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

definition

Owns each agent's age (or an age-structured population count) and a table of life stages with durations, capabilities, needs, and mortality. Each tick age advances; crossing a stage boundary changes what the agent can do (work, marry, study), what it needs, and how it looks; mortality rises with age until death. Births add agents through reproduction rules. The Sims 2 has seven stages (baby, toddler, child, teen, young adult with University, adult, elder): babies become toddlers after 3 Sim days, children become teens after 8, teens live 15 days, adults become elders after 29, and elder lifespan depends on the aspiration meter. Victoria 3 aggregates the same idea: natural growth is birth rate minus mortality, both falling as standard of living rises. Inputs: time, health, birth rules. Outputs: workforce and dependents, deaths, succession and inheritance triggers.

player experience

Time becomes personal: the player watches characters grow up and grow old, plans careers and heirs, and grieves. Aging turns a static roster into a pipeline in which the player raises the next generation of workers.

design levers

  • number and duration of life stages relative to the game calendar
  • capabilities and needs per stage, such as child labor rules or elder frailty
  • mortality curve and whether death is fixed-age or probabilistic
  • birth rules and fertility windows
  • player controls such as aging toggles and lifespan settings

failure modes

  • Lifespans short relative to play pace make characters die before players attach, so games add lifespan settings or aging toggles.
  • Demographic echoes: one founding cohort ages together and causes a labor collapse or mass death decades later.
  • Children are pure cost with nothing to do, so players avoid births.

dynamics

  • Age structure sets dependency ratios that throttle labor and drive housing and school demand.
  • Founding cohorts create waves of births, retirements, and deaths that repeat across generations.
  • Deaths trigger inheritance, succession, and grief, coupling lifecycle to social and dynastic systems.

open questions

  • Can generative models keep a character recognizable across ages in appearance and personality while allowing growth?
  • What ratio of lifespan to play pace maximizes attachment and generational play?

relations

2 stored edges
synergy

Romance and family

Families form and produce the next generation.

synergy

Trait inheritance

Generations turn over, carrying inherited traits forward.

backlinks

computed from other records

sources

2
Wikipedia contributors (2026). The Sims 2. Wikipedia
Victoria 3 Wiki contributors (2026). Pops. Victoria 3 Wiki (paradoxwikis.com)

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m3taxonomy