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.