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