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--- Auto-Generated Description --- This diagram represents a resource management and building simulation system for a real-time strategy game environment, focusing on the construction and upgrading cycle within a base, specifically mirroring the Terran faction from the "StarCraft" game. The system maps out the process of gathering resources, such as Minerals and Vespene Gas, and utilizing these resources to build various units and structures like SCVs (worker units), barracks, factories, starports, and defensive buildings. Each node in the diagram symbolizes a different element within the game, including resource pools (Mineral and Vespene Gas Inventories), unit and building types (e.g., SCV, Barracks, Missile Turret), and actions or processes (e.g., Convert Mineral to SCV, Build Time). Resources are gathered by SCVs and stored in inventories, which are then allocated through conversion nodes for creating buildings and units, following the game's economy mechanisms. Buildings such as the Engineer Bay and Factory can further unlock additional units or upgrades, represented by subsequent conversion nodes that depend on specific prerequisites being met, such as having enough resources or the prior construction of another building. The diagram also incorporates delays and conditional gates to simulate build times and the requirement of certain conditions (like having a Command Center before building a Barracks). This intricate interplay between various types of nodes demonstrates not only the strategic depth of resource management and base expansion within the game but also showcases the use of Machinations as a versatile tool for designing and testing game economies and systems.