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simgrammar the grammar of simulation

definition

Each agent holds an experience stock and level per skill. Doing a task adds experience at a rate scaled by learning modifiers; crossing thresholds raises the level, and some games decay unused high levels. Level feeds work speed, success or botch chance, output quality, and minimum-level gates. RimWorld uses levels 0-20; experience to the next level rises from 1,000 at level 0 to 30,000 at level 19; passion sets learning to 35% (none), 100%, or 150%; skills above 9 decay by 30 to 3,600 XP per day; a daily cap of 4,000 XP per skill cuts further gains to 20%; construction speed is 50% plus 15% per level; some backstories make pawns incapable of a work type. The Sims raises skills through objects such as bookshelves and easels and gates promotions on them; Dwarf Fortress dwarves improve by repeating labors. Inputs: task time, learning modifiers. Outputs: speed, quality, eligibility for tasks.

player experience

Agents become individuals with track records. The player assigns specialists, trains newcomers on low-stakes work, and feels the loss when a master crafter dies. Skill growth gives each character a slow progression arc that runs alongside the base's growth.

design levers

  • experience curve shape and level cap
  • learning-rate modifiers such as passions, traits, age, and teachers
  • decay of unused skills and daily learning caps
  • effect curves per level on speed, quality, and failure chance
  • hard gates (minimum level, incapable) versus soft penalties

failure modes

  • Uncapped or linear growth turns every long-lived agent into a master, flattening differences between characters.
  • Grinding: players set agents to repeat cheap tasks to farm experience, which RimWorld counters with a daily learning cap.
  • Steep effect curves make low-skill recruits useless, so new agents are dead weight rather than trainees.
  • Decay without clear feedback reads as random loss of competence.

dynamics

  • Specialization snowballs: the best agent at a job gets assigned it, which raises that skill further and widens gaps.
  • Losing a specialist opens a capability hole that forces retraining or recruitment; with permadeath this is a common crisis.
  • Coupled with quality tiers, item value depends on who made it, so assignment becomes an economic decision.

open questions

  • Can skills be represented as learned competence (policies that actually improve) rather than numeric multipliers, and does that change player attachment?
  • Which decay and cap settings keep specialization meaningful without rewarding grinding?

relations

3 stored edges
synergy

Quality tiers

Skilled workers produce higher-quality goods.

synergy

Staff hiring and rosters

Hiring trades wage cost against skill, and skills grow with time on the roster.

synergy

Work priorities

Priorities route skilled agents to the jobs they do best.

backlinks

computed from other records

sources

1
RimWorld Wiki contributors (2026). Skills. RimWorld Wiki

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m3taxonomy