Card · ST-09
Network / Infrastructure
III – Spatial Order
Network / Infrastructure
Ludic Organisational Structure · III – Spatial Order space · Tipping potential: high
Network/Infrastructure orders through connectivity: a node’s value rises with the number of its connections. The system rewards foresight and investment in infrastructure.
Design question – How are places connected in your game – and what does it mean when a network grows?
Reference example – Ticket to Ride: connected routes fulfil tickets; the longest continuous route earns bonus points. Brass: canals and railways score according to the towns they connect. Mini Metro: every new line has to relieve the growing network, or it grinds to a halt.
Ordering domain
Orders space through connectivity: node value rises with the number of connections.
Emergent behaviour
Network effects (critical mass), hub formation (central junctions) and strategic bottlenecks at connection points.
Core Mechanisms
- Construction (MEC-05) – Build connections/nodes.
- Transit (MEC-12) – Movement/transport along the network.
- Proximity (MEC-13) – Connection proximity as a system resource.
Dynamic Mechanisms
- Accumulation (MEC-02) – The network grows, value rises with size.
- Scoring (MEC-09) – Scoring of the network structure.
- Selection (MEC-07) – which connection to build?
- Investment (MEC-21) – Upfront outlay for future network value.
Feedback architecture
- positive – Network effect: more connections → higher value → more worthwhile investment → more connections. (Investment)
- negative – Cost pressure: rising costs with distance, competition for junctions. (Construction)
Design parameters
- Network type – linear (chain) ↔ free (mesh)
- Build cost – constant ↔ rising with distance
- Exclusivity – shareable ↔ exclusive
- Destructibility – permanent ↔ attackable/blockable
- Network effect – weak (linear) ↔ strong (exponential)
Risk profile
- Runaway leader – high
- Kingmaking – medium
- Stagnation – medium
- Complexity ceiling – medium
Compatible with
- Market (ST-01) – Compatible: trade routes.
- Production Chain (ST-03) – Compatible: supply chains.
- Territory (ST-08) – Compatible: the network connects territories.
Tension with
- Combat System (ST-11) – Tension: networks can be destroyed.
Belongs to the stack
- Organisational Structure
- Which orders does your game need? (19 cards)
- Ludic Organisational Structure
- To the term
- ST-08 Territory
- previous card
- ST-10 Exploration System
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