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