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simgrammar the grammar of simulation

definition

Owns the worker supply by type (education, class, or profession) and the job slots by type that buildings offer, and matches them. Unmatched workers are unemployed; unfilled jobs leave buildings understaffed, and output scales with staffing. In Micropolis, the SimCity engine, Employment = jobs / (residents / 8) drives migration of (residents / 8) x (Employment - 1) per cycle, a labor ratio of residents to jobs clamped to 0-1.3 scales projected commercial and industrial growth, and unemployment is one of the problems citizens complain about. Cities: Skylines and Workers and Resources split workers by education, so a city without educated workers cannot staff offices or advanced plants. Victoria 3 hires pops into buildings by profession and wage, and Anno 1800 requires each residence tier to staff that tier's production buildings.

player experience

Balancing homes against jobs. The player reads unemployment and vacancy numbers, builds housing or schools when factories sit idle, and learns that a new industry is useless without workers to run it.

design levers

  • number of worker types and whether higher types can fill lower jobs
  • staffing-to-output curve (linear, threshold, or minimum crew)
  • commute or catchment limits on which workers can reach which jobs
  • migration response to unemployment and vacancies
  • wages as a lever that shifts who takes which job

failure modes

  • Aggregate matching hides the cause of shortages, so players see idle buildings without knowing which worker type is missing.
  • Education systems that push the whole population past the available jobs can stall industry with no clear fix.
  • Instant matching removes the lag that makes workforce planning interesting.

dynamics

  • Jobs attract migrants, migrants demand shops and services, and those create more jobs, producing boom cycles.
  • A large employer far from housing generates commuter traffic and congestion.
  • Education pays off with a long lag, so labor mismatches appear whenever the economy shifts.

open questions

  • Can agent-level career choice by learned or LLM agents produce realistic structural unemployment without hand-tuned migration formulas?
  • How much labor detail (types, commutes, wages) can players manage before the mechanic becomes opaque?

backlinks

computed from other records

sources

1
Will Wright, Don Hopkins (2008). Micropolis: open-source SimCity source code. GitHub (SimHacker/micropolis)

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m2taxonomy