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--- Auto-Generated Description --- This diagram simulates the economy of a Cookie Clicker type game, where players accumulate cookies to purchase various buildings like Cursors, Grandmas, Farms, Mines, and Factories, which in turn produce more cookies per second (CPS). The game features a dynamic system that allows players to upgrade their buildings, thereby improving their efficiency and consequentially increasing the CPS. At the core of the simulation are Sources generating infinite resources representing potential building purchases and upgrades. Pools store these resources, quantifying cookies, the number of each building type, and available upgrades. Drains model the act of spending cookies to purchase buildings or upgrades, deducting from the total cookies. Registers calculate the cost and production rate adjustments based on the number of buildings owned and upgrades purchased, following exponential formulas for cost and linear ones for production enhancement. Gates introduce variability and probabilistic events such as the spawning of Golden Cookies, which temporarily boost production or yield bonus cookies, reflecting the game's stochastic elements. The diagram elegantly combines these components to provide an overview of the game's economic loop and resource management dynamics.