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

definition

After terrain and biomes exist, a coarse simulation runs the world forward for a chosen number of years: civilizations found sites, grow, migrate, trade, make war, and found religions, and a subset of individuals is tracked as historical figures with families, titles, kills, and relationships. The final state is the starting map for play, and the event log feeds a chronicle. In Dwarf Fortress the player sets history length (worlds of 1,000 or 10,000 years are possible), populations and deaths counters rise during generation, only part of each site's population becomes historical figures (nobles, megabeasts, villains, their families), and a cap with optional culling limits their total. Caves of Qud generates sultan histories and Crusader Kings seeds dynasties from authored history instead. Inputs: map, races, parameters. Outputs: sites, factions, figures, artifacts, and an event archive.

player experience

The world feels older than the player. Ruins, feuds, and legendary artifacts have causes the player can look up, and players discover that the world they inherited contains specific grudges, heroes, and lost wars. Long generation times build anticipation.

design levers

  • history length in years
  • number and type of civilizations and their behavior rules
  • which individuals are tracked as historical figures and the cap on their count
  • abstraction level of populations, battles, and trade during generation
  • event types simulated (wars, migrations, religions, artifacts, monsters)
  • how much of the generated history is revealed versus discoverable in play

failure modes

  • Long histories take a long time to generate and produce very large saves.
  • Coarse rules can produce degenerate worlds, such as one civilization conquering everything or all civilizations dying out.
  • History that never surfaces in play is invisible effort.

dynamics

  • Generated grudges and alliances set the political situation the player starts in, so two seeds play differently.
  • Historical figures and artifacts become quest targets, visitors, and threats during play.
  • Players share notable generated histories as stories in their own right.

open questions

  • Can language models turn coarse simulated histories into readable myths and chronicles without contradicting the record?
  • What is the cheapest history abstraction that still yields grudges and relationships players recognize in play?

relations

1 stored edges
synergy

Procedural terrain

Generated terrain constrains where simulated civilizations settle, fight, and leave ruins.

backlinks

computed from other records

sources

3
Wikipedia contributors (2026). Dwarf Fortress. Wikipedia
Dwarf Fortress Wiki contributors (2026). Historical figure. Dwarf Fortress Wiki
Dwarf Fortress Wiki contributors (2026). Legends. Dwarf Fortress Wiki

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m7taxonomy
2026-10-24
reviewed2026-10-24-review-fixesmaintenance