Create a simulation of 100...

About this model

Create a simulation of 100 humans stranded on a remote island. Their personalities are based on Robert Greene's "The Laws of Human Nature." The goal is to observe how society emerges—alliances, betrayals, leadership, and conflict.

AGENTS: - 100 individuals, each with the following stats (0–100): Empathy, Charm, Assertiveness, Grandiosity, Envy, Defensiveness, Foresight, Authenticity, Generativity, Toxicity, Nonconformity. - Basic needs: Hunger, Thirst, Energy, Sanity (0–100, deplete over time). Low Sanity causes irrational behavior (stats temporarily altered). - Use realistic population distribution: divide agents into archetypes with stat ranges (e.g., 10% "Charismatic Leaders" – high Charm, Assertiveness, low Envy; 25% "Loyal Followers" – high Empathy, low Nonconformity; 15% "Rebels" – high Nonconformity, low Generativity; etc.). Include age groups (children, adults, elderly) affecting energy and capabilities.

ENVIRONMENT: - A 50x50 grid island with limited resources: fresh water sources (3), fruit trees (10–20), wood for shelter, animals to hunt (spawn occasionally). Resources replenish slowly. - Random events: storms damage shelters, wild animals attack.

DAILY CYCLE (each tick = 1 hour): 1. Update needs: Hunger, Thirst, Energy increase; Sanity changes based on recent events. 2. Agents perceive nearby resources and other agents. 3. Each agent chooses a goal based on needs and personality: - If Hunger 70 → find food. - If Envy 80 toward a nearby higher‑status agent → sabotage. - If Sanity 30 → act randomly. - Otherwise, socialize, build, or rest. 4. Actions: gather food, hunt, collect wood, build shelter, start conversation, share resources, steal, spread rumor, challenge someone, etc. 5. After each interaction, update relationship between agents (like/dislike from -100 to +100) and public reputation (0–100). Repeated positive interactions build trust and alliances; negative ones create feuds. 6. Agents with similar goals and positive relationships may form informal groups. Groups can have leaders (highest Assertiveness + Charm). Groups compete for resources and influence.

EMERGENT OUTPUT: - Log major events: betrayals, leadership changes, group formations, deaths. - Show a simple visual (colored dots for agents, colors representing group or status). - After a set time (e.g., 365 days), report final statistics: number of survivors, dominant group size, average reputation, etc.

Make the simulation interactive: allow users to adjust initial archetype percentages and stat ranges via a simple configuration panel. Run in real time and let users observe the unfolding society.

"Create a simulation of 100..." is a public Machinations diagram shared in the Community by Akshatha, with 91 components.

It was created in February 2026 and last edited in February 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.