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simgrammar the grammar of simulation

definition

The player assigns a subsystem (a city, sector, colony, fleet, department, or set of planets) to an AI controller and sets objectives and constraints: a focus, a budget, permissions, and policies. Each decision interval the controller runs the same decision logic the game's opponent AI uses, restricted to that subsystem, and issues actions on the player's behalf. State owned: assignment, goal settings, and permissions per delegated unit; the rest is read from the subsystem. Inputs: subsystem state and player settings. Outputs: build, research, production, or movement actions. Canonical forms: Stellaris sectors, which a 2016 dev diary justified with a core-world limit and in which sector governors develop planets and build mining stations under a player-set focus, Hearts of Iron IV battle plans executed by AI-controlled generals, automated workers in the Civilization series, Football Manager staff responsibilities, and automated traders and miners in X4: Foundations.

player experience

The player moves up a level of abstraction and manages managers. Delegation trades control for attention and enables play at empire scale. When the AI does something dumb it feels like losing control; when it works it feels like governing.

design levers

  • granularity of goals: single focus, weighted priorities, or explicit rules
  • permissions such as may build, may demolish, may spend reserves
  • transparency: whether the manager explains its choices
  • manager competence relative to a good player
  • incentives to delegate: hard limits on direct control versus voluntary convenience
  • ease of reclaiming control and per-item overrides

failure modes

  • Managers that underperform a competent player turn delegation into a penalty that players avoid at all costs.
  • Opaque managers make unexplained choices that players cannot correct without micromanaging.
  • Managers that are too strong remove the game: the optimal play is to delegate everything.
  • Forced delegation through control caps is widely resented; Stellaris sectors were reworked in later updates.

dynamics

  • Delegation allows simulations far larger than one player could micromanage, shifting play to allocation among managers.
  • Partial delegation creates principal-agent tension: players watch managers and intervene at thresholds.
  • Delegated units pursuing local goals can conflict with each other, such as two governors competing for one resource.

open questions

  • Can language-model managers take natural-language mandates (keep morale high but never let the treasury go negative), explain their tradeoffs, and remain competent?
  • Does delegation to a learned policy trained against the game's simulation make managers better than humans, and what is left for the player if so?

relations

1 stored edges
tension

Embodied skill control

Automating a subsystem removes the skill expression that made it the point.

backlinks

computed from other records

claims

1 with sources
c01high

Stellaris launched with a limit on directly controlled core worlds, beyond which penalties applied, and sectors run by governors who develop planets under a player-set focus and taxation.

src-paradox-2016-stellaris-dev-diary-21-sectors

sources

1
(2016-02). Stellaris Dev Diary #21: Administrative Sectors. Paradox Interactive forums

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m6taxonomy