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simgrammar the grammar of simulation

definition

A harvestable stock (trees on tiles, fish in a zone, animals in a region, soil fertility) regenerates each tick at a rate that depends on its current level: often logistic growth, sometimes a fixed respawn timer or seed spread to neighboring cells. Harvesting removes stock at the rate set by extraction; if harvest exceeds regrowth the stock falls and, below a threshold, can collapse or stop regenerating. Banished foresters replant cut trees around their lodge; Eco tracks plant and animal populations that players can overharvest; Minecraft saplings regrow trees only where players plant them. Inputs: harvest rate, current stock, environmental modifiers. Outputs: stock level and yield available per tick.

player experience

Stewardship under temptation. Players can take more now and pay later, so they learn to harvest at a pace the land can sustain, replant deliberately, or move on. Watching a forest or fishery recover after a pause makes the system's memory visible.

design levers

  • regrowth curve shape (logistic, linear, or timer) and its maximum rate
  • collapse threshold below which a stock stops recovering
  • whether regrowth is automatic or needs planting or breeding
  • spatial spread from neighboring cells versus regrowth in place
  • visibility of stock levels and sustainable yield

failure modes

  • Fast regrowth makes stocks effectively infinite and removes the tradeoff.
  • Collapse thresholds that are hidden make extinction feel like a sudden bug.
  • Replanting that is free and instant reduces stewardship to placing one building.

dynamics

  • Overharvesting produces boom-bust cycles in yield, the classic tragedy of the commons in shared or multiplayer worlds such as Eco.
  • The maximum sustainable yield of a logistic stock is at half capacity, so optimal play keeps stocks at partial depletion.
  • Coupled with predator-prey or habitat systems, harvest pressure ripples through an ecosystem.
  • Rotating among harvest sites becomes a spatial schedule.

open questions

  • Can learned ecological models give regrowth realistic spatial patterns while keeping sustainable yield readable?
  • Does shared regrowth in multiplayer reliably produce cooperative norms, or only collapse?

backlinks

computed from other records

sources

1
Wikipedia contributors (2026). Eco (2018 video game). Wikipedia

provenance

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