Simulation contract

What the game models and what it refuses to. Players learn from it what to expect, and the design is held to it.

The simulation models

Breakdowns

  • Critical infrastructure services: energy, water, transport, communications, public services, commercial activity, residential habitability

  • Dependencies between them (water needs power, hospitals need both)

  • Degradation over time from underinvestment

  • Gradual deterioration that may go unnoticed until too late

Districts and buildings

  • Districts with different characteristics (wealthy, poor, industrial, mixed)

  • Buildings that fail in their own ways, such as a pump or a hospital

  • The unequal distribution of impact (systemic inequality is a feature, not a bug)

  • This inequality can worsen or improve based on player choices

Trust and anger

  • Public trust (aggregate confidence in leadership)

  • District-level trust

  • Media attention and narrative framing (simple headlines with optional depth)

  • Protests, political pressure, regulatory intervention

  • Political capital (lost fast, regained slowly)

Remedies

  • Remedies drawn on the system pages, the Palace’s own and other people’s

  • Each costs money, time before it acts, or both, and pulls more than one loop

  • Pressing other people to act, at a price in political capital

  • Which districts come first, and which notice

Consequences over time

  • Immediate effects (service restoration, cost)

  • Delayed effects (recurrence risk, trust changes, political fallout)

  • Cumulative effects (political capital, trust, the treasury)

  • Duration penalties (longer outages hurt more)

The story

  • How events are framed (neglect, attack, bad luck, incompetence, investment)

  • How official statements shape framing

  • How rumours spread during information blackouts

  • How narrative shapes political consequences

Time and pacing

  • Real-time simulation with pause

  • Variable speed (fast-forward through quiet periods)

  • Events unfold at realistic relative speeds

Endings

  • A four-year term, served to the end

  • Removal by the guilds, when political capital runs out

  • Revolt, when anger in the poorer districts stays at its height

  • Bankruptcy, when the treasury stays empty

  • Early retirement

  • No victory, only reflection

The simulation will NOT model

Technical details

  • No packet captures

  • No CVEs, exploits, or malware names

  • No “how” of attacks, only “what failed” and “what it costs”

  • No firewall rules, patch versions, or configuration settings

Individual threat actors

  • No named hackers, criminal gangs, or nation-state groups as characters

  • Actors appear only through the events they cause

  • No attribution minigame (attribution is uncertain and arrives late, if at all)

Perfect information

  • The Palace does not see every failure at once

  • Some failures stay hidden until complaints, the press or a cascade bring them out

  • Causes are known only after an investigation, which costs time

  • Whether a fix holds is known only when it fails again, or does not

Unlimited resources

  • The treasury is finite and contested (other departments want it)

  • Political capital is finite

  • Time is finite (a four-year term, crisis windows)

  • Attention is finite (not everything can be investigated)

Easy fixes

  • No silver bullets

  • Every choice has trade-offs

  • Some damage is permanent (lost trust never fully returns)

  • Good decisions often hurt now, bad decisions hurt later

Winners

  • No high scores

  • No “optimal” playthroughs

  • No beating the game

  • Only surviving, and accounting for the choices made

  • Only “You served your term. Here is what happened.”

Technical jargon

  • No “availability, integrity, confidentiality” framing

  • No “risk matrices” or “risk scores”

  • Plain language only: “People are angry,” “The hospital is struggling,” “The brewery can’t brew”

Required deep attention

  • Simple headlines always visible

  • Richer stories available but optional

  • Players can engage at their preferred depth