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simgrammar the grammar of simulation

definition

Each producer holds a recipe (input amounts, output amounts, cycle time), an input buffer, an output buffer, and a progress timer. Each tick, if inputs and power or labor are present and the output buffer has room, progress advances; on completion inputs are consumed and outputs added. Chained producers form a directed graph from raw resources to finished goods whose steady-state throughput is set by recipe ratios and the slowest stage. The Settlers (1993) chains wheat through a mill to a bakery; Anno 1800 gives each building a fixed cycle time so players build in ratios; Factorio and Satisfactory expose rates directly and add alternate recipes, modules, and productivity bonuses. GlassBox, the SimCity (2013) engine, expresses production as rules that move or combine resources held in a unit's bins. Inputs: raw goods, labor, energy. Outputs: intermediate and final goods, plus a blocked or starved state per producer.

player experience

Building machines that build things. The player traces a desired product back through its tree, sizes each stage, and watches for the stage that starves or backs up. Satisfaction comes from a balanced line running unattended; tension comes from every new product adding a branch to an already crowded layout.

design levers

  • recipe depth and branching factor of the dependency tree
  • cycle times and ratios, and whether they are round numbers players can compute
  • alternate recipes and multi-output recipes that create choices
  • buffer sizes at inputs and outputs
  • modifiers such as modules, worker skill, or productivity bonuses
  • how chains are displayed: hidden, per-building stats, or a full production overview

failure modes

  • A single optimal ratio per product, once solved, turns play into copying calculator output.
  • Deep trees of single-use intermediates add layout work without adding decisions.
  • Starvation far upstream is hard to diagnose without flow statistics, so players blame the wrong building.

dynamics

  • The slowest stage sets throughput, so the bottleneck moves each time players fix one, creating a chase loop.
  • Shared intermediates create contention between chains and force priority decisions.
  • Coupled with logistics, layout distance becomes part of the recipe cost.
  • Machines that build machines produce exponential factory growth, capped by inputs, space, or threat.

open questions

  • Can AI generate recipe graphs that are solvable, non-degenerate, and on-theme, cutting content cost for factory games?
  • Do players learn chain design faster from flow visualizations or from AI explanations of bottlenecks?

relations

1 stored edges
synergy

Storage and buffers

Buffers decouple steps of a chain; their fill levels reveal bottlenecks.

backlinks

computed from other records

sources

1
Frank Cifaldi (2012-03-07). GDC 2012: Breaking down SimCity's Glassbox engine. Game Developer

provenance

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