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--- Auto-Generated Description --- This diagram simulates the different victory conditions in a strategy game, such as Age of Empires II, and tracks the player's progress towards these goals over time. The game mechanics involve performing actions that allow the player to achieve one of several victory conditions: building and defending a wonder for 200 years, capturing and holding all relics (typically 5) for the same duration, or achieving military conquest by defeating all enemy units before specific time thresholds. Actions include "Perform Action," which can lead to "Capture Relic," "Build Wonder," or "Conquer," influencing the accumulation of resources in pools labeled "Relics," "Wonder," and "Military Units and buildings destroyed (proportion)," respectively. Resources flow from sources through gates, which simulate decision points or random events, to pools and drains that represent the acquisition of game objectives or the loss of resources. The diagram employs various mechanisms to model the game dynamics, including sources that generate actions, gates that determine the outcome of these actions, pools that track the progress of each victory condition, and drains that remove resources signifying the completion of an objective or a setback. Resource and state connections dictate the flow of resources and conditions needed for progress. A register node evaluates if the victory conditions have been met based on the year and the state of each objective, which includes building a wonder, capturing relics, and military conquest. The model uses probabilistic elements to represent the uncertainty and strategic decisions inherent in gameplay, and end conditions to determine when a game has been won based on the achievement of the objectives set forth.