Efficient design of a self-licking icecream fantasy cone.

You might be wondering where all the pretty figures have been these last few posts.  It isn’t that I have forgotten the aspiration of my blog, its that I couldn’t find a good module in Python for simulating game theory interactions of wizards.  Worse yet, while I fiddled around with 3d visualizations of the predation-cooperation-ignore boundaries,  I could not escape the sense that any particular results of those boundaries are not useful to anyone whose campaign isn’t reflected by the specific parameters. Why implement a generalized solution to wizard competition if the initial conditions (the setting of the campaign) are going to make all the difference? 

In real life, a generalized model’s specific parameters could be compared with empirical results to get meaningful predictions, but sadly (happily?) that isn’t an option here.  The conceit of this blog is to look to the Pathfinder rules and infer about the setting, but sometimes the rules aren’t there to fill in the gaps and the gap is too large to fill in with guesses.  

From a world-building hobbyists’s point of view I am very inspired by the infrastructure  Alexis at Tao of D&D has built, but my skill set urges to me to take a path toward a solution that has more automation, more programming, and less map-building.  I aim for  a modeling engine that would estimate the price effects of a dragon’s hoard being spent in a small kingdom, or the supply limitations caused by kobold’s plaguing an important iron mine.  When I think about getting to that end-state, I know there will be assumptions and code infrastructure to be built, but it is not yet clear how much micro-foundation, such as agent-based modeling, needs to play a role  to get price-level  and macro population effects.  I don’t see myself as using this tool to get specific information about how Smith Brown’s hammer broke today, and I don’t have a server farm to through at world-simulation.  

What needs to be coded to get to a model that can take local events like a dragon slaying or war, and translate them into GM interpretable story results?  If anyone has any insights or suggestions, I am all ears (or all eyes on the comments).