{"note":"Talk, joke, compliment, hug, kiss, tease, slap, and similar interactions succeed or fail on relationship, mood, and personality.","role":"supporting"},"source":"the-sims","target":"social-exchanges","type":"uses"}
{"attrs":{"note":"Free will scores advertised interactions against current motive levels so the most depleted motive tends to win; players can cancel queued autonomous actions.","role":"supporting"},"source":"the-sims","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims","target":"variable-speed","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-2","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Each Sim's aspiration (one of eight, such as Romance, Family, Knowledge, or Popularity) biases which wants and fears roll; fulfilled wants fill the aspiration meter, realized fears drain it, and an elder's remaining life depends on the meter.","role":"core"},"source":"the-sims-2","target":"aspiration-wants","type":"uses"}
{"attrs":{"note":"Careers have ten levels (25 tracks counting expansions); promotions need skills and a number of family friends, and chance cards can reward or cost the job.","role":"supporting"},"source":"the-sims-2","target":"career-ladder","type":"uses"}
{"attrs":{"note":"Build and Buy modes in a free 3D camera; neighborhood terrain can be imported from SimCity 4.","role":"supporting"},"source":"the-sims-2","target":"free-placement","type":"uses"}
{"attrs":{"note":"Seven life stages (baby, toddler, child, teen, young adult with University, adult, elder) advance on fixed day counts; a birthday cake or Grow Up interaction ages a Sim early.","role":"core"},"source":"the-sims-2","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Events such as a first kiss, a promotion, or a death are stored as memories that later shape wants and fears.","role":"supporting"},"source":"the-sims-2","target":"memories-thoughts","type":"uses"}
{"attrs":{"note":"No official API; tools such as SimPE edit package files and community hacks change behavior.","role":"supporting"},"source":"the-sims-2","target":"modding-api","type":"uses"}
{"attrs":{"note":"Eight motives (Hunger, Comfort, Bladder, Energy, Fun, Social, Hygiene, Environment) decay and push Sims toward objects; failing motives cause refusals and, at the extreme, death.","role":"core"},"source":"the-sims-2","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Elders die of old age and other Sims of accidents or neglect; deaths become memories for survivors.","role":"supporting"},"source":"the-sims-2","target":"permadeath","type":"uses"}
{"attrs":{"note":"Twenty-five points are spread over five opposed pairs (Neat/Sloppy, Outgoing/Shy, Active/Lazy, Playful/Serious, Nice/Grouchy); twelve zodiac presets give starting allocations.","role":"supporting"},"source":"the-sims-2","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Each pair holds a daily and a lifetime relationship score that move with interactions.","role":"supporting"},"source":"the-sims-2","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Sims court, marry, and try for babies; Nightlife adds turn-ons and turn-offs shown as up to three chemistry bolts.","role":"supporting"},"source":"the-sims-2","target":"romance-family","type":"uses"}
{"attrs":{"note":"Objects advertise motive and skill gains that autonomous Sims weigh against their current motive levels.","role":"core"},"source":"the-sims-2","target":"smart-objects","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-2","target":"social-exchanges","type":"uses"}
{"attrs":{"note":"Children inherit eye color, hair color, facial structure, and personality from both parents through dominant and recessive genes; pregnancy lasts 3 Sim days.","role":"core"},"source":"the-sims-2","target":"trait-inheritance","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-2","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-2","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Ten-level skills such as Logic, Cooking, Painting, Gardening, Writing, Guitar, Athletic, Handiness, Charisma, and Fishing feed careers and opportunities.","role":"supporting"},"source":"the-sims-3","target":"agent-skills","type":"uses"}
{"attrs":{"note":"A Lifetime Wish is chosen at creation and short-term wishes appear from traits and events; fulfilled wishes pay Lifetime Happiness points spent on Lifetime Rewards.","role":"supporting"},"source":"the-sims-3","target":"aspiration-wants","type":"uses"}
{"attrs":{"note":"Twelve base careers that branch around level 6, plus part-time jobs; a performance style (Work Hard, Take It Easy, Suck Up to Boss) trades mood against promotion speed.","role":"supporting"},"source":"the-sims-3","target":"career-ladder","type":"uses"}
{"attrs":{"note":"Jobs and school run on fixed hours at rabbit-hole buildings, structuring each household's day.","role":"supporting"},"source":"the-sims-3","target":"daily-schedules","type":"uses"}
{"attrs":{"note":"Build and Buy modes with Create-a-Style, which recolors walls, floors, objects, and clothing with any pattern and material.","role":"supporting"},"source":"the-sims-3","target":"free-placement","type":"uses"}
{"attrs":{"note":"Seven life stages with an adjustable lifespan setting.","role":"supporting"},"source":"the-sims-3","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Moodlets are named, timed mood modifiers (for example Nauseous during pregnancy) whose sum sets mood, which affects performance at work and school.","role":"core"},"source":"the-sims-3","target":"memories-thoughts","type":"uses"}
{"attrs":{"note":"Script mods load as packages, with frameworks such as NRaas, alongside custom content.","role":"supporting"},"source":"the-sims-3","target":"modding-api","type":"uses"}
{"attrs":{"note":"Six motives (Hunger, Bladder, Energy, Social, Hygiene, Fun) decay and spawn negative moodlets when low.","role":"core"},"source":"the-sims-3","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Story Progression keeps households the player is not controlling aging, working, forming relationships, and moving around the open neighborhood; it can be switched off in the options.","role":"supporting"},"source":"the-sims-3","target":"offscreen-life-progression","type":"uses"}
{"attrs":{"note":"Sims die of old age or of fire, starvation, drowning, or electrocution.","role":"supporting"},"source":"the-sims-3","target":"permadeath","type":"uses"}
{"attrs":{"note":"Adult Sims hold up to five traits chosen from a list, replacing the point sliders of earlier games; traits add exclusive interactions and bias autonomous choices.","role":"core"},"source":"the-sims-3","target":"personality-traits","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-3","target":"relationship-values","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-3","target":"romance-family","type":"uses"}
{"attrs":{"note":"Objects advertise motive, skill, and fun gains; traits bias which advertisements a Sim picks.","role":"supporting"},"source":"the-sims-3","target":"smart-objects","type":"uses"}
{"attrs":{"note":"Conversation menus offer trait- and mood-gated interactions whose acceptance depends on relationship state.","role":"supporting"},"source":"the-sims-3","target":"social-exchanges","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-3","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-3","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Opportunities arrive from neighbors, community lots, and jobs, such as skill requests or overtime, and pay cash, raises, or relationship gains.","role":"supporting"},"source":"the-sims-3","target":"villager-requests","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-4","target":"agent-skills","type":"uses"}
{"attrs":{"note":"The chosen aspiration grants a bonus trait and a track of milestones whose completion earns reward traits; short-term whims, later reworked as wants and fears, appear from emotions and traits.","role":"supporting"},"source":"the-sims-4","target":"aspiration-wants","type":"uses"}
{"attrs":{"note":"Free will can be toggled; with it off Sims act only on player orders except for urgent needs.","role":"supporting"},"source":"the-sims-4","target":"autonomy-levels","type":"uses"}
{"attrs":{"note":"Sims, households, rooms, and lots can be saved to a personal library and placed again.","role":"supporting"},"source":"the-sims-4","target":"blueprints","type":"uses"}
{"attrs":{"note":"Careers require related skills, for example Cooking and Mixology for Culinary.","role":"supporting"},"source":"the-sims-4","target":"career-ladder","type":"uses"}
{"attrs":{"note":"The Gallery uploads and downloads Sims, households, rooms, and buildings from other players inside the game.","role":"supporting"},"source":"the-sims-4","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Build mode draws walls and rooms, places premade rooms, and moves or duplicates whole rooms.","role":"supporting"},"source":"the-sims-4","target":"free-placement","type":"uses"}
{"attrs":{"note":"Newborn, infant, toddler, child, teen, young adult, adult, and elder; toddlers were added in 2017 and newborn and infant in 2023.","role":"supporting"},"source":"the-sims-4","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Moodlets carry an emotion type (such as Happy, Focused, Flirty, Angry, Tense, or Sad), an intensity, and a timer; the highest-weighted emotion becomes the Sim's dominant emotion.","role":"core"},"source":"the-sims-4","target":"memories-thoughts","type":"uses"}
{"attrs":{"note":"Python script mods and package files load from the Mods folder.","role":"supporting"},"source":"the-sims-4","target":"modding-api","type":"uses"}
{"attrs":{"note":"Dominant emotions unlock emotion-specific interactions and raise gain for matching skills (Inspired for creative, Focused for mental, Energized for physical); extreme states such as Hysterical can kill.","role":"supporting"},"source":"the-sims-4","target":"mood-breakdown","type":"uses"}
{"attrs":{"note":"Six needs (Hunger, Bladder, Energy, Social, Hygiene, Fun) decay and spawn negative moodlets such as Hungry or Bored when low.","role":"core"},"source":"the-sims-4","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Neighborhood Stories, added in a free update, advances unplayed households with events such as moves, relationships, and births, with settings that limit which households and event types it may touch.","role":"supporting"},"source":"the-sims-4","target":"offscreen-life-progression","type":"uses"}
{"attrs":{"note":"Adults hold three traits and children and teens two, plus one bonus trait from the aspiration; traits add moodlets, autonomous behaviors, and exclusive interactions.","role":"core"},"source":"the-sims-4","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Separate friendship and romance bars per pair.","role":"supporting"},"source":"the-sims-4","target":"relationship-values","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-4","target":"romance-family","type":"uses"}
{"attrs":{"note":"Objects advertise need, skill, and emotion gains, and Sims multitask, such as talking while cooking.","role":"supporting"},"source":"the-sims-4","target":"smart-objects","type":"uses"}
{"attrs":{"note":"Social menus are filtered by emotion and traits, with emotion-specific variants of interactions.","role":"supporting"},"source":"the-sims-4","target":"social-exchanges","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-4","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"the-sims-4","target":"variable-speed","type":"uses"}
{"attrs":{"role":"supporting"},"source":"theme-hospital","target":"advisors","type":"uses"}
{"attrs":{"note":"Doctors can be trained to gain skills and specialisms.","role":"supporting"},"source":"theme-hospital","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Epidemics break out and can be covered up before a health inspector visits; failure brings fines and lost reputation.","role":"supporting"},"source":"theme-hospital","target":"contagion","type":"uses"}
{"attrs":{"note":"Emergencies require curing a group of patients within a time limit for a bonus.","role":"supporting"},"source":"theme-hospital","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"A GP diagnoses or refers patients to specialist diagnosis rooms; treatment starts once certainty passes a player-set threshold, and diseases are fictional, such as Bloaty Head.","role":"core"},"source":"theme-hospital","target":"diagnosis-treatment","type":"uses"}
{"attrs":{"note":"Rooms are placed as blueprints with doors and windows, then furnished with required items; many rooms must be researched first.","role":"core"},"source":"theme-hospital","target":"free-placement","type":"uses"}
{"attrs":{"role":"supporting"},"source":"theme-hospital","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Staff tire and need breaks under player-set break rules; patients need drinks and toilets.","role":"supporting"},"source":"theme-hospital","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Cures and deaths move a reputation that affects patient intake and level goals.","role":"supporting"},"source":"theme-hospital","target":"reputation","type":"uses"}
{"attrs":{"note":"Each level sets goals for money, reputation, cures, and hospital value; negative funds or too many deaths lose the level.","role":"supporting"},"source":"theme-hospital","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Patients queue outside each room; the player can rearrange queues, and long waits push patients to leave.","role":"core"},"source":"theme-hospital","target":"service-queues","type":"uses"}
{"attrs":{"note":"Doctors, nurses, handymen, and receptionists are hired with performance stats; some rooms need doctors with specialist skills.","role":"core"},"source":"theme-hospital","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"Research unlocks rooms, drugs, and machine improvements.","role":"supporting"},"source":"theme-hospital","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"theme-hospital","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"theme-hospital","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Machines such as the Inflator need handyman servicing or they explode.","role":"supporting"},"source":"theme-hospital","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Thugs appear when visitors are unhappy; security guards counter them.","role":"supporting"},"source":"theme-park","target":"crime-policing","type":"uses"}
{"attrs":{"note":"Each visitor is an individual with its own personality and arrives and leaves by bus; unhappy crowds draw thugs who vandalize and attack entertainers.","role":"core"},"source":"theme-park","target":"crowd-preferences","type":"uses"}
{"attrs":{"note":"Entry, ride, and shop prices plus ingredient levels such as sugar in ice cream decide what visitors buy and whether they come back.","role":"core"},"source":"theme-park","target":"customer-value-choice","type":"uses"}
{"attrs":{"note":"Over thirty attractions, shops, toilets, and scenery are placed on a plot, with coasters needing laid-out track.","role":"core"},"source":"theme-park","target":"free-placement","type":"uses"}
{"attrs":{"role":"supporting"},"source":"theme-park","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Visitors need food, drink, and toilets as their visit goes on.","role":"supporting"},"source":"theme-park","target":"needs-decay","type":"uses"}
{"attrs":{"note":"On the full-simulation level, staff wage talks and supply negotiations are haggles; failed wage talks end in strikes and failed supply talks in lost shipments.","role":"supporting"},"source":"theme-park","target":"negotiation","type":"uses"}
{"attrs":{"note":"The park is judged against rival parks each year.","role":"supporting"},"source":"theme-park","target":"rival-firms","type":"uses"}
{"attrs":{"note":"Visitors queue for rides and shops.","role":"supporting"},"source":"theme-park","target":"service-queues","type":"uses"}
{"attrs":{"note":"Entertainers, security guards, mechanics, and handymen are hired and their wages negotiated; understaffing brings litter, breakdowns, and crime.","role":"core"},"source":"theme-park","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"A funding level drives research into new items, ride durability, staff efficiency, and bus capacity.","role":"supporting"},"source":"theme-park","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"theme-park","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"theme-park","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Rides wear down and explode if mechanics do not maintain them; research can make rides more durable.","role":"core"},"source":"theme-park","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Snipers confine survivors to the shelter by day for crafting, cooking, and care; at night survivors are assigned to sleep, guard, or scavenge.","role":"core"},"source":"this-war-of-mine","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"Scavenging encounters and visitors at the door pose choices, such as robbing vulnerable NPCs or giving away supplies, that trade material gain against mood and each survivor's ending.","role":"core"},"source":"this-war-of-mine","target":"dilemma-cards","type":"uses"}
{"attrs":{"note":"Radio broadcasts give weather warnings, economic updates, and war news.","role":"supporting"},"source":"this-war-of-mine","target":"forecasting","type":"uses"}
{"attrs":{"note":"Workshops craft weapons, alcohol, beds, stoves, and shelter upgrades from scavenged materials.","role":"supporting"},"source":"this-war-of-mine","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"Mood falls with hunger, illness, loss of companions, and morally weighted acts such as stealing or killing; depressed or broken survivors refuse tasks and may leave the shelter or take their own lives.","role":"core"},"source":"this-war-of-mine","target":"mood-breakdown","type":"uses"}
{"attrs":{"note":"Each survivor tracks hunger, fatigue, health, and mood, and the player must keep them up until the ceasefire.","role":"core"},"source":"this-war-of-mine","target":"needs-decay","type":"uses"}
{"attrs":{"role":"supporting"},"source":"this-war-of-mine","target":"permadeath","type":"uses"}
{"attrs":{"note":"Each survivor has one or two traits, such as Good Cook, plus hidden stats.","role":"supporting"},"source":"this-war-of-mine","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Winter raises demand for heating fuel.","role":"supporting"},"source":"this-war-of-mine","target":"seasons","type":"uses"}
{"attrs":{"note":"Noisy actions while scavenging at night, such as breaking through obstacles, can alert people at the location.","role":"supporting"},"source":"this-war-of-mine","target":"stimulus-attraction","type":"uses"}
{"attrs":{"note":"Barter values change with conditions announced on the radio.","role":"supporting"},"source":"this-war-of-mine","target":"supply-demand-pricing","type":"uses"}
{"attrs":{"note":"Neighbors and strangers arrive with requests tied to the shelter's state.","role":"supporting"},"source":"this-war-of-mine","target":"triggered-event-chains","type":"uses"}
{"attrs":{"note":"Recurring droughts switch sources off and badtides release contaminating badwater; both grow harsher over time and are signalled in advance.","role":"core"},"source":"timberborn","target":"crisis-countdown","type":"uses"}
{"attrs":{"note":"Crops grow only on irrigated soil and fail when it dries.","role":"supporting"},"source":"timberborn","target":"crop-cultivation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"timberborn","target":"free-placement","type":"uses"}
{"attrs":{"role":"supporting"},"source":"timberborn","target":"hauling-jobs","type":"uses"}
{"attrs":{"note":"Tiles exchange water through virtual pipes with evaporation; moisture spreads to nearby land and falls off sharply uphill; dams, levees, floodgates, and canals redirect flow.","role":"core"},"source":"timberborn","target":"hydrology","type":"uses"}
{"attrs":{"role":"supporting"},"source":"timberborn","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Beavers need food, water, rest, and wellbeing from diet variety, entertainment, and decorations.","role":"supporting"},"source":"timberborn","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Water wheels and other generators power workshops and bots through a connected network.","role":"supporting"},"source":"timberborn","target":"power-grid","type":"uses"}
{"attrs":{"note":"Sensors, relays, and counters control dams and factories.","role":"supporting"},"source":"timberborn","target":"signal-circuits","type":"uses"}
{"attrs":{"note":"Water tanks and warehouses buffer droughts.","role":"supporting"},"source":"timberborn","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Explosives dig tunnels and reshape terrain.","role":"supporting"},"source":"timberborn","target":"terraforming","type":"uses"}
{"attrs":{"role":"supporting"},"source":"timberborn","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Lodges and workshops stack on platforms; ziplines and tubeways move beavers between levels.","role":"supporting"},"source":"timberborn","target":"vertical-layers","type":"uses"}
{"attrs":{"note":"Strokes are drawn freely without a grid.","role":"supporting"},"source":"tiny-glade","target":"free-placement","type":"uses"}
{"attrs":{"note":"Walls, paths, and building outlines are turned into detailed geometry; a path through a building creates a door and raising a building adds supporting columns and beams.","role":"core"},"source":"tiny-glade","target":"procedural-build-assist","type":"uses"}
{"attrs":{"note":"Terrain height can be changed and rivers and ponds added.","role":"supporting"},"source":"tiny-glade","target":"terraforming","type":"uses"}
{"attrs":{"note":"StreetPass sends grown children to other players' islands.","role":"supporting"},"source":"tomodachi-life","target":"async-shared-region","type":"uses"}
{"attrs":{"note":"Miis can be imported from Mii Maker or by scanning QR codes.","role":"supporting"},"source":"tomodachi-life","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Adding Miis and completing objectives unlocks shops, an amusement park, a concert hall, a café, and other venues.","role":"supporting"},"source":"tomodachi-life","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Each Mii receives a personality at creation that shapes its behavior.","role":"supporting"},"source":"tomodachi-life","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Island time follows the 3DS clock; at night the player can listen to sleeping Miis' dreams.","role":"supporting"},"source":"tomodachi-life","target":"real-time-clock","type":"uses"}
{"attrs":{"note":"Miis form friendships and conflicts on their own; pairs can grow closer, fall into fights, or break up, and the player intervenes only indirectly.","role":"core"},"source":"tomodachi-life","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Opposite-gender friends of similar age may develop crushes; the player approves the confession, couples can marry and have a child who later moves in or leaves via StreetPass.","role":"core"},"source":"tomodachi-life","target":"romance-family","type":"uses"}
{"attrs":{"note":"Miis raise problems such as wanting a food or outfit, needing relationship advice, or asking for a minigame; solving them raises happiness and pays money.","role":"core"},"source":"tomodachi-life","target":"villager-requests","type":"uses"}
{"attrs":{"note":"Colored blocks are added or removed anywhere on the grid, stacked vertically.","role":"supporting"},"source":"townscaper","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each block edit reruns a marching-cubes-style module lookup and a wave function collapse over affected cells, then adds windows, chimneys, and bushes; delay grows with structure size.","role":"core"},"source":"townscaper","target":"procedural-build-assist","type":"uses"}
{"attrs":{"note":"Enclosed areas are detected and filled with gardens rather than paving.","role":"supporting"},"source":"townscaper","target":"room-recognition","type":"uses"}
{"attrs":{"note":"Towns offer subsidies for serving specific routes.","role":"supporting"},"source":"transport-tycoon","target":"contracts-orders","type":"uses"}
{"attrs":{"note":"Road, rail, sea, and air models are introduced on a timeline from 1930 to 2030 (1950 to 2050 in Deluxe), new models carry reliability risk, and aging fleets must be renewed as better models arrive.","role":"supporting"},"source":"transport-tycoon","target":"dated-tech-timeline","type":"uses"}
{"attrs":{"note":"Revenue per delivery depends on cargo type, quantity, distance, and transit time; mail and passengers lose value quickly while coal tolerates long, slow hauls.","role":"supporting"},"source":"transport-tycoon","target":"delivery-time-payment","type":"uses"}
{"attrs":{"note":"Some resource sites run out and new ones appear.","role":"supporting"},"source":"transport-tycoon","target":"deposit-depletion","type":"uses"}
{"attrs":{"note":"Deluxe adds trading company shares and buying out competitors.","role":"supporting"},"source":"transport-tycoon","target":"equity-buyouts","type":"uses"}
{"attrs":{"role":"supporting"},"source":"transport-tycoon","target":"free-placement","type":"uses"}
{"attrs":{"note":"The company starts with an interest-bearing loan.","role":"supporting"},"source":"transport-tycoon","target":"loans-debt","type":"uses"}
{"attrs":{"note":"Primary industries feed secondary ones and finished goods go to towns; poorly served industries can close.","role":"supporting"},"source":"transport-tycoon","target":"production-chain","type":"uses"}
{"attrs":{"note":"Bi-directional signals in the original; Deluxe adds one-way signals.","role":"supporting"},"source":"transport-tycoon","target":"rail-signaling","type":"uses"}
{"attrs":{"note":"Local Authority ratings per town fall with poor service and tree clearing and can block demolition and new stations.","role":"supporting"},"source":"transport-tycoon","target":"reputation","type":"uses"}
{"attrs":{"note":"Up to seven AI transport companies compete for the same towns and industries.","role":"supporting"},"source":"transport-tycoon","target":"rival-firms","type":"uses"}
{"attrs":{"note":"Road vehicles use town roads and player-built roads from depots.","role":"supporting"},"source":"transport-tycoon","target":"road-network","type":"uses"}
{"attrs":{"note":"Stations accept and supply cargo only within a catchment around them, and station ratings set how much nearby industries hand over.","role":"core"},"source":"transport-tycoon","target":"service-coverage","type":"uses"}
{"attrs":{"role":"supporting"},"source":"transport-tycoon","target":"terraforming","type":"uses"}
{"attrs":{"note":"Rail track, including slopes, bridges, and tunnels, is laid piece by piece on the isometric tile map, with costs for terrain changes and demolition.","role":"supporting"},"source":"transport-tycoon","target":"track-laying","type":"uses"}
{"attrs":{"role":"supporting"},"source":"transport-tycoon","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Trains, road vehicles, ships, aircraft, and helicopters run order lists between stations; revenue depends on cargo type, distance, quantity, and delivery time.","role":"core"},"source":"transport-tycoon","target":"vehicle-route-scheduling","type":"uses"}
{"attrs":{"note":"Vehicle reliability falls with age, breakdowns become more frequent, and vehicles must be serviced and eventually replaced; prototypes offer better specs with reliability risk.","role":"core"},"source":"transport-tycoon","target":"wear-breakdown","type":"uses"}
{"attrs":{"role":"supporting"},"source":"tropico-6","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Each citizen's happiness across categories such as food, housing, and liberty aggregates into approval.","role":"core"},"source":"tropico-6","target":"citizen-satisfaction","type":"uses"}
{"attrs":{"note":"Skilled jobs require citizens with high school or college education.","role":"supporting"},"source":"tropico-6","target":"education-workforce","type":"uses"}
{"attrs":{"note":"Elections can be held or rigged; losing one removes El Presidente and ends the game.","role":"core"},"source":"tropico-6","target":"elections","type":"uses"}
{"attrs":{"note":"Relations with foreign powers affect trade and aid.","role":"supporting"},"source":"tropico-6","target":"faction-diplomacy","type":"uses"}
{"attrs":{"note":"Buildings placed freely across the islands; bridges connect islands from the World Wars era.","role":"supporting"},"source":"tropico-6","target":"free-placement","type":"uses"}
{"attrs":{"note":"Political factions each approve or disapprove of El Presidente based on conditions and decisions that match their ideology.","role":"core"},"source":"tropico-6","target":"interest-groups","type":"uses"}
{"attrs":{"note":"Edicts with costs and effects on factions and citizens.","role":"supporting"},"source":"tropico-6","target":"policy-toggles","type":"uses"}
{"attrs":{"role":"supporting"},"source":"tropico-6","target":"production-chain","type":"uses"}
{"attrs":{"note":"Low approval breeds rebels, protests, and coup attempts.","role":"supporting"},"source":"tropico-6","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Exports through docks fund the treasury.","role":"supporting"},"source":"tropico-6","target":"trade-routes","type":"uses"}
{"attrs":{"role":"supporting"},"source":"tropico-6","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Assistants in the marketing room run paid campaigns that draw more patients, optionally targeted at specific illnesses.","role":"supporting"},"source":"two-point-hospital","target":"advertising-awareness","type":"uses"}
{"attrs":{"note":"Staff earn qualifications in the training room that unlock or improve tasks.","role":"supporting"},"source":"two-point-hospital","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Later levels bring epidemics with a limited vaccine supply; immunizing every infected patient earns a reward.","role":"supporting"},"source":"two-point-hospital","target":"contagion","type":"uses"}
{"attrs":{"note":"Steam Workshop support added in 2019.","role":"supporting"},"source":"two-point-hospital","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Room prestige depends on size and decoration and affects staff happiness.","role":"supporting"},"source":"two-point-hospital","target":"decoration-beauty","type":"uses"}
{"attrs":{"note":"Patients start in a GP's Office and move through further diagnostic rooms until diagnosed, then to a treatment room; illnesses are comic, such as Light-Headedness and Mock Star.","role":"core"},"source":"two-point-hospital","target":"diagnosis-treatment","type":"uses"}
{"attrs":{"note":"Rooms are drawn and furnished with required machines, plus corridors with toilets, cafes, vending machines, and staff rooms.","role":"core"},"source":"two-point-hospital","target":"free-placement","type":"uses"}
{"attrs":{"note":"Kudosh from challenges unlocks items; one star unlocks the next hospital.","role":"supporting"},"source":"two-point-hospital","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"Patients and staff need toilets, food, drinks, and rest.","role":"supporting"},"source":"two-point-hospital","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Staff traits change efficiency and behavior.","role":"supporting"},"source":"two-point-hospital","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Each hospital has star objectives; extra objectives raise the rating to two or three stars.","role":"supporting"},"source":"two-point-hospital","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Patients queue at rooms while their health falls; untreated patients die, and long waits lower satisfaction.","role":"core"},"source":"two-point-hospital","target":"service-queues","type":"uses"}
{"attrs":{"note":"Doctors, nurses, janitors, and assistants come with personality traits and specialisations that change performance; wages and morale must be managed.","role":"core"},"source":"two-point-hospital","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"The Research room unlocks new rooms and machine upgrades.","role":"supporting"},"source":"two-point-hospital","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"two-point-hospital","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"two-point-hospital","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Machines degrade and need janitor maintenance.","role":"supporting"},"source":"two-point-hospital","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Progression is skill-based with no levels or classes; skills improve as the character uses them, so a character's abilities record what the player has practiced.","role":"core"},"source":"ultima-online","target":"agent-skills","type":"uses"}
{"attrs":{"role":"supporting"},"source":"ultima-online","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Players place houses on open land in the shared world.","role":"supporting"},"source":"ultima-online","target":"free-placement","type":"uses"}
{"attrs":{"note":"The economy is craft-based: players gather materials and craft the weapons, armor, and goods other players buy.","role":"core"},"source":"ultima-online","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"A dead character leaves a corpse that other players can loot; item insurance, added in 2003, keeps chosen items for a fee.","role":"supporting"},"source":"ultima-online","target":"loss-on-death","type":"uses"}
{"attrs":{"note":"Player-run free shards on server emulators such as RunUO script new content in C#.","role":"supporting"},"source":"ultima-online","target":"modding-api","type":"uses"}
{"attrs":{"note":"Shards keep persistent player houses and goods; unrestricted PvP at launch was split in 2000 into a consensual-PvP Trammel facet and an open-PvP Felucca facet.","role":"core"},"source":"ultima-online","target":"persistent-world","type":"uses"}
{"attrs":{"note":"Player guilds such as Shadowclan formed persistent communities.","role":"supporting"},"source":"ultima-online","target":"player-organizations","type":"uses"}
{"attrs":{"note":"The 2000 Renaissance expansion split the world into Trammel, where player-versus-player combat is consensual, and Felucca, where it is open.","role":"supporting"},"source":"ultima-online","target":"pvp-security-zones","type":"uses"}
{"attrs":{"note":"Criminal acts against other players carry consequences whose rules changed over the game's life.","role":"supporting"},"source":"ultima-online","target":"reputation","type":"uses"}
{"attrs":{"role":"supporting"},"source":"ultima-online","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Player-made simulations are shared on Steam Workshop.","role":"supporting"},"source":"universe-sandbox","target":"content-sharing","type":"uses"}
{"attrs":{"note":"Orbit trails and surface temperature maps expose state that is otherwise invisible.","role":"supporting"},"source":"universe-sandbox","target":"data-overlays","type":"uses"}
{"attrs":{"note":"Collisions and stellar irradiance heat bodies, shown as molten surfaces and temperature maps.","role":"supporting"},"source":"universe-sandbox","target":"heat-transfer","type":"uses"}
{"attrs":{"note":"Newtonian n-body gravity acts between all bodies; the player edits mass, density, radius, and velocity and watches orbits, ejections, spin-apart breakup, and collisions follow.","role":"core"},"source":"universe-sandbox","target":"orbital-mechanics","type":"uses"}
{"attrs":{"note":"Surface temperature, sea ice, and oceans respond to stellar distance and axial tilt; moving a planet can freeze or boil it.","role":"supporting"},"source":"universe-sandbox","target":"planetary-climate","type":"uses"}
{"attrs":{"note":"Planets are composed from materials such as water, rock, iron, and gases, and oceans and mountains can be shaped.","role":"supporting"},"source":"universe-sandbox","target":"terraforming","type":"uses"}
{"attrs":{"note":"Simulation speed runs from real time to years per second and can be paused; larger time steps trade against accuracy, so fast runs can diverge from slow ones.","role":"core"},"source":"universe-sandbox","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Gold bars are the single currency for all construction.","role":"supporting"},"source":"utopia","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Points depend on population and how well it is housed, fed, and kept happy; neglect lowers the score and invites rebellion.","role":"core"},"source":"utopia","target":"citizen-satisfaction","type":"uses"}
{"attrs":{"note":"Each player places houses, schools, factories, hospitals, and forts on tiles of their own island, paid for with gold bars.","role":"core"},"source":"utopia","target":"free-placement","type":"uses"}
{"attrs":{"note":"Rounds last 30 to 120 seconds for up to 50 rounds; factory output pays out and the score updates at each round's end.","role":"core"},"source":"utopia","target":"periodic-ticks","type":"uses"}
{"attrs":{"note":"Fishing boats earn income only while positioned over a moving school of fish.","role":"supporting"},"source":"utopia","target":"resource-extraction","type":"uses"}
{"attrs":{"note":"Rebels reduce the score and can destroy buildings; a rival can pay gold to fund rebels on the other island.","role":"supporting"},"source":"utopia","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Players steer fishing boats and PT boats directly; PT boats sink the opponent's fishing boat.","role":"supporting"},"source":"utopia","target":"unit-commands","type":"uses"}
{"attrs":{"note":"Randomly generated rain clouds earn income when they pass over a player's farms; tropical storms and hurricanes also occur.","role":"supporting"},"source":"utopia","target":"weather","type":"uses"}
{"attrs":{"note":"Skills rise to level 100 through use and affect damage and stamina drain; dying reduces skill levels.","role":"supporting"},"source":"valheim","target":"agent-skills","type":"uses"}
{"attrs":{"note":"Some animals can be tamed and bred.","role":"supporting"},"source":"valheim","target":"animal-husbandry","type":"uses"}
{"attrs":{"role":"supporting"},"source":"valheim","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"Comfort from nearby furnishings lengthens the Rested buff.","role":"supporting"},"source":"valheim","target":"decoration-beauty","type":"uses"}
{"attrs":{"role":"supporting"},"source":"valheim","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Workbenches, forges, and other stations craft tools, weapons, and building pieces; new materials unlock new recipes.","role":"core"},"source":"valheim","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"On death the player's equipment and inventory stay in a tombstone at the death site, and skill levels drop, so the player must travel back to recover gear.","role":"supporting"},"source":"valheim","target":"loss-on-death","type":"uses"}
{"attrs":{"note":"Each boss leaves a trophy that grants a power at a central altar and opens the next tier of materials.","role":"supporting"},"source":"valheim","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"No official API; mods load through the de facto BepInEx loader.","role":"supporting"},"source":"valheim","target":"modding-api","type":"uses"}
{"attrs":{"note":"Each world is generated from a seed and divided into biomes (Meadows, Black Forest, Swamp, Mountains, Plains, Ocean, Mistlands, Deep North, Ashlands), each with its own resources, enemies, and boss.","role":"core"},"source":"valheim","target":"procedural-terrain","type":"uses"}
{"attrs":{"note":"Random events send enemies against bases.","role":"supporting"},"source":"valheim","target":"raid-defense","type":"uses"}
{"attrs":{"note":"Stability runs from blue (grounded) to red; it falls with horizontal and vertical distance from ground, a piece cannot exceed its support's stability, and vertical limits are 16 m for wood and stone and 24 m for core wood.","role":"core"},"source":"valheim","target":"structural-integrity","type":"uses"}
{"attrs":{"note":"Food raises maximum health and stamina for a time instead of causing starvation; stamina drains when running or attacking.","role":"supporting"},"source":"valheim","target":"survival-meters","type":"uses"}
{"attrs":{"note":"Uncovered or submerged wood decays to 50% durability; tools lose durability.","role":"supporting"},"source":"valheim","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Rain wets the player and rots exposed wood.","role":"supporting"},"source":"valheim","target":"weather","type":"uses"}
{"attrs":{"note":"Fine-grained emotions on Ekman's typology record their target and cause.","role":"supporting"},"source":"versu","target":"memories-thoughts","type":"uses"}
{"attrs":{"note":"Character files assign each agent desires that weight its action scoring.","role":"supporting"},"source":"versu","target":"personality-traits","type":"uses"}
{"attrs":{"note":"Agents hold evaluations of each other on roles such as attractiveness or breeding, which actions raise or lower.","role":"supporting"},"source":"versu","target":"relationship-values","type":"uses"}
{"attrs":{"note":"Social practices such as a dinner party or a conversation offer role-specific actions with preconditions, and most actions change how characters regard each other.","role":"core"},"source":"versu","target":"social-exchanges","type":"uses"}
{"attrs":{"note":"A drama manager agent can act to push an episode's authored plot.","role":"supporting"},"source":"versu","target":"storyteller-director","type":"uses"}
{"attrs":{"note":"Agents score each available action by executing it on the world state, evaluating the result against their desires, and undoing it; the best-scoring action is taken.","role":"core"},"source":"versu","target":"utility-action-selection","type":"uses"}
{"attrs":{"role":"supporting"},"source":"victoria-3","target":"budget-treasury","type":"uses"}
{"attrs":{"note":"Nested tooltips break values into contributing modifiers, extended to battle and market calculations.","role":"supporting"},"source":"victoria-3","target":"causal-tooltips","type":"uses"}
{"attrs":{"note":"Pops carry a culture and a religion; over time pops assimilate toward primary cultures and convert toward the state religion, and citizenship and church laws decide which identities face discrimination.","role":"supporting"},"source":"victoria-3","target":"culture-religion-conversion","type":"uses"}
{"attrs":{"note":"Diplomatic plays present a demand, allow counter-demands, run a countdown to mobilize and gather backers, and become war if unresolved.","role":"supporting"},"source":"victoria-3","target":"faction-diplomacy","type":"uses"}
{"attrs":{"note":"Pops buy goods to meet needs, and the share met sets their standard of living.","role":"supporting"},"source":"victoria-3","target":"goods-consumption","type":"uses"}
{"attrs":{"role":"supporting"},"source":"victoria-3","target":"immigration-attractiveness","type":"uses"}
{"attrs":{"note":"Pops' political strength, from wealth and enfranchisement, flows into interest groups such as the Devout, Industrialists, and Rural Folk; clout is each group's share of the national total, approval comes from laws and government membership, and enacting a law runs phases whose advance or stall chances depend on group endorsement.","role":"core"},"source":"victoria-3","target":"interest-groups","type":"uses"}
{"attrs":{"note":"Buildings hire pops by profession and qualification, so labor shortages throttle new industry.","role":"supporting"},"source":"victoria-3","target":"labor-market","type":"uses"}
{"attrs":{"note":"Script and data files define laws, events, and goods.","role":"supporting"},"source":"victoria-3","target":"modding-api","type":"uses"}
{"attrs":{"note":"Laws such as Free Trade and Laissez-Faire change economic and political rules.","role":"supporting"},"source":"victoria-3","target":"policy-toggles","type":"uses"}
{"attrs":{"note":"Authority, influence, and bureaucracy are capacities with monthly supply and ongoing usage: decrees draw on authority and diplomatic pacts on influence.","role":"supporting"},"source":"victoria-3","target":"political-capital","type":"uses"}
{"attrs":{"note":"The population is stored as pops by profession, culture, and religion in lower, middle, and upper strata, each with its own wages, needs, and political leanings.","role":"core"},"source":"victoria-3","target":"population-strata","type":"uses"}
{"attrs":{"note":"Buildings such as mines, farms, and factories convert input goods to outputs; switchable production methods change the input mix, output, and which professions are employed.","role":"core"},"source":"victoria-3","target":"production-chain","type":"uses"}
{"attrs":{"note":"Pops whose needs fall short become radicals, and radical interest groups can start a revolutionary movement with a revolution clock.","role":"supporting"},"source":"victoria-3","target":"stability-unrest","type":"uses"}
{"attrs":{"note":"Each good has a base price, and the market price moves with the ratio of buy orders from consumption to sell orders from production, scaled by market access from infrastructure; prices feed back into building profitability, wages, and pops' cost of living.","role":"core"},"source":"victoria-3","target":"supply-demand-pricing","type":"uses"}
{"attrs":{"role":"supporting"},"source":"victoria-3","target":"taxation","type":"uses"}
{"attrs":{"note":"Technologies such as the Atmospheric Engine unlock buildings and production methods.","role":"supporting"},"source":"victoria-3","target":"tech-tree","type":"uses"}
{"attrs":{"note":"States change hands through diplomatic plays and wars, and newly acquired states are incorporated over time before they count fully.","role":"supporting"},"source":"victoria-3","target":"territorial-control","type":"uses"}
{"attrs":{"role":"supporting"},"source":"victoria-3","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Each side's war support falls with exhaustion until one capitulates or the sides settle on the demands from the diplomatic play.","role":"supporting"},"source":"victoria-3","target":"war-score-peace","type":"uses"}
{"attrs":{"note":"Two residents of a species that meet romance requirements perform a romance dance and a maze minigame that yields an egg; piñatas are ungendered, and candy skips romance requirements after a species' first romance.","role":"core"},"source":"viva-pinata","target":"animal-husbandry","type":"uses"}
{"attrs":{"note":"Eggs and piñatas could be sent to other players over Xbox Live.","role":"supporting"},"source":"viva-pinata","target":"async-shared-region","type":"uses"}
{"attrs":{"note":"The journal of 60 species, each with requirements to discover, is the long-term goal structure.","role":"core"},"source":"viva-pinata","target":"collection-goals","type":"uses"}
{"attrs":{"note":"Seeds sown with tools grow into flowers, vegetables, and trees that species eat or require; weeds spread and destroy vegetable rows if not removed.","role":"supporting"},"source":"viva-pinata","target":"crop-cultivation","type":"uses"}
{"attrs":{"note":"Piñatavores must eat other piñatas to become residents or breed, and visiting predators eat residents to meet their own requirements.","role":"core"},"source":"viva-pinata","target":"food-web","type":"uses"}
{"attrs":{"role":"supporting"},"source":"viva-pinata","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each of the 60 species has staged requirements (garden contents, plants, water, terrain, or having eaten a specific item) that turn an outline into a visitor and then a resident.","role":"core"},"source":"viva-pinata","target":"habitat-suitability","type":"uses"}
{"attrs":{"role":"supporting"},"source":"viva-pinata","target":"milestone-unlocks","type":"uses"}
{"attrs":{"note":"The shovel and other tools plough soil, dig ponds, and sculpt terrain.","role":"supporting"},"source":"viva-pinata","target":"terraforming","type":"uses"}
{"attrs":{"role":"supporting"},"source":"where-winds-meet","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"Third-person martial-arts traversal and combat.","role":"core"},"source":"where-winds-meet","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Players type or speak to NPCs and receive live generated replies, per the game's Steam AI disclosure.","role":"core"},"source":"where-winds-meet","target":"natural-language-interaction","type":"uses"}
{"attrs":{"role":"supporting"},"source":"where-winds-meet","target":"relationship-values","type":"uses"}
{"attrs":{"role":"supporting"},"source":"where-winds-meet","target":"reputation","type":"uses"}
{"attrs":{"note":"An AI model generates Stella's dialogue and voiced performance in real time, constrained by safety filters, and her in-story decisions follow from what the player says.","role":"core"},"source":"whispers-from-the-star","target":"generative-content","type":"uses"}
{"attrs":{"note":"Open-ended conversation by voice (a microphone is required for the full experience) or text over Stella's communicator, through video calls, voice messages, and texts.","role":"core"},"source":"whispers-from-the-star","target":"natural-language-interaction","type":"uses"}
{"attrs":{"note":"The store tags the game as linear and story-rich, so generated conversation plays out inside a sequence of survival situations.","role":"supporting"},"source":"whispers-from-the-star","target":"triggered-event-chains","type":"uses"}
{"attrs":{"note":"Health and happiness decide whether citizens stay; low loyalty raises crime and lowers work efficiency.","role":"supporting"},"source":"workers-and-resources","target":"citizen-satisfaction","type":"uses"}
{"attrs":{"note":"Conveyors move ores and bulk goods between facilities.","role":"supporting"},"source":"workers-and-resources","target":"conveyor-transport","type":"uses"}
{"attrs":{"note":"Optional complex education gates skilled jobs.","role":"supporting"},"source":"workers-and-resources","target":"education-workforce","type":"uses"}
{"attrs":{"note":"Liquids, water, and heating travel through pipes and tanks.","role":"supporting"},"source":"workers-and-resources","target":"fluid-pipe-network","type":"uses"}
{"attrs":{"role":"supporting"},"source":"workers-and-resources","target":"free-placement","type":"uses"}
{"attrs":{"note":"Citizens need food, clothing, and alcohol from shops.","role":"supporting"},"source":"workers-and-resources","target":"goods-consumption","type":"uses"}
{"attrs":{"note":"Over 30 commodities are extracted, processed, and stored in staffed plants.","role":"core"},"source":"workers-and-resources","target":"production-chain","type":"uses"}
{"attrs":{"note":"Buses, trams, trains, subways, ships, and planes carry citizens.","role":"supporting"},"source":"workers-and-resources","target":"public-transit","type":"uses"}
{"attrs":{"note":"Rail signals and interchanges govern shared track.","role":"supporting"},"source":"workers-and-resources","target":"rail-signaling","type":"uses"}
{"attrs":{"note":"Optional seasons raise heating demand in winter.","role":"supporting"},"source":"workers-and-resources","target":"seasons","type":"uses"}
{"attrs":{"role":"supporting"},"source":"workers-and-resources","target":"storage-capacity","type":"uses"}
{"attrs":{"note":"Flooding one market lowers returns there.","role":"supporting"},"source":"workers-and-resources","target":"supply-demand-pricing","type":"uses"}
{"attrs":{"note":"Exports and imports pass through customs houses at Eastern (rubles) and Western (dollars) borders.","role":"core"},"source":"workers-and-resources","target":"trade-routes","type":"uses"}
{"attrs":{"role":"supporting"},"source":"workers-and-resources","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Trucks, trains, ships, and aircraft are assigned to depots and routes that move goods and workers between buildings.","role":"core"},"source":"workers-and-resources","target":"vehicle-route-scheduling","type":"uses"}
{"attrs":{"role":"supporting"},"source":"x-plane","target":"day-night-cycle","type":"uses"}
{"attrs":{"role":"supporting"},"source":"x-plane","target":"embodied-skill-control","type":"uses"}
{"attrs":{"note":"Blade element theory splits wings, control surfaces, and propellers into small elements and computes aerodynamic forces on each from geometry and physical parameters.","role":"core"},"source":"x-plane","target":"flight-aerodynamics","type":"uses"}
{"attrs":{"note":"The plugin SDK lets developers read simulator data and add instruments, cockpit interfaces, and hardware support.","role":"supporting"},"source":"x-plane","target":"modding-api","type":"uses"}
{"attrs":{"note":"Plane Maker lets users define aircraft geometry and components and then fly the result in the simulator.","role":"supporting"},"source":"x-plane","target":"modular-assembly","type":"uses"}
{"attrs":{"role":"supporting"},"source":"x-plane","target":"procedural-checklists","type":"uses"}
{"attrs":{"role":"supporting"},"source":"x-plane","target":"variable-speed","type":"uses"}
{"attrs":{"note":"X-Plane 12 reworked clouds, turbulence, and atmospheric effects, and version 12.3 added a weather-radar system.","role":"supporting"},"source":"x-plane","target":"weather","type":"uses"}
{"attrs":{"note":"Time of day changes enemy and creature activity, and the Blood Moon respawns defeated enemies.","role":"supporting"},"source":"zelda-breath-of-the-wild","target":"day-night-cycle","type":"uses"}
{"attrs":{"note":"Link can climb almost any surface, glide, ride horses, and use runes.","role":"supporting"},"source":"zelda-breath-of-the-wild","target":"direct-avatar","type":"uses"}
{"attrs":{"note":"Fire spreads across grass in the wind direction and produces updrafts that the paraglider can ride.","role":"supporting"},"source":"zelda-breath-of-the-wild","target":"fire-spread","type":"uses"}
{"attrs":{"note":"Cooking combines up to five ingredients in a pot into meals or elixirs whose effects and duration depend on the ingredients.","role":"supporting"},"source":"zelda-breath-of-the-wild","target":"hand-crafting","type":"uses"}
{"attrs":{"note":"Region temperature and fire sources set a temperature gauge that damages the player beyond tolerance.","role":"supporting"},"source":"zelda-breath-of-the-wild","target":"heat-transfer","type":"uses"}
{"attrs":{"note":"The chemistry engine gives objects properties such as flammable, metallic, or conductive; fire ignites wood and grass, metal attracts lightning in storms and conducts electricity, and ice melts near fire.","role":"core"},"source":"zelda-breath-of-the-wild","target":"material-interactions","type":"uses"}
{"attrs":{"note":"A modified Havok engine moves crates, boulders, and weapons; Magnesis lifts metal objects, Stasis freezes an object so stored hits launch it, and Cryonis raises ice pillars from water, giving shrines and fights unscripted solutions.","role":"core"},"source":"zelda-breath-of-the-wild","target":"rigid-body-physics","type":"uses"}
{"attrs":{"note":"A stamina wheel limits sprinting, climbing, swimming, and gliding; hearts are health, and ambient cold and heat damage the player without matching clothing or elixirs.","role":"core"},"source":"zelda-breath-of-the-wild","target":"survival-meters","type":"uses"}
{"attrs":{"note":"Weapons, bows, and shields lose durability with use and shatter; the Master Sword recharges instead.","role":"supporting"},"source":"zelda-breath-of-the-wild","target":"wear-breakdown","type":"uses"}
{"attrs":{"note":"Rain makes surfaces too slippery to climb, and thunderstorms strike metal equipment with lightning.","role":"supporting"},"source":"zelda-breath-of-the-wild","target":"weather","type":"uses"}
{"attrs":{"note":"Guest happiness depends on the animals on show, their happiness, buildings such as restrooms and shops, and scenery.","role":"core"},"source":"zoo-tycoon","target":"crowd-preferences","type":"uses"}
{"attrs":{"note":"Scenery such as topiary, lamp posts, and benches gives a small guest happiness boost.","role":"supporting"},"source":"zoo-tycoon","target":"decoration-beauty","type":"uses"}
{"attrs":{"note":"Fences, paths, buildings, foliage, and scenery are placed on a tile map.","role":"supporting"},"source":"zoo-tycoon","target":"free-placement","type":"uses"}
{"attrs":{"note":"Each species has preferred terrain types, foliage, rocks, shelters, toys, and companions; suitability drives happiness, and incompatible species in one exhibit kill each other.","role":"core"},"source":"zoo-tycoon","target":"habitat-suitability","type":"uses"}
{"attrs":{"note":"Animals breed when content; babies grow into adults.","role":"supporting"},"source":"zoo-tycoon","target":"lifecycle-aging","type":"uses"}
{"attrs":{"note":"Animals need food, water, cleaning, and keeper attention that keepers supply on rounds.","role":"core"},"source":"zoo-tycoon","target":"needs-decay","type":"uses"}
{"attrs":{"note":"Scenarios set targets such as a guest happiness level, exhibit suitability, animal count, or breeding a species.","role":"supporting"},"source":"zoo-tycoon","target":"scenario-objectives","type":"uses"}
{"attrs":{"note":"Zookeepers, maintenance workers, and tour guides are hired.","role":"supporting"},"source":"zoo-tycoon","target":"staff-hiring","type":"uses"}
{"attrs":{"note":"In freeform mode, money spent on research unlocks animals, buildings, and scenery.","role":"supporting"},"source":"zoo-tycoon","target":"tech-tree","type":"uses"}
{"attrs":{"role":"supporting"},"source":"zoo-tycoon","target":"variable-speed","type":"uses"}
{"attrs":{"note":"Fences decay and must be repaired by maintenance workers to prevent escapes.","role":"supporting"},"source":"zoo-tycoon","target":"wear-breakdown","type":"uses"}
