I want to create a business...
About this model
I want to create a business simulation game. Help me set up three simulation scenarios: 5 minutes, 15 minutes, and 30 minutes, to see if players become too wealthy too quickly or get stuck for long periods. Change only one variable at a time, such as production speed, upgrade cost, inventory limit, or order rewards. Observe whether resources overflow too quickly, upgrades are too slow, or orders frequently run out of supply. Turn the issues into specific numerical tasks, rather than just writing "balance adjustments" in general terms.1. Economic framework source ↓ Pool ↓ Converter ↓ Consumption port ↓ Upgrade ↓ Unlock new sources
Form a cycle.
II. Source
The source is responsible for generating the original resources.
principle
The fewer sources, the better.
It is recommended to have only four trial versions.
food
Source:
Gathering fruits, fishing, and hunting
Output:
Food and wood
Source:
cut down trees
Output:
Wood and stone
Source:
Quarrying
Output:
Stone beast skin
Source:
hunting
Output:
hide
The world as seen by the player:
Forest, river, mineral vein, hunting ground
Instead of a bunch of abstract numbers.
III. Pool (Stock)
The pool is a storage area.
All resources are in the advanced pool.
Food inventory, wood inventory, stone inventory, and animal skin inventory
For example:
Food 120, Wood 60, Stone 45, Fur 12
No value is generated here.
Just storage.
IV. Converter
This is the core of civilization development.
Resources themselves are not valuable.
Only after conversion does it become valuable.
Stone Tool Workshop
Input:
Wood and stone
output:
Stone spear, stone axe, stone pickaxe, and leather tent
Input:
hide
output:
Leather tent campfire site
Input:
Food and timber
output:
delicatessen
Effect:
The utilization rate of food has increased
The converter is the most crucial component of the entire game.
Because:
The player is actually constructing converters of increasingly higher levels.
5. Sink
This is the most easily overlooked.
If there is no consumption port:
Unlimited accumulation of resources ↓ Loss of purpose ↓ Economic collapse Population maintenance
Daily consumption:
Food building construction
consumption
Research on Wood and Stone Technology
consumption
Evolution from the Stone Age to the Age of Animal Skin and Food
Substantial consumption:
Wood, stone, tools, tribe, celebration
consumption
food and animal skin
obtain
happiness level
A good consumption outlet must persist.
Instead of one-time consumption.
VI. Progression
Upgrading is not a part of the economy.
Upgrading is the steering wheel of the economy.
Camp upgrade
Lv1
↓
Lv2
↓
Lv3
Upgrade requirements:
Wood, stone, and tools
Upgrade reward:
Population cap building unlocks technology unlock
Leveling up does not directly grant resources.
Upgrade to:
New ability to acquire resources
VII. Complete Example
Player starts the game:
source
Hunting ground, forest, quarry
↓
pool
Food, wood, stone, and animal skin
↓
transformer
Stone Tool Workshop
↓
obtain
Stone spear and stone axe
↓
Consumption port
Study on architectural population
↓
upgrade
Camp Lv2
↓
unlock
Agricultural pottery
↓
New source
Farmland clay
↓
Enter the next era
"I want to create a business..." is a public Machinations diagram shared in the Community by My machete, with 32 components.
It was created in June 2026 and last edited in June 2026.
Open the diagram in the Machinations app and press Play to watch the resources move, adjust its values to test how the system responds, or remix it to make an editable copy in My diagrams.