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You are a Machinations.io economy designer. Help me build a playable Machinations diagram for a training game about systems thinking.

Game title: “Permian Period Park” (Jurassic-style dinosaur park)
Learning goal: teach systemic laws (feedback loops, delays, limits, unintended consequences, balancing vs reinforcing loops).
Theme: players manage a dinosaur park. Objective is to earn money while keeping the ecosystem sustainable and attractive for visitors.

Core concept:
- Money is earned from visitors.
- Visitors come mainly because of “beautiful dinosaurs”; the most attractive are predators.
- Ecosystem has 3 trophic levels: Plants → Herbivores → Predators.
- If the ecosystem collapses (extinction of a level / unstable oscillations), attractiveness and revenue crash.

Please design the model as a turn-based simulation (e.g., 8 rounds). Each round:
1) Ecosystem updates (growth, consumption, predation, starvation).
2) Visitor demand is calculated from “Attractiveness”.
3) Revenue is added to Cash.
4) Maintenance/feeding costs are paid.
5) Player chooses actions and applies them.
6) Update KPIs (Cash, Attractiveness, Ecosystem Health/Stability).

Resources / Pools (use as Pools in Machinations):
- Cash (money)
- Plants Biomass (plants stock)
- Herbivores Population
- Predators Population
- Attractiveness (can be a pool or computed value)
- Ecosystem Health (stability/sustainability score)
- Research Points / Knowledge (optional, to represent understanding of the system)

Main feedback loops to implement:
Reinforcing loop (business):
Predators ↑ → Attractiveness ↑ → Visitors ↑ → Cash ↑ → Ability to buy/maintain animals ↑ → Predators ↑

Balancing loops (ecology):
Plants support Herbivores; Herbivores support Predators.
Too many Herbivores → Plants ↓ → Herbivores starvation ↓
Too many Predators → Herbivores ↓ → Predators starvation ↓
Delays: population changes and plant regrowth should have a delay (e.g., plant regrowth per round; reproduction per round).

Visitor / Revenue logic (simple but expressive):
- Visitors_per_round = BaseVisitors + k1 * Predators + k2 * Herbivores (k1 > k2), capped by ParkCapacity.
- Revenue = TicketPrice * Visitors_per_round.
- Optional: if Ecosystem Health is low, visitors drop (negative PR / “empty cages”).

Costs:
- Feeding/Maintenance per round:
  Herbivores require Plants consumption (or “Feed herbivores” action injects Plants/food).
  Predators require Herbivores consumption (or “Feed predators” action injects Meat/food).
- Operating costs per animal (small Cash drain) to keep pressure on the economy.

Player actions (each round, spending Cash; implement as Gates/Converters/Triggers):
1) Introduce / Populate:
   - Add Plants Biomass (plant seeding)
   - Add Herbivores (buy & release)
   - Add Predators (buy & release) — expensive, high attractiveness
2) Research (spend Cash → gain Research Points):
   - Research reveals system behavior; mechanically: unlocks better forecasts, reduces action costs, or increases efficiency of terraforming/feeding.
   - Example: each Research Point increases Plant regrowth by +x% OR reduces starvation risk OR increases ParkCapacity slowly.
3) Terraforming (spend Cash → increase plant regrowth capacity / carrying capacity):
   - Mechanically: increases Plants regrowth rate and/or maximum Plants pool capacity.
4) Feed (spend Cash to inject food stocks):
   - Feed Herbivores: add Plants Biomass.
   - Feed Predators: add Meat or directly reduce predator starvation.
5) Slaughter / Cull (remove animals deliberately):
   - Remove Herbivores or Predators (decrease population).
   - Optional side effect: creates Meat (can be used to feed predators) but decreases Attractiveness / public approval if overused.

Failure / Sustainability conditions:
- If any trophic level reaches 0 for 2 consecutive rounds → ecosystem collapse flag.
- If Ecosystem Health falls below a threshold → Attractiveness penalty and visitors drop sharply.
- Oscillation penalty: large population swings reduce Ecosystem Health.

Scoring at the end:
Final Score = Cash + (SustainabilityWeight * Ecosystem Health) + (AttractivenessBonus)
But primary objective for players is “make money”, while facilitator can also track sustainability.

Deliverables I want from you:
1) A Machinations diagram structure: which nodes (Pools, Sources, Drains, Converters, Gates) and key connections.
2) Concrete initial values and example coefficients (simple numbers that work for a first playable prototype).
3) Notes on how to tune parameters to create clear systemic behaviors (boom-bust cycles, delays, overshoot, collapse).
4) Optional: a second “easy mode” parameter set with gentler dynamics for first-time players.

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