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simgrammar the grammar of simulation

definition

Each deposit holds a remaining quantity that every extraction cycle decrements. At zero the node disappears or the extractor stops; some games instead decay the extraction rate toward a floor. Factorio ore patches store an amount per tile that mining drills consume, while crude oil fields report a yield percentage in which 1% equals 300 pumpjack cycles and depletion stops at a 20% floor. Warcraft and Age of Empires gold mines and The Settlers II mountain mines run dry. Satisfactory is the counterexample: its nodes are infinite and differ only in purity. Inputs: extraction cycles. Outputs: remaining amount, current rate, and an exhaustion event that idles the extractors and any chain they feed.

player experience

A visible timer the player cannot stop. Every mine is temporary, so the player keeps scouting, claiming, and rebuilding at new sites, and judges how much infrastructure a deposit deserves given how long it will last. Losing a key deposit mid-chain creates a scramble to relocate before stocks run out.

design levers

  • starting quantity per deposit and its distribution across the map
  • whether depletion ends output or decays the rate toward a floor
  • efficiency upgrades that change output per unit removed, such as Factorio mining productivity research
  • visibility of remaining amounts and warnings before exhaustion
  • whether deposits regenerate, can be rediscovered, or have substitutes

failure modes

  • Depletion that is too fast makes relocation the whole game and punishes building anything permanent.
  • Depletion that is too slow is never felt within a session.
  • Hidden remaining amounts cause sudden collapses that read as bugs.
  • Infinite nodes or high rate floors remove expansion pressure, so the map stops mattering after the first claims.

dynamics

  • Pushes expansion outward, which raises defense, logistics, and threat costs at new outposts.
  • Creates contested chokepoints in competitive maps as the last deposits run out.
  • Drives substitution toward recycling, alternate recipes, or trade once local supply ends.
  • Staggers rebuild cycles, giving long games a rhythm of boom at new sites and decline at old ones.

open questions

  • Can procedural geology models generate deposits whose size players can estimate from surface signals, turning prospecting into inference?
  • What depletion time relative to session length keeps relocation interesting rather than tedious?

relations

1 stored edges

backlinks

computed from other records

sources

2
Factorio Wiki contributors (2026). Crude oil. Official Factorio Wiki
Satisfactory Wiki contributors (2026). Resource node. Satisfactory Wiki (wiki.gg)

provenance

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