52 lines
1.6 KiB
Markdown
52 lines
1.6 KiB
Markdown
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# Machinations
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`unverified` throughout — background knowledge, not checked this session
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## What it optimises for
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**Game economies and feedback loops**, expressed diagrammatically:
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resources, pools, converters, and the flows between them, simulated
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immediately as you edit.
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## How a game is defined
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A diagram of resource flows — **not** a rules-complete description. You
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model the economy, not the game.
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## What it can analyse
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Emergent economic behaviour: runaway loops, starvation, equilibrium of
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resource flows. Fast iteration is the selling point.
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## What it does not do
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Model a *played* game: no turn structure, hidden information, or
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simultaneous decisions in the sense GROUND needs. It is a model of a
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subsystem.
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## Relevance to clay-borg
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**Limited, and worth stating so.** GROUND's interesting structure is
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social state and commit/reveal, not resource economy. The one place it
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touches us is the Stress ledger, which *is* a flow — and the H1 finding
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that "ATTACK is the sole inbound pressure" is exactly the observation a
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flow diagram makes obvious at a glance.
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**That is a real lesson**: it took us a policy panel and three review
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rounds to notice a property of the Stress economy that a flow model would
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have shown immediately.
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## What to steal
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The habit of asking, for any resource: **what puts it in, what takes it
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out, and is either path reachable?**
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## Open questions
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- Everything factual above. This profile is a placeholder with a lesson
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attached, not an evaluation.
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## Sources
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None fetched. **Marked `unverified` in full** rather than dressed up.
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