Create a playable...
About this model
Create a playable Machinations economy/progression diagram for a cozy botanical discovery game called Seedfolk.
The core progression fantasy is: Mystery Seeds create breadth. Known crops fuel requests. Requests create reputation. Reputation grants more Mystery Seeds and unlocks deeper mechanics. Deeper mechanics allow species mastery, cloning, crossbreeding, mutations, variants, and eventually new biomes.
Build the model as a first-session-to-midgame progression economy, not a full farm simulator. Use generic crop units and counters rather than modelling every crop species individually.
Core player loop: 1. Player starts with 1 Mystery Seed and 2 empty plots. 2. Planting a Mystery Seed consumes 1 Mystery Seed and occupies 1 plot. 3. After growth time, the Mystery Seed reveals a guaranteed new species if undiscovered species remain in the current biome pool. 4. A new species adds +1 CropDex Species. 5. The first 3 new species each grant +1 Mystery Seed as an early discovery reward so the player can reach the request unlock without stalling. 6. When CropDex Species reaches 3, unlock Requests. 7. Once Requests are unlocked, the player grows Known Crops from discovered species to complete vendor requests. 8. Completing requests grants Reputation XP. 9. Reputation level-ups grant +1 Mystery Seed and may unlock new mechanics. 10. Mystery Seeds continue to be the main discovery reward, not a normal spendable currency.
Use a simulation tick of 10 seconds.
Starting values: - Mystery Seeds = 1 - CropDex Species = 0 - Known Crop Units = 0 - Active Mystery Crops = 0 - Active Known Crops = 0 - Ripe Crops = 0 - Empty Plots = 2 - Plot Capacity = 2 - Requests Unlocked = false - Active Requests = 0 - Reputation XP = 0 - Reputation Level = 1 - Idle Time Ticks = 0 - Meaningful Action Ticks = 0
Tunable variables: - TUNE_first_mystery_growth_ticks = 6 - TUNE_mystery_growth_ticks = 12 - TUNE_known_crop_growth_ticks = 9 - TUNE_species_to_unlock_requests = 3 - TUNE_early_species_seed_reward_limit = 3 - TUNE_starting_plot_capacity = 2 - TUNE_request_crop_requirement = 4 - TUNE_request_xp_reward = 50 - TUNE_request_generation_rate = 1 request when no active request exists - TUNE_rep_level_2_xp = 50 - TUNE_rep_level_3_xp = 120 - TUNE_rep_level_4_xp = 220 - TUNE_rep_level_5_xp = 360 - TUNE_rep_level_6_xp = 540 - TUNE_rep_level_7_xp = 760 - TUNE_rep_level_8_xp = 1020 - TUNE_rep_level_9_xp = 1320 - TUNE_rep_level_10_xp = 1660
Unlock ladder: - Reputation Level 1: Mystery Seed planting and CropDex - CropDex Species = 3: Requests unlock - Reputation Level 2: +1 Mystery Seed - Reputation Level 3: +1 Plot Capacity - Reputation Level 4: Known seed saving / reliable known crop growing - Reputation Level 5: Basic traits visible - Reputation Level 6: Species mastery - Reputation Level 7: Cloning - Reputation Level 8: Crossbreeding - Reputation Level 9: Mutations and variants - Reputation Level 10: New biome access
Request logic: - Requests cannot appear until CropDex Species = 3. - Request generation should create 1 active request if requests are unlocked and no active request exists. - A basic request requires TUNE_request_crop_requirement Known Crop Units. - Completing a request consumes the required Known Crop Units and grants TUNE_request_xp_reward Reputation XP. - If Reputation XP crosses a level threshold, increase Reputation Level and grant +1 Mystery Seed. - Do not allow impossible requests. Requests should only require crops from discovered species. - Model requests generically as Known Crop Units, not specific crop names.
Known crop logic: - Once a species has been discovered, the player can grow Known Crops. - Planting Known Crops occupies empty plots. - Known Crops mature after TUNE_known_crop_growth_ticks. - Harvesting a Known Crop adds +1 Known Crop Unit. - Known Crops are mainly used to complete requests.
Mystery Seed logic: - Mystery Seeds should be planted as soon as an empty plot is available, especially before requests unlock. - Mystery Seeds reveal new species until the biome species pool is exhausted. - For this model, assume the starting biome has 12 discoverable species. - Each new species increments CropDex Species by 1. - For CropDex Species 1, 2, and 3, each new species reveal grants +1 Mystery Seed. - After 3 species, Mystery Seeds are mainly earned from reputation level-ups.
Player behavior: Model the player as a curious but practical player: - Before Requests unlock, prioritize planting Mystery Seeds. - After Requests unlock, keep at least one plot working toward requests using Known Crops. - If a Mystery Seed is available and an empty plot exists, plant it. - If a request is active, grow Known Crops until the request can be completed. - If a request can be completed, complete it immediately. - If no action is possible and crops are growing, count that tick as Idle Time. - If at least one meaningful action is available, count that tick as Meaningful Action Time.
Output metrics to track: - Time to First Mystery Seed Reveal - Time to 3 CropDex Species - Time to Requests Unlock - Time to First Request Completion - Time to First Reputation Level-Up - Mystery Seeds earned over 30 minutes - Mystery Seeds planted over 30 minutes - Requests completed over 30 minutes - Reputation Level reached after 30 minutes - CropDex Species reached after 30 minutes - Idle Time percentage - Meaningful Action Time percentage - Mystery Seed starvation events, defined as no Mystery Seeds, no active Mystery Crop, and undiscovered species still remaining - Deadlock events, defined as 0 seeds, 0 active crops, 0 achievable requests, and no recovery action
Design targets: - First reveal should happen within 45–90 seconds. - 3 species / Requests Unlock should happen within 4–6 minutes. - First request completion should happen within 8–12 minutes. - First reputation level-up should happen within 10–15 minutes. - Idle Time should stay below 25% during the first 30 minutes. - Mystery Seed starvation events should be 0 in the first 30 minutes. - Deadlock events should be 0. - Player should have a meaningful next action within 10 seconds after each reveal, request completion, or reputation level-up.
Please create a readable diagram with these labelled sections: 1. Mystery Seed Discovery Loop 2. CropDex Milestone Gate 3. Request Loop 4. Reputation Level Loop 5. Unlock Ladder 6. Known Crop Production 7. Metrics and Tuning Outputs
Make all TUNE_ variables easy to find and adjust.
"Create a playable..." is a public Machinations diagram shared in the Community by Junklab, with 26 components.
It was created in July 2026 and last edited in July 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.