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simgrammar the grammar of simulation

definition

Each planted cell or field holds a crop type, a growth progress value, and condition flags such as watered, fertilized, or diseased. Each tick or day, progress advances at a base rate multiplied by modifiers for soil fertility, water, light, temperature, and season; outside allowed conditions growth stops or the plant dies. At maturity the crop is harvested for a yield, sometimes scaled by care or skill, and the cell resets, regrows, or loses fertility. Harvest Moon and Stardew Valley require daily watering and tie crops to seasons of a fixed calendar; RimWorld scales growth by soil fertility and light and halts it outside a temperature band; Farming Simulator turns field preparation, sowing, fertilizing, and harvesting into vehicle operations; Manor Lords and Farthest Frontier track soil fertility per field and reward crop rotation. Inputs: seeds, labor or player actions, environmental conditions. Outputs: harvested goods and an updated field state.

player experience

Planning around a delayed payoff. The player commits land and time now for a harvest days or a season later, then guards the field against weather, pests, and neglect. In avatar farming games the daily watering round becomes a ritual; in colony sims the growing season becomes a deadline that sets how much must be stored for winter.

design levers

  • growth duration per crop and number of visible stages
  • which conditions gate growth (water, light, temperature, season, fertility) and whether violating them pauses or kills the crop
  • single-harvest versus regrowing crops
  • yield and quality modifiers from fertilizer, skill, or care
  • soil fertility depletion and recovery rules, including rotation or fallow
  • labor or action cost of planting, tending, and harvesting

failure modes

  • Daily manual tending scales poorly, so large farms become rote clicking until automation such as sprinklers arrives.
  • One crop with the best value per day dominates and planting choice disappears.
  • Season-change crop deaths feel arbitrary when the calendar is not prominent.
  • Growth too fast relative to consumption makes food trivial; growth too slow with harsh winters makes early runs unwinnable.

dynamics

  • Harvests arrive in pulses, creating labor peaks that compete with construction and hauling.
  • Seasonal growth windows couple farming to storage and spoilage, turning winter into a stockpiling test.
  • Soil depletion pushes expansion onto new land or forces rotation schedules.
  • Weather events and blights can wipe out a season and cascade into famine.

open questions

  • Can learned plant growth models give crops plausible responses to microclimate that players can still reason about?
  • How much automation can farming absorb before cultivation stops being a decision?

relations

2 stored edges
synergy

Daily action budget

Watering and harvesting consume the daily energy budget, forcing farm sizing tradeoffs.

synergy

Seasons

Season-locked crops create a calendar of planting decisions.

backlinks

computed from other records

sources

2
Wikipedia contributors (2026). Harvest Moon (video game). Wikipedia
Wikipedia contributors (2026). Stardew Valley. Wikipedia

provenance

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