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

core loop

claim a land grant -> buy and outfit M.U.L.E.s and walk them to plots -> production with shortages and random events -> real-time auctions set prices -> buy or sell -> next round

design notes

M.U.L.E. couples its four resources: food sets how long a player's development turn lasts, energy shortages stop plots from producing, and smithore supply sets M.U.L.E. prices and whether the store can manufacture more. Prices are set in real-time auctions in which buyers and sellers move avatars toward a price, so withholding goods and private deals between players are legitimate tactics. Danielle Bunten built catch-up rules into the systems: tied bids go to the player in the losing position, favorable events rarely hit the leader and harmful ones never hit last place, and land auctions were replaced by free grants because they compounded the leader's advantage. The taxonomy has no mechanic for systematic catch-up rules (proposed as catch-up-balancing).

relations

10 stored edges
uses

Auctions

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.

core
uses

Resource extraction

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.

core
uses

Supply-demand pricing

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.

core
uses

Turn structure

Rounds run in fixed phases: land grant, timed development, production, then auctions for each resource.

core
uses

Adjacency scoring

Plots grouped with others producing the same resource get a production bonus.

supporting
uses

Direct avatar control

Players walk a colonist through town to buy and outfit M.U.L.E.s and lead them to plots under a turn timer.

supporting
uses

Goods consumption

Each player needs food and energy each round; low food shortens the next development turn and low energy stops some plots.

supporting
uses

Production chains

The store turns smithore into new M.U.L.E.s; with no smithore it cannot build more.

supporting
uses

Random disasters

Sunspots, pirate raids, meteorites, and runaway M.U.L.E.s, targeted away from the last-place player.

supporting
uses

Rival firms

Computer opponents fill empty seats and compete for plots and auction trades.

supporting

backlinks

computed from other records

sources

1
Wikipedia contributors (2026). M.U.L.E.. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gecatalog