Documentation Of Open Loop Infrastructure Simulation




Quick Links All Variables Variable Types Views Groups Modules Macros Feedback Loops Loop List No IVV Loop List With IVV Link Polarity View Summary View-Variable Profile

Model Assessment Results

Model Information Result
80|82
10 (12.5%)|12 (14.6%)
10 (12.5%)|12 (14.6%)
4637 (2313|2324|0)
4637 (2313|2324|0)
145 (105|40|0)|149 (109|40|0)
0
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)
4 (5.0%)|6 (7.3%)
76 (95.0%)|78 (95.1%)
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)
Time Unit
Turn
Initial Time
0
Final Time
30
Reported Time Interval
TIME STEP
Time Step
0.0625
Model Is Fully Formulated
Yes
Model Defined Groups
No

Warnings Result
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)
1 (1.2%)|1 (1.2%)
0 (0.0%)|0 (0.0%)
12 (15.0%)|12 (14.6%)
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)

Potential Omissions Result
0 (0.0%)|0 (0.0%)
1 (1.2%)|1 (1.2%)
0 (0.0%)|0 (0.0%)
15 (18.8%)|15 (18.3%)
0 (0.0%)|0 (0.0%)


Variable Types

L: Level (8 / 8)* SM: Smooth (0 / 0)* DE: Delay (2 / 4)*† LI: Level Initial (8) I: Initial (0 / 0)*
C: Constant (29 / 29)* F: Flow (20 / 20)* A: Auxiliary (43 / 45)* Sub: Subscripts (0) D: Data (0 / 0)*
G: Game (0 / 0)* T: Lookup (1 / 1)*††      
* (State Variables Total Stocks) † Total Stocks Do Not Include Fixed Delay Variables. †† (Lookup Tables).  

Views

Allocation Logic (38)Main Stock and Flow (55)   



Groups

Open Loop Infrastructure Simulation (76)    



Modules

Decision (3)Default (73)   



Quick Links:  A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z 

Top(All) Variables (80 Variables)
Module
Group
Type
Variable Name And Description
Default Open Loop Infrastructure Simulation #1
LI,C
1 Defect 0 (Infrastructure Units)
= 8
Description: Initial value of "At-Work 1 Defect" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
Present In 1 View:
Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Infrastructure Simulation #2
L
Acq Process Stage 1 (Infrastructure Units)
=
Starting Acquisition-Moving to Stage 2 dt + Stage1 0
Description: Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
Present In 1 View:Used By
  • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
Default Open Loop Infrastructure Simulation #3
L
Acq Process Stage 2 (Infrastructure Units)
=
Moving to Stage 2-Installing dt + Stage 2 0
Description: Final capacitated delay in the acquisition chain
Present In 1 View:Used By
  • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
Default Open Loop Infrastructure Simulation #4
F,A
Alloc to Aging (Defects/Turn)
=
Defects to aging
Description: Rate of defect allocation to aging process.
Present In 1 View:Used ByFeedback Loops: 137 (3.0%) (+) 68  [11,34] (-) 69  [4,32]
Default Open Loop Infrastructure Simulation #5
F,A
Alloc to doubles (Defects/Turn)
=
Defects to doubles
Description: Rate of defect allocation to doubles.
Present In 2 Views:Used ByFeedback Loops: 3,246 (70.0%) (+) 1,625  [6,36] (-) 1,621  [7,35]
Default Open Loop Infrastructure Simulation #6
F,A
Alloc to Firsts (Defects/Turn)
=
Defects to firsts
Description: Rate of defect allocation to first defect recipients.
Present In 2 Views:Used By
  • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
  • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
Feedback Loops: 3,453 (74.5%) (+) 1,724  [6,36] (-) 1,729  [4,35]
Default Open Loop Infrastructure Simulation #7
F,A
Alloc to singles (Defects/Turn)
=
Defects to singles
Description: Rate of defect allocation to singles.
Present In 2 Views:Used By
  • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
  • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
Feedback Loops: 2,494 (53.8%) (+) 1,245  [5,36] (-) 1,249  [4,35]
Default Open Loop Infrastructure Simulation #8
A
At-Work 0 defects after breakdowns and arrivals (Infrastructure Units/Turn)
= "
At-Work No Defects"/Turn +Installing + "Re-installing" - Getting First Defect
Description: Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
Present In 1 View:Used By
  • Rehab alloc to 0 defects Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
Feedback Loops: 1,590 (34.3%) (+) 791  [4,36] (-) 799  [4,35]
Default Open Loop Infrastructure Simulation #9
L
At-Work 1 Defect (Infrastructure Units)
=
Getting First Defect-Breakdowns 1 new defect-Breakdowns 2 new defects-Breakdowns Aging-Takedown with one defect dt + "1 Defect 0"
Description: Infrastructure units that have 1 defect and are still working
Present In 2 Views:Used By
  • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
  • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
  • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
Feedback Loops: 3,863 (83.3%) (+) 1,931  [5,36] (-) 1,932  [2,35]
Default Open Loop Infrastructure Simulation #10
A
At-Work 1 defect after breakdowns (Infrastructure Units/Turn)
= "
At-Work 1 Defect"/Turn - Breakdowns Aging - Breakdowns 1 new defect - Breakdowns 2 new defects+ Getting First Defect
Description: Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
Present In 1 View:Used By
  • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
Feedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
Default Open Loop Infrastructure Simulation #11
L
At-Work No Defects (Infrastructure Units)
=
Installing+"Re-installing"-Getting First Defect-Takedown with 0 defects dt + No Defects 0
Description: Number of infrastructure units that have no defects.
Present In 2 Views:Used By
  • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
  • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
  • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
Feedback Loops: 3,515 (75.8%) (+) 1,755  [5,36] (-) 1,760  [4,35]
Default Open Loop Infrastructure Simulation #12
F,A
Breakdowns 1 new defect (Infrastructure Units/Turn)
=
Alloc to singles*Infra per Defect
Description: Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
Present In 2 Views:Used ByFeedback Loops: 2,338 (50.4%) (+) 1,167  [5,36] (-) 1,171  [4,35]
Default Open Loop Infrastructure Simulation #13
F,A
Breakdowns 2 new defects (Infrastructure Units/Turn)
=
Alloc to doubles*Infra per Defect
Description: Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
Present In 2 Views:Used ByFeedback Loops: 3,012 (65.0%) (+) 1,508  [6,36] (-) 1,504  [7,35]
Default Open Loop Infrastructure Simulation #14
F,A
Breakdowns Aging (Infrastructure Units/Turn)
= "
At-Work 1 Defect"/Expected Useful Life for Infrastructure
Description: The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
Present In 2 Views:Used By
  • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
  • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
  • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
  • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
  • Total Breakdowns Total number of breakdowns per turn.
Feedback Loops: 1,920 (41.4%) (+) 960  [5,36] (-) 960  [2,35]
Default Open Loop Infrastructure Simulation #15
A
Capacity allocated to each stage (Tasks/Turn)
=
Capacity to Acquire Infrastructure*Fraction allocated
Description: The amount of acquisition capacity for each process
Present In 1 View:Used By
  • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
  • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
  • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
Default Open Loop Infrastructure Simulation #16
A
Capacity At Work (Tasks/Turn)
= "
Infrastructure At-Work"*Infr PDY/Turn
Description: Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
Present In 1 View:Used By
  • Capacity to Acquire Infrastructure Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
  • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
Default Open Loop Infrastructure Simulation #17
A
Capacity to Acquire Infrastructure (Tasks/Turn)
= MIN(
Capacity At Work,"Decision: Capacity to Acquisition")
Description: Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
Present In 1 View:Used ByFeedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
Default Open Loop Infrastructure Simulation #18
A
Capacity to Produce (Tasks/Turn)
= MAX(
Capacity At Work-Capacity to Acquire Infrastructure-"Decision: Capacity for hiring chain",Min Capacity)
Description: All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Infrastructure Simulation #19
F,A
Collateral Damage (Defects/Turn)
=
Total Breakdowns*Defects per BD
Description: Defect creation rate due to damage caused by breakdowns
Present In 1 View:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
Decision Open Loop Infrastructure Simulation #20
C
Decision: Capacity for hiring chain (Tasks/Turn)
= 6
Description: Capacity devoted to the three-stage hiring chain. A value of 6 will permit 2 personnel units per turn to be hired to replace the two that retire. This will provide a workforce that exceeds 1 personnel unit for each infrastructure unit at work.
Present In 1 View:
Used By
  • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Decision Open Loop Infrastructure Simulation #21
C
Decision: Capacity to Acquisition (Tasks/Turn )
= 0
Description: Amount of capacity to devote to the acquisition chain. The model will allocate this quantity, if available, before allocating any capacity to production.
Present In 1 View:
Used By
  • Capacity to Acquire Infrastructure Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Decision Open Loop Infrastructure Simulation #22
C
Decision: Rehab Infrastr. (Infrastructure Units/Turn )
= 0
Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab.
Present In 2 Views:
Used By
  • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
  • Rehabs after 1 defects Remaining rehab demand after allocations to IUs with 1 defect
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Infrastructure Simulation #23
LI,C
Defects 0 (Defects)
= 0
Description: Initial value of "New Unallocated Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
Present In 1 View:
Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Infrastructure Simulation #24
A
Defects after Aging (Defects/Turn)
=
New Defects per turn-Defects to aging
Description: New defects left after allocation to Aging
Present In 1 View:Used By
  • Defects after firsts New defects left after allocations to aging and firsts
  • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
Feedback Loops: 3,818 (82.3%) (+) 1,909  [6,36] (-) 1,909  [5,35]
Default Open Loop Infrastructure Simulation #25
A
Defects after firsts (Defects/Turn)
=
Defects after Aging-Defects to firsts
Description: New defects left after allocations to aging and firsts
Present In 1 View:Used By
  • Defects after singles New defects after allocations to Aging, firsts, and singles
  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
Feedback Loops: 3,742 (80.7%) (+) 1,869  [7,36] (-) 1,873  [6,35]
Default Open Loop Infrastructure Simulation #26
A
Defects after singles (Defects/Turn)
=
Defects after firsts-Defects to singles
Description: New defects after allocations to Aging, firsts, and singles
Present In 1 View:Used By
  • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
  • Residual defects per turn New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
Feedback Loops: 2,300 (49.6%) (+) 1,150  [6,36] (-) 1,150  [7,35]
Default Open Loop Infrastructure Simulation #27
C,F
Defects from all other sources (Defects/Turn)
= 5
Description: Defects accrued per turn from all other sources than breakdowns and installations.
Present In 1 View:
Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Infrastructure Simulation #28
C
Defects per BD (Defects/Infrastructure Unit)
= 0.5
Description: number of defects accrued for each breakdown in a turn
Present In 1 View:
Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Infrastructure Simulation #29
C
Defects per Install (Defects/Infrastructure Unit)
= 0.5
Description: Number of defects accrued per installtion of each new infrastructure unit in a turn
Present In 1 View:
Used By
  • Installations Defects per turn accrued as a result of installing new infrastructure.
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Infrastructure Simulation #30
A
Defects to aging (Defects/Turn)
= MIN(
New Defects per turn,Breakdowns Aging/Infra per Defect)
Description: Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
Present In 1 View:Used ByFeedback Loops: 2,046 (44.1%) (+) 1,025  [6,36] (-) 1,021  [4,35]
Default Open Loop Infrastructure Simulation #31
A
Defects to doubles (Defects/Turn)
= MIN(
Defects after singles,Getting First Defect/Infra per Defect)
Description: If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
Present In 1 View:Used By
  • Alloc to doubles Rate of defect allocation to doubles.
  • Residual defects per turn New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
Feedback Loops: 3,480 (75.0%) (+) 1,742  [6,36] (-) 1,738  [7,35]
Default Open Loop Infrastructure Simulation #32
A
Defects to firsts (Defects/Turn)
= MIN(
Defects after Aging,("At-Work No Defects"/Turn + Installing + "Re-installing")/Infra per Defect)
Description: Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
Present In 1 View:Used ByFeedback Loops: 4,223 (91.1%) (+) 2,107  [6,36] (-) 2,116  [4,35]
Default Open Loop Infrastructure Simulation #33
A
Defects to singles (Defects/Turn)
= MIN(
Defects after firsts,("At-Work 1 Defect"/Turn - Breakdowns Aging)/Infra per Defect)
Description: Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
Present In 1 View:Used ByFeedback Loops: 3,412 (73.6%) (+) 1,706  [5,36] (-) 1,706  [4,35]
Default Open Loop Infrastructure Simulation #34
DE,A
Delayed PDN (Dmnl)
= DELAY3I(
Fraction of Max Capacity, PDN Delay ,0 )
Description: At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Infrastructure Simulation #35
F,A
Discarding (Defects/Turn)
=
Residual defects per turn
Description: New defects remaining when all infrastructure is either broken or in rehab will be discarded.
Present In 1 View:Used ByFeedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
Default Open Loop Infrastructure Simulation #36
C
Expected Useful Life for Infrastructure (Turns )
= 30
Description: Aging of defective but operational infrastructure is modeled here as a first order decay with constant average lifetime. This approximation saves a lot of model complexity. Because players will try to avoid having infrastructure break due to age by putting it into rehab, this expected lifetime will be much larger than 5 turns.
Present In 1 View:
Used By
  • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default .Control #37
C
FINAL TIME (Turn)
= 30
Description: The final time for the simulation.
Present In 0 Views:
    Used By
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Infrastructure Simulation #38
      C
      Fraction allocated (Dmnl)
      = 1/3
      Description: Fraction of acquisition capacity allocated to each stage
      Present In 1 View:
      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Infrastructure Simulation #39
      A
      Fraction of Max Capacity (Dmnl)
      =
      Capacity to Produce/Max Capacity
      Description: Fraction of the maximum possible capacity given the number of playing pieces in the game.
      Present In 1 View:Used By
      • Delayed PDN At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Infrastructure Simulation #40
      F,A
      Getting First Defect (Infrastructure Units/Turn)
      =
      Alloc to Firsts*Infra per Defect
      Description: The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
      Present In 2 Views:Used By
      • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
      • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
      • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
      • At-Work No Defects Number of infrastructure units that have no defects.
      • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
      Feedback Loops: 2,683 (57.9%) (+) 1,339  [7,36] (-) 1,344  [4,35]
      Default Open Loop Infrastructure Simulation #41
      C,F
      Increasing Threat (Constant) (Steps/Turn)
      = 1
      Description: Terrorists advance their status in their 12-step process by 1 step each turn.
      Present In 1 View:
      Used By
      • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Infrastructure Simulation #42
      C
      Infr PDY (Tasks/Infrastructure Unit)
      = 2
      Description: Number of tasks per turn an infrastructure unit will enable. It is assumed here that each working infrastructure unit is associated with a personnel unit having an ability level of 2. Thus each infrastructure unit will enable a capacity of 2 tasks per turn.
      Present In 1 View:
      Used By
      • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Infrastructure Simulation #43
      C
      Infra moved per task (Infrastructure Units/Task)
      = 1
      Description: Number of infrastructure units a single task will move at each stage.
      Present In 1 View:
      Used By
      • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
      • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
      • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Infrastructure Simulation #44
      C
      Infra per Defect (Infrastructure Units/Defect)
      = 1
      Description: Number of infrastructure units one defect will degrade. Included for units conversion.
      Present In 2 Views:
      Used By
      • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
      • Breakdowns 2 new defects Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
      • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
      • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
      • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
      • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
      • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Infrastructure Simulation #45
      A
      Infrastructure At-Work (Infrastructure Units)
      = "
      At-Work 1 Defect"+"At-Work No Defects"
      Description: Total Infrasturcture that is available to enable personnel units to generate capacity.
      Present In 1 View:Used By
      • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
      Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
      Default Open Loop Infrastructure Simulation #46
      L
      Infrastructure in Rehab (Infrastructure Units)
      =
      Takedown with 0 defects+Takedown with one defect-"Re-installingdt + Rehab 0
      Description: Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
      Present In 1 View:Used By
        Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
        Default .Control #47
        C
        INITIAL TIME (Turn)
        = 0
        Description: The initial time for the simulation.
        Present In 0 Views:
          Used By
            Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
            Default Open Loop Infrastructure Simulation #48
            F,A
            Installations (Defects/Turn)
            =
            Installing*Defects per Install
            Description: Defects per turn accrued as a result of installing new infrastructure.
            Present In 1 View:Used ByFeedback Loops: 1,466 (31.6%) (+) 733  [13,35] (-) 733  [13,34]
            Default Open Loop Infrastructure Simulation #49
            F,A
            Installing (Infrastructure Units/Turn)
            = MIN(
            Acq Process Stage 2/(Turn),Infra moved per task*Capacity allocated to each stage)
            Description: Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
            Present In 2 Views:Used ByFeedback Loops: 3,876 (83.6%) (+) 1,936  [6,36] (-) 1,940  [2,35]
            Default Open Loop Infrastructure Simulation #50
            C
            Max Capacity (Tasks/Turn)
            = 48
            Description: There are 24 infrastructure units in the game. It all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 48 tasks per turn.
            Present In 1 View:
            Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
            Default Open Loop Infrastructure Simulation #51
            A
            Max Step Defeat Rate (Steps/Turn)
            =
            Threat Level/Turn
            Description: Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
            Present In 1 View:Used ByFeedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
            Default Open Loop Infrastructure Simulation #52
            C
            Max Steps per Turn (Steps/Turn )
            = 3.5
            Description: The maximum number of steps per turn that can be defeated if all infrastructure units are in an at-work status.
            Present In 1 View:
            Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
            Default Open Loop Infrastructure Simulation #53
            C
            Min Capacity (Tasks/Turn)
            = 0
            Description: Floor value for capacity.
            Present In 1 View:
            Used By
            • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
            Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
            Default Open Loop Infrastructure Simulation #54
            F,A
            Moving to Stage 2 (Infrastructure Units/Turn)
            = MIN(
            Infra moved per task*Capacity allocated to each stage,Acq Process Stage 1/Turn)
            Description: Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
            Present In 1 View:Used By
            • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
            • Acq Process Stage 2 Final capacitated delay in the acquisition chain
            Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
            Default Open Loop Infrastructure Simulation #56
            A
            New Defects per turn (Defects/Turn)
            =
            New Unallocated Defects/Turn
            Description: New defects arriving each turn.
            Present In 1 View:Used By
            • Defects after Aging New defects left after allocation to Aging
            • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
            Feedback Loops: 3,683 (79.4%) (+) 1,841  [6,36] (-) 1,842  [4,35]
            Default Open Loop Infrastructure Simulation #57
            L
            New Unallocated Defects (Defects)
            =
            Collateral Damage+Defects from all other sources+Installations-Alloc to Aging-Alloc to doubles-Alloc to Firsts-Alloc to singles-Discarding dt + Defects 0
            Description: All the defects that have not been placed on an infrastructure unit.
            Present In 1 View:Used ByFeedback Loops: 3,683 (79.4%) (+) 1,841  [6,36] (-) 1,842  [4,35]
            Default Open Loop Infrastructure Simulation #58
            LI,C
            No Defects 0 (Infrastructure Units)
            = 11
            Description: Initial value of "At-Work No Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
            Present In 1 View:
            Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
            Default Open Loop Infrastructure Simulation #59
            C
            PDN Delay (Turns )
            = 3
            Description: Time it takes to fill the production pipeline.
            Present In 1 View:
            Used By
            • Delayed PDN At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
            Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
            Default Open Loop Infrastructure Simulation #60
            F,A
            Producing Intelligence (Steps/Turn)
            = MIN(
            Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN))
            Description: Expected rate at which intelligence production will thwart the terrorist advance.
            Present In 1 View:Used By
            • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
            Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
            Default Open Loop Infrastructure Simulation #61
            DE,F,A
            Re-installing (Infrastructure Units/Turn)
            = DELAY FIXED (
            Takedown with 0 defects+Takedown with one defect, Rehab delay ,Rehab 0/Turn)
            Description: Two turn delay in the rehab chain
            Present In 2 Views:Used By
            • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
            • At-Work No Defects Number of infrastructure units that have no defects.
            • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
            • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
            Feedback Loops: 2,930 (63.2%) (+) 1,461  [4,36] (-) 1,469  [7,35]
            Default Open Loop Infrastructure Simulation #62
            LI,C
            Ready 0 (Infrastructure Units)
            = 1
            Description: Initial value of "Ready to Acquire" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
            Present In 1 View:
            Used By
            • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
            Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
            Default Open Loop Infrastructure Simulation #63
            L
            Ready to Acquire (Infrastructure Units)
            =
            Breakdowns 1 new defect+Breakdowns 2 new defects+Breakdowns Aging-Starting Acquisition dt + Ready 0
            Description: Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
            Present In 1 View:Used By
            • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
            Feedback Loops: 927 (20.0%) (+) 463  [11,32] (-) 464  [2,33]
            Default Open Loop Infrastructure Simulation #64
            LI,C
            Rehab 0 (Infrastructure Units)
            = 0
            Description: Initial value of "Infrastructure in Rehab" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
            Present In 1 View:
            Used By
            • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
            • Re-installing Two turn delay in the rehab chain
            Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
            Default Open Loop Infrastructure Simulation #65
            A
            Rehab alloc to 0 defects (Infrastructure Units/Turn)
            = MIN(
            Rehabs after 1 defects,"At-Work 0 defects after breakdowns and arrivals")
            Description: Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
            Present In 2 Views:Used ByFeedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
            Default Open Loop Infrastructure Simulation #66
            A
            Rehab alloc to 1 Defect (Infrastructure Units/Turn)
            = MIN("
            Decision: Rehab Infrastr.","At-Work 1 defect after breakdowns")
            Description: IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
            Present In 2 Views:Used ByFeedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
            Default Open Loop Infrastructure Simulation #67
            C
            Rehab delay (Turns)
            = 2
            Description: Length of the rehab delay in turns
            Present In 1 View:
            Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
            Default Open Loop Infrastructure Simulation #68
            A
            Rehabs after 1 defects (Infrastructure Units/Turn)
            = "
            Decision: Rehab Infrastr."-Rehab alloc to 1 Defect
            Description: Remaining rehab demand after allocations to IUs with 1 defect
            Present In 1 View:Used By
            • Rehab alloc to 0 defects Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
            Feedback Loops: 1,383 (29.8%) (+) 691  [9,35] (-) 692  [9,34]
            Default Open Loop Infrastructure Simulation #69
            A,T
            Rel Capacity Lookup (Dmnl)
            Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1))

            Description: Specifies the relationship between amount of capacity allocated to the production chain and the expected number of terrorist steps thwarted per turn. The relation is based on empirically estimated probabilities reflecting the arangement of face values on requirement cards and assumed information card production rates. The model here does not represent the delays in the production chain.
            Present In 1 View:
            Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
            Default Open Loop Infrastructure Simulation #70
            A
            Residual defects per turn (Defects/Turn)
            =
            Defects after singles-Defects to doubles
            Description: New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
            Present In 1 View:Used By
            • Discarding New defects remaining when all infrastructure is either broken or in rehab will be discarded.
            Feedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
            Default .Control #71
            A
            SAVEPER (Turn )
            =
            TIME STEP
            Description: The frequency with which output is stored.
            Present In 0 Views:
              Used By
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Infrastructure Simulation #72
                LI,C
                Stage 2 0 (Infrastructure Units)
                = 2
                Description: Initial value of "Acq Process Stage 2" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Infrastructure Simulation #73
                LI,C
                Stage1 0 (Infrastructure Units)
                = 2
                Description: Initial value of "Acq Process Stage 1" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                Present In 1 View:
                Used By
                • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Infrastructure Simulation #74
                F,A
                Starting Acquisition (Infrastructure Units/Turn)
                = MIN(
                Infra moved per task*Capacity allocated to each stage,Ready to Acquire/Turn)
                Description: Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                Present In 1 View:Used By
                • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
                Default Open Loop Infrastructure Simulation #75
                F,A
                Takedown with 0 defects (Infrastructure Units/Turn)
                =
                Rehab alloc to 0 defects
                Description: Rehab rate from available units with no defects.
                Present In 1 View:Used By
                • At-Work No Defects Number of infrastructure units that have no defects.
                • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                • Re-installing Two turn delay in the rehab chain
                Feedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                Default Open Loop Infrastructure Simulation #76
                F,A
                Takedown with one defect (Infrastructure Units/Turn)
                =
                Rehab alloc to 1 Defect
                Description: Rehab rate from the pool of available units with one defect.
                Present In 1 View:Used By
                • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                • Re-installing Two turn delay in the rehab chain
                Feedback Loops: 2,247 (48.5%) (+) 1,116  [5,36] (-) 1,131  [4,35]
                Default Open Loop Infrastructure Simulation #77
                LI,C
                Threat 0 (Steps)
                = 6
                Description: Initial value of "Thread Level" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                Present In 1 View:
                Used By
                • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Infrastructure Simulation #78
                L
                Threat Level (Steps)
                = "
                Increasing Threat (Constant)"-Producing Intelligence dt + Threat 0
                Description: This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                Present In 1 View:Used By
                • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                Default .Control #80
                C
                TIME STEP (Turn )
                = 0.0625
                Description: The time step for the simulation.
                Present In 0 Views:
                  Used By
                  • SAVEPER The frequency with which output is stored.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #81
                  A
                  Total Breakdowns (Infrastructure Units/Turn)
                  =
                  Breakdowns 1 new defect + Breakdowns 2 new defects + Breakdowns Aging
                  Description: Total number of breakdowns per turn.
                  Present In 2 Views:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                  Default Open Loop Infrastructure Simulation #82
                  C
                  Turn (Turns)
                  = 1
                  Description: 1 Time Unit = 1 Turn in the game simulation
                  Present In 2 Views:
                  Used By
                  • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                  • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                  • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                  • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                  • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                  • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                  • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                  • New Defects per turn New defects arriving each turn.
                  • Re-installing Two turn delay in the rehab chain
                  • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Top(View) Allocation Logic (38 Variables)
                  Module
                  Group
                  Type
                  Variable Name And Description
                  Default Open Loop Infrastructure Simulation #4
                  F,A
                  Alloc to Aging (Defects/Turn)
                  =
                  Defects to aging
                  Description: Rate of defect allocation to aging process.
                  Present In 1 View:Used ByFeedback Loops: 137 (3.0%) (+) 68  [11,34] (-) 69  [4,32]
                  Default Open Loop Infrastructure Simulation #5
                  F,A
                  Alloc to doubles (Defects/Turn)
                  =
                  Defects to doubles
                  Description: Rate of defect allocation to doubles.
                  Present In 2 Views:Used ByFeedback Loops: 3,246 (70.0%) (+) 1,625  [6,36] (-) 1,621  [7,35]
                  Default Open Loop Infrastructure Simulation #6
                  F,A
                  Alloc to Firsts (Defects/Turn)
                  =
                  Defects to firsts
                  Description: Rate of defect allocation to first defect recipients.
                  Present In 2 Views:Used By
                  • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                  • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                  Feedback Loops: 3,453 (74.5%) (+) 1,724  [6,36] (-) 1,729  [4,35]
                  Default Open Loop Infrastructure Simulation #7
                  F,A
                  Alloc to singles (Defects/Turn)
                  =
                  Defects to singles
                  Description: Rate of defect allocation to singles.
                  Present In 2 Views:Used By
                  • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                  • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                  Feedback Loops: 2,494 (53.8%) (+) 1,245  [5,36] (-) 1,249  [4,35]
                  Default Open Loop Infrastructure Simulation #8
                  A
                  At-Work 0 defects after breakdowns and arrivals (Infrastructure Units/Turn)
                  = "
                  At-Work No Defects"/Turn +Installing + "Re-installing" - Getting First Defect
                  Description: Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                  Present In 1 View:Used By
                  • Rehab alloc to 0 defects Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                  Feedback Loops: 1,590 (34.3%) (+) 791  [4,36] (-) 799  [4,35]
                  Default Open Loop Infrastructure Simulation #9
                  L
                  At-Work 1 Defect (Infrastructure Units)
                  =
                  Getting First Defect-Breakdowns 1 new defect-Breakdowns 2 new defects-Breakdowns Aging-Takedown with one defect dt + "1 Defect 0"
                  Description: Infrastructure units that have 1 defect and are still working
                  Present In 2 Views:Used By
                  • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                  • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                  • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
                  Feedback Loops: 3,863 (83.3%) (+) 1,931  [5,36] (-) 1,932  [2,35]
                  Default Open Loop Infrastructure Simulation #10
                  A
                  At-Work 1 defect after breakdowns (Infrastructure Units/Turn)
                  = "
                  At-Work 1 Defect"/Turn - Breakdowns Aging - Breakdowns 1 new defect - Breakdowns 2 new defects+ Getting First Defect
                  Description: Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                  Present In 1 View:Used By
                  • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                  Feedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
                  Default Open Loop Infrastructure Simulation #11
                  L
                  At-Work No Defects (Infrastructure Units)
                  =
                  Installing+"Re-installing"-Getting First Defect-Takedown with 0 defects dt + No Defects 0
                  Description: Number of infrastructure units that have no defects.
                  Present In 2 Views:Used By
                  • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                  • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                  • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
                  Feedback Loops: 3,515 (75.8%) (+) 1,755  [5,36] (-) 1,760  [4,35]
                  Default Open Loop Infrastructure Simulation #12
                  F,A
                  Breakdowns 1 new defect (Infrastructure Units/Turn)
                  =
                  Alloc to singles*Infra per Defect
                  Description: Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                  Present In 2 Views:Used ByFeedback Loops: 2,338 (50.4%) (+) 1,167  [5,36] (-) 1,171  [4,35]
                  Default Open Loop Infrastructure Simulation #13
                  F,A
                  Breakdowns 2 new defects (Infrastructure Units/Turn)
                  =
                  Alloc to doubles*Infra per Defect
                  Description: Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                  Present In 2 Views:Used ByFeedback Loops: 3,012 (65.0%) (+) 1,508  [6,36] (-) 1,504  [7,35]
                  Default Open Loop Infrastructure Simulation #14
                  F,A
                  Breakdowns Aging (Infrastructure Units/Turn)
                  = "
                  At-Work 1 Defect"/Expected Useful Life for Infrastructure
                  Description: The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                  Present In 2 Views:Used By
                  • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                  • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                  • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                  • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                  • Total Breakdowns Total number of breakdowns per turn.
                  Feedback Loops: 1,920 (41.4%) (+) 960  [5,36] (-) 960  [2,35]
                  Default Open Loop Infrastructure Simulation #19
                  F,A
                  Collateral Damage (Defects/Turn)
                  =
                  Total Breakdowns*Defects per BD
                  Description: Defect creation rate due to damage caused by breakdowns
                  Present In 1 View:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                  Decision Open Loop Infrastructure Simulation #22
                  C
                  Decision: Rehab Infrastr. (Infrastructure Units/Turn )
                  = 0
                  Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab.
                  Present In 2 Views:
                  Used By
                  • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                  • Rehabs after 1 defects Remaining rehab demand after allocations to IUs with 1 defect
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #23
                  LI,C
                  Defects 0 (Defects)
                  = 0
                  Description: Initial value of "New Unallocated Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                  Present In 1 View:
                  Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #24
                  A
                  Defects after Aging (Defects/Turn)
                  =
                  New Defects per turn-Defects to aging
                  Description: New defects left after allocation to Aging
                  Present In 1 View:Used By
                  • Defects after firsts New defects left after allocations to aging and firsts
                  • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                  Feedback Loops: 3,818 (82.3%) (+) 1,909  [6,36] (-) 1,909  [5,35]
                  Default Open Loop Infrastructure Simulation #25
                  A
                  Defects after firsts (Defects/Turn)
                  =
                  Defects after Aging-Defects to firsts
                  Description: New defects left after allocations to aging and firsts
                  Present In 1 View:Used By
                  • Defects after singles New defects after allocations to Aging, firsts, and singles
                  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                  Feedback Loops: 3,742 (80.7%) (+) 1,869  [7,36] (-) 1,873  [6,35]
                  Default Open Loop Infrastructure Simulation #26
                  A
                  Defects after singles (Defects/Turn)
                  =
                  Defects after firsts-Defects to singles
                  Description: New defects after allocations to Aging, firsts, and singles
                  Present In 1 View:Used By
                  • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                  • Residual defects per turn New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                  Feedback Loops: 2,300 (49.6%) (+) 1,150  [6,36] (-) 1,150  [7,35]
                  Default Open Loop Infrastructure Simulation #27
                  C,F
                  Defects from all other sources (Defects/Turn)
                  = 5
                  Description: Defects accrued per turn from all other sources than breakdowns and installations.
                  Present In 1 View:
                  Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #28
                  C
                  Defects per BD (Defects/Infrastructure Unit)
                  = 0.5
                  Description: number of defects accrued for each breakdown in a turn
                  Present In 1 View:
                  Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #29
                  C
                  Defects per Install (Defects/Infrastructure Unit)
                  = 0.5
                  Description: Number of defects accrued per installtion of each new infrastructure unit in a turn
                  Present In 1 View:
                  Used By
                  • Installations Defects per turn accrued as a result of installing new infrastructure.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #30
                  A
                  Defects to aging (Defects/Turn)
                  = MIN(
                  New Defects per turn,Breakdowns Aging/Infra per Defect)
                  Description: Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                  Present In 1 View:Used ByFeedback Loops: 2,046 (44.1%) (+) 1,025  [6,36] (-) 1,021  [4,35]
                  Default Open Loop Infrastructure Simulation #31
                  A
                  Defects to doubles (Defects/Turn)
                  = MIN(
                  Defects after singles,Getting First Defect/Infra per Defect)
                  Description: If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                  Present In 1 View:Used By
                  • Alloc to doubles Rate of defect allocation to doubles.
                  • Residual defects per turn New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                  Feedback Loops: 3,480 (75.0%) (+) 1,742  [6,36] (-) 1,738  [7,35]
                  Default Open Loop Infrastructure Simulation #32
                  A
                  Defects to firsts (Defects/Turn)
                  = MIN(
                  Defects after Aging,("At-Work No Defects"/Turn + Installing + "Re-installing")/Infra per Defect)
                  Description: Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                  Present In 1 View:Used ByFeedback Loops: 4,223 (91.1%) (+) 2,107  [6,36] (-) 2,116  [4,35]
                  Default Open Loop Infrastructure Simulation #33
                  A
                  Defects to singles (Defects/Turn)
                  = MIN(
                  Defects after firsts,("At-Work 1 Defect"/Turn - Breakdowns Aging)/Infra per Defect)
                  Description: Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                  Present In 1 View:Used ByFeedback Loops: 3,412 (73.6%) (+) 1,706  [5,36] (-) 1,706  [4,35]
                  Default Open Loop Infrastructure Simulation #35
                  F,A
                  Discarding (Defects/Turn)
                  =
                  Residual defects per turn
                  Description: New defects remaining when all infrastructure is either broken or in rehab will be discarded.
                  Present In 1 View:Used ByFeedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
                  Default Open Loop Infrastructure Simulation #40
                  F,A
                  Getting First Defect (Infrastructure Units/Turn)
                  =
                  Alloc to Firsts*Infra per Defect
                  Description: The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                  Present In 2 Views:Used By
                  • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                  • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                  • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                  • At-Work No Defects Number of infrastructure units that have no defects.
                  • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                  Feedback Loops: 2,683 (57.9%) (+) 1,339  [7,36] (-) 1,344  [4,35]
                  Default Open Loop Infrastructure Simulation #44
                  C
                  Infra per Defect (Infrastructure Units/Defect)
                  = 1
                  Description: Number of infrastructure units one defect will degrade. Included for units conversion.
                  Present In 2 Views:
                  Used By
                  • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                  • Breakdowns 2 new defects Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                  • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                  • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                  • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                  • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #48
                  F,A
                  Installations (Defects/Turn)
                  =
                  Installing*Defects per Install
                  Description: Defects per turn accrued as a result of installing new infrastructure.
                  Present In 1 View:Used ByFeedback Loops: 1,466 (31.6%) (+) 733  [13,35] (-) 733  [13,34]
                  Default Open Loop Infrastructure Simulation #49
                  F,A
                  Installing (Infrastructure Units/Turn)
                  = MIN(
                  Acq Process Stage 2/(Turn),Infra moved per task*Capacity allocated to each stage)
                  Description: Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                  Present In 2 Views:Used ByFeedback Loops: 3,876 (83.6%) (+) 1,936  [6,36] (-) 1,940  [2,35]
                  Default Open Loop Infrastructure Simulation #56
                  A
                  New Defects per turn (Defects/Turn)
                  =
                  New Unallocated Defects/Turn
                  Description: New defects arriving each turn.
                  Present In 1 View:Used By
                  • Defects after Aging New defects left after allocation to Aging
                  • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                  Feedback Loops: 3,683 (79.4%) (+) 1,841  [6,36] (-) 1,842  [4,35]
                  Default Open Loop Infrastructure Simulation #57
                  L
                  New Unallocated Defects (Defects)
                  =
                  Collateral Damage+Defects from all other sources+Installations-Alloc to Aging-Alloc to doubles-Alloc to Firsts-Alloc to singles-Discarding dt + Defects 0
                  Description: All the defects that have not been placed on an infrastructure unit.
                  Present In 1 View:Used ByFeedback Loops: 3,683 (79.4%) (+) 1,841  [6,36] (-) 1,842  [4,35]
                  Default Open Loop Infrastructure Simulation #61
                  DE,F,A
                  Re-installing (Infrastructure Units/Turn)
                  = DELAY FIXED (
                  Takedown with 0 defects+Takedown with one defect, Rehab delay ,Rehab 0/Turn)
                  Description: Two turn delay in the rehab chain
                  Present In 2 Views:Used By
                  • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                  • At-Work No Defects Number of infrastructure units that have no defects.
                  • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                  • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                  Feedback Loops: 2,930 (63.2%) (+) 1,461  [4,36] (-) 1,469  [7,35]
                  Default Open Loop Infrastructure Simulation #65
                  A
                  Rehab alloc to 0 defects (Infrastructure Units/Turn)
                  = MIN(
                  Rehabs after 1 defects,"At-Work 0 defects after breakdowns and arrivals")
                  Description: Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                  Present In 2 Views:Used ByFeedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                  Default Open Loop Infrastructure Simulation #66
                  A
                  Rehab alloc to 1 Defect (Infrastructure Units/Turn)
                  = MIN("
                  Decision: Rehab Infrastr.","At-Work 1 defect after breakdowns")
                  Description: IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                  Present In 2 Views:Used ByFeedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
                  Default Open Loop Infrastructure Simulation #68
                  A
                  Rehabs after 1 defects (Infrastructure Units/Turn)
                  = "
                  Decision: Rehab Infrastr."-Rehab alloc to 1 Defect
                  Description: Remaining rehab demand after allocations to IUs with 1 defect
                  Present In 1 View:Used By
                  • Rehab alloc to 0 defects Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                  Feedback Loops: 1,383 (29.8%) (+) 691  [9,35] (-) 692  [9,34]
                  Default Open Loop Infrastructure Simulation #70
                  A
                  Residual defects per turn (Defects/Turn)
                  =
                  Defects after singles-Defects to doubles
                  Description: New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                  Present In 1 View:Used By
                  • Discarding New defects remaining when all infrastructure is either broken or in rehab will be discarded.
                  Feedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
                  Default Open Loop Infrastructure Simulation #81
                  A
                  Total Breakdowns (Infrastructure Units/Turn)
                  =
                  Breakdowns 1 new defect + Breakdowns 2 new defects + Breakdowns Aging
                  Description: Total number of breakdowns per turn.
                  Present In 2 Views:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                  Default Open Loop Infrastructure Simulation #82
                  C
                  Turn (Turns)
                  = 1
                  Description: 1 Time Unit = 1 Turn in the game simulation
                  Present In 2 Views:
                  Used By
                  • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                  • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                  • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                  • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                  • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                  • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                  • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                  • New Defects per turn New defects arriving each turn.
                  • Re-installing Two turn delay in the rehab chain
                  • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Top(View) Main Stock and Flow (55 Variables)
                  Module
                  Group
                  Type
                  Variable Name And Description
                  Default Open Loop Infrastructure Simulation #1
                  LI,C
                  1 Defect 0 (Infrastructure Units)
                  = 8
                  Description: Initial value of "At-Work 1 Defect" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                  Present In 1 View:
                  Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #2
                  L
                  Acq Process Stage 1 (Infrastructure Units)
                  =
                  Starting Acquisition-Moving to Stage 2 dt + Stage1 0
                  Description: Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                  Present In 1 View:Used By
                  • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                  Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
                  Default Open Loop Infrastructure Simulation #3
                  L
                  Acq Process Stage 2 (Infrastructure Units)
                  =
                  Moving to Stage 2-Installing dt + Stage 2 0
                  Description: Final capacitated delay in the acquisition chain
                  Present In 1 View:Used By
                  • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                  Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
                  Default Open Loop Infrastructure Simulation #5
                  F,A
                  Alloc to doubles (Defects/Turn)
                  =
                  Defects to doubles
                  Description: Rate of defect allocation to doubles.
                  Present In 2 Views:Used ByFeedback Loops: 3,246 (70.0%) (+) 1,625  [6,36] (-) 1,621  [7,35]
                  Default Open Loop Infrastructure Simulation #6
                  F,A
                  Alloc to Firsts (Defects/Turn)
                  =
                  Defects to firsts
                  Description: Rate of defect allocation to first defect recipients.
                  Present In 2 Views:Used By
                  • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                  • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                  Feedback Loops: 3,453 (74.5%) (+) 1,724  [6,36] (-) 1,729  [4,35]
                  Default Open Loop Infrastructure Simulation #7
                  F,A
                  Alloc to singles (Defects/Turn)
                  =
                  Defects to singles
                  Description: Rate of defect allocation to singles.
                  Present In 2 Views:Used By
                  • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                  • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                  Feedback Loops: 2,494 (53.8%) (+) 1,245  [5,36] (-) 1,249  [4,35]
                  Default Open Loop Infrastructure Simulation #9
                  L
                  At-Work 1 Defect (Infrastructure Units)
                  =
                  Getting First Defect-Breakdowns 1 new defect-Breakdowns 2 new defects-Breakdowns Aging-Takedown with one defect dt + "1 Defect 0"
                  Description: Infrastructure units that have 1 defect and are still working
                  Present In 2 Views:Used By
                  • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                  • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                  • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
                  Feedback Loops: 3,863 (83.3%) (+) 1,931  [5,36] (-) 1,932  [2,35]
                  Default Open Loop Infrastructure Simulation #11
                  L
                  At-Work No Defects (Infrastructure Units)
                  =
                  Installing+"Re-installing"-Getting First Defect-Takedown with 0 defects dt + No Defects 0
                  Description: Number of infrastructure units that have no defects.
                  Present In 2 Views:Used By
                  • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                  • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                  • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
                  Feedback Loops: 3,515 (75.8%) (+) 1,755  [5,36] (-) 1,760  [4,35]
                  Default Open Loop Infrastructure Simulation #12
                  F,A
                  Breakdowns 1 new defect (Infrastructure Units/Turn)
                  =
                  Alloc to singles*Infra per Defect
                  Description: Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                  Present In 2 Views:Used ByFeedback Loops: 2,338 (50.4%) (+) 1,167  [5,36] (-) 1,171  [4,35]
                  Default Open Loop Infrastructure Simulation #13
                  F,A
                  Breakdowns 2 new defects (Infrastructure Units/Turn)
                  =
                  Alloc to doubles*Infra per Defect
                  Description: Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                  Present In 2 Views:Used ByFeedback Loops: 3,012 (65.0%) (+) 1,508  [6,36] (-) 1,504  [7,35]
                  Default Open Loop Infrastructure Simulation #14
                  F,A
                  Breakdowns Aging (Infrastructure Units/Turn)
                  = "
                  At-Work 1 Defect"/Expected Useful Life for Infrastructure
                  Description: The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                  Present In 2 Views:Used By
                  • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                  • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                  • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                  • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                  • Total Breakdowns Total number of breakdowns per turn.
                  Feedback Loops: 1,920 (41.4%) (+) 960  [5,36] (-) 960  [2,35]
                  Default Open Loop Infrastructure Simulation #15
                  A
                  Capacity allocated to each stage (Tasks/Turn)
                  =
                  Capacity to Acquire Infrastructure*Fraction allocated
                  Description: The amount of acquisition capacity for each process
                  Present In 1 View:Used By
                  • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                  • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                  • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                  Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                  Default Open Loop Infrastructure Simulation #16
                  A
                  Capacity At Work (Tasks/Turn)
                  = "
                  Infrastructure At-Work"*Infr PDY/Turn
                  Description: Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                  Present In 1 View:Used By
                  • Capacity to Acquire Infrastructure Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                  • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                  Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                  Default Open Loop Infrastructure Simulation #17
                  A
                  Capacity to Acquire Infrastructure (Tasks/Turn)
                  = MIN(
                  Capacity At Work,"Decision: Capacity to Acquisition")
                  Description: Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                  Present In 1 View:Used ByFeedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                  Default Open Loop Infrastructure Simulation #18
                  A
                  Capacity to Produce (Tasks/Turn)
                  = MAX(
                  Capacity At Work-Capacity to Acquire Infrastructure-"Decision: Capacity for hiring chain",Min Capacity)
                  Description: All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                  Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Decision Open Loop Infrastructure Simulation #20
                  C
                  Decision: Capacity for hiring chain (Tasks/Turn)
                  = 6
                  Description: Capacity devoted to the three-stage hiring chain. A value of 6 will permit 2 personnel units per turn to be hired to replace the two that retire. This will provide a workforce that exceeds 1 personnel unit for each infrastructure unit at work.
                  Present In 1 View:
                  Used By
                  • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Decision Open Loop Infrastructure Simulation #21
                  C
                  Decision: Capacity to Acquisition (Tasks/Turn )
                  = 0
                  Description: Amount of capacity to devote to the acquisition chain. The model will allocate this quantity, if available, before allocating any capacity to production.
                  Present In 1 View:
                  Used By
                  • Capacity to Acquire Infrastructure Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Decision Open Loop Infrastructure Simulation #22
                  C
                  Decision: Rehab Infrastr. (Infrastructure Units/Turn )
                  = 0
                  Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab.
                  Present In 2 Views:
                  Used By
                  • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                  • Rehabs after 1 defects Remaining rehab demand after allocations to IUs with 1 defect
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #34
                  DE,A
                  Delayed PDN (Dmnl)
                  = DELAY3I(
                  Fraction of Max Capacity, PDN Delay ,0 )
                  Description: At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                  Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #36
                  C
                  Expected Useful Life for Infrastructure (Turns )
                  = 30
                  Description: Aging of defective but operational infrastructure is modeled here as a first order decay with constant average lifetime. This approximation saves a lot of model complexity. Because players will try to avoid having infrastructure break due to age by putting it into rehab, this expected lifetime will be much larger than 5 turns.
                  Present In 1 View:
                  Used By
                  • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #38
                  C
                  Fraction allocated (Dmnl)
                  = 1/3
                  Description: Fraction of acquisition capacity allocated to each stage
                  Present In 1 View:
                  Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #39
                  A
                  Fraction of Max Capacity (Dmnl)
                  =
                  Capacity to Produce/Max Capacity
                  Description: Fraction of the maximum possible capacity given the number of playing pieces in the game.
                  Present In 1 View:Used By
                  • Delayed PDN At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #40
                  F,A
                  Getting First Defect (Infrastructure Units/Turn)
                  =
                  Alloc to Firsts*Infra per Defect
                  Description: The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                  Present In 2 Views:Used By
                  • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                  • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                  • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                  • At-Work No Defects Number of infrastructure units that have no defects.
                  • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                  Feedback Loops: 2,683 (57.9%) (+) 1,339  [7,36] (-) 1,344  [4,35]
                  Default Open Loop Infrastructure Simulation #41
                  C,F
                  Increasing Threat (Constant) (Steps/Turn)
                  = 1
                  Description: Terrorists advance their status in their 12-step process by 1 step each turn.
                  Present In 1 View:
                  Used By
                  • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #42
                  C
                  Infr PDY (Tasks/Infrastructure Unit)
                  = 2
                  Description: Number of tasks per turn an infrastructure unit will enable. It is assumed here that each working infrastructure unit is associated with a personnel unit having an ability level of 2. Thus each infrastructure unit will enable a capacity of 2 tasks per turn.
                  Present In 1 View:
                  Used By
                  • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #43
                  C
                  Infra moved per task (Infrastructure Units/Task)
                  = 1
                  Description: Number of infrastructure units a single task will move at each stage.
                  Present In 1 View:
                  Used By
                  • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                  • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                  • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #44
                  C
                  Infra per Defect (Infrastructure Units/Defect)
                  = 1
                  Description: Number of infrastructure units one defect will degrade. Included for units conversion.
                  Present In 2 Views:
                  Used By
                  • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                  • Breakdowns 2 new defects Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                  • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                  • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                  • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                  • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                  • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                  Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                  Default Open Loop Infrastructure Simulation #45
                  A
                  Infrastructure At-Work (Infrastructure Units)
                  = "
                  At-Work 1 Defect"+"At-Work No Defects"
                  Description: Total Infrasturcture that is available to enable personnel units to generate capacity.
                  Present In 1 View:Used By
                  • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                  Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                  Default Open Loop Infrastructure Simulation #46
                  L
                  Infrastructure in Rehab (Infrastructure Units)
                  =
                  Takedown with 0 defects+Takedown with one defect-"Re-installingdt + Rehab 0
                  Description: Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                  Present In 1 View:Used By
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #49
                    F,A
                    Installing (Infrastructure Units/Turn)
                    = MIN(
                    Acq Process Stage 2/(Turn),Infra moved per task*Capacity allocated to each stage)
                    Description: Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                    Present In 2 Views:Used ByFeedback Loops: 3,876 (83.6%) (+) 1,936  [6,36] (-) 1,940  [2,35]
                    Default Open Loop Infrastructure Simulation #50
                    C
                    Max Capacity (Tasks/Turn)
                    = 48
                    Description: There are 24 infrastructure units in the game. It all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 48 tasks per turn.
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #51
                    A
                    Max Step Defeat Rate (Steps/Turn)
                    =
                    Threat Level/Turn
                    Description: Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                    Present In 1 View:Used ByFeedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                    Default Open Loop Infrastructure Simulation #52
                    C
                    Max Steps per Turn (Steps/Turn )
                    = 3.5
                    Description: The maximum number of steps per turn that can be defeated if all infrastructure units are in an at-work status.
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #53
                    C
                    Min Capacity (Tasks/Turn)
                    = 0
                    Description: Floor value for capacity.
                    Present In 1 View:
                    Used By
                    • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #54
                    F,A
                    Moving to Stage 2 (Infrastructure Units/Turn)
                    = MIN(
                    Infra moved per task*Capacity allocated to each stage,Acq Process Stage 1/Turn)
                    Description: Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                    Present In 1 View:Used By
                    • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                    • Acq Process Stage 2 Final capacitated delay in the acquisition chain
                    Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
                    Default Open Loop Infrastructure Simulation #58
                    LI,C
                    No Defects 0 (Infrastructure Units)
                    = 11
                    Description: Initial value of "At-Work No Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #59
                    C
                    PDN Delay (Turns )
                    = 3
                    Description: Time it takes to fill the production pipeline.
                    Present In 1 View:
                    Used By
                    • Delayed PDN At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #60
                    F,A
                    Producing Intelligence (Steps/Turn)
                    = MIN(
                    Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN))
                    Description: Expected rate at which intelligence production will thwart the terrorist advance.
                    Present In 1 View:Used By
                    • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                    Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                    Default Open Loop Infrastructure Simulation #61
                    DE,F,A
                    Re-installing (Infrastructure Units/Turn)
                    = DELAY FIXED (
                    Takedown with 0 defects+Takedown with one defect, Rehab delay ,Rehab 0/Turn)
                    Description: Two turn delay in the rehab chain
                    Present In 2 Views:Used By
                    • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                    • At-Work No Defects Number of infrastructure units that have no defects.
                    • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                    • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                    Feedback Loops: 2,930 (63.2%) (+) 1,461  [4,36] (-) 1,469  [7,35]
                    Default Open Loop Infrastructure Simulation #62
                    LI,C
                    Ready 0 (Infrastructure Units)
                    = 1
                    Description: Initial value of "Ready to Acquire" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                    Present In 1 View:
                    Used By
                    • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #63
                    L
                    Ready to Acquire (Infrastructure Units)
                    =
                    Breakdowns 1 new defect+Breakdowns 2 new defects+Breakdowns Aging-Starting Acquisition dt + Ready 0
                    Description: Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                    Present In 1 View:Used By
                    • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                    Feedback Loops: 927 (20.0%) (+) 463  [11,32] (-) 464  [2,33]
                    Default Open Loop Infrastructure Simulation #64
                    LI,C
                    Rehab 0 (Infrastructure Units)
                    = 0
                    Description: Initial value of "Infrastructure in Rehab" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                    Present In 1 View:
                    Used By
                    • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                    • Re-installing Two turn delay in the rehab chain
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #65
                    A
                    Rehab alloc to 0 defects (Infrastructure Units/Turn)
                    = MIN(
                    Rehabs after 1 defects,"At-Work 0 defects after breakdowns and arrivals")
                    Description: Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                    Present In 2 Views:Used ByFeedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                    Default Open Loop Infrastructure Simulation #66
                    A
                    Rehab alloc to 1 Defect (Infrastructure Units/Turn)
                    = MIN("
                    Decision: Rehab Infrastr.","At-Work 1 defect after breakdowns")
                    Description: IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                    Present In 2 Views:Used ByFeedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
                    Default Open Loop Infrastructure Simulation #67
                    C
                    Rehab delay (Turns)
                    = 2
                    Description: Length of the rehab delay in turns
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #69
                    A,T
                    Rel Capacity Lookup (Dmnl)
                    Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1))

                    Description: Specifies the relationship between amount of capacity allocated to the production chain and the expected number of terrorist steps thwarted per turn. The relation is based on empirically estimated probabilities reflecting the arangement of face values on requirement cards and assumed information card production rates. The model here does not represent the delays in the production chain.
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #72
                    LI,C
                    Stage 2 0 (Infrastructure Units)
                    = 2
                    Description: Initial value of "Acq Process Stage 2" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #73
                    LI,C
                    Stage1 0 (Infrastructure Units)
                    = 2
                    Description: Initial value of "Acq Process Stage 1" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                    Present In 1 View:
                    Used By
                    • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #74
                    F,A
                    Starting Acquisition (Infrastructure Units/Turn)
                    = MIN(
                    Infra moved per task*Capacity allocated to each stage,Ready to Acquire/Turn)
                    Description: Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                    Present In 1 View:Used By
                    • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                    • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                    Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
                    Default Open Loop Infrastructure Simulation #75
                    F,A
                    Takedown with 0 defects (Infrastructure Units/Turn)
                    =
                    Rehab alloc to 0 defects
                    Description: Rehab rate from available units with no defects.
                    Present In 1 View:Used By
                    • At-Work No Defects Number of infrastructure units that have no defects.
                    • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                    • Re-installing Two turn delay in the rehab chain
                    Feedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                    Default Open Loop Infrastructure Simulation #76
                    F,A
                    Takedown with one defect (Infrastructure Units/Turn)
                    =
                    Rehab alloc to 1 Defect
                    Description: Rehab rate from the pool of available units with one defect.
                    Present In 1 View:Used By
                    • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                    • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                    • Re-installing Two turn delay in the rehab chain
                    Feedback Loops: 2,247 (48.5%) (+) 1,116  [5,36] (-) 1,131  [4,35]
                    Default Open Loop Infrastructure Simulation #77
                    LI,C
                    Threat 0 (Steps)
                    = 6
                    Description: Initial value of "Thread Level" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                    Present In 1 View:
                    Used By
                    • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #78
                    L
                    Threat Level (Steps)
                    = "
                    Increasing Threat (Constant)"-Producing Intelligence dt + Threat 0
                    Description: This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                    Present In 1 View:Used By
                    • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                    Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                    Default Open Loop Infrastructure Simulation #81
                    A
                    Total Breakdowns (Infrastructure Units/Turn)
                    =
                    Breakdowns 1 new defect + Breakdowns 2 new defects + Breakdowns Aging
                    Description: Total number of breakdowns per turn.
                    Present In 2 Views:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                    Default Open Loop Infrastructure Simulation #82
                    C
                    Turn (Turns)
                    = 1
                    Description: 1 Time Unit = 1 Turn in the game simulation
                    Present In 2 Views:
                    Used By
                    • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                    • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                    • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                    • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                    • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                    • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                    • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                    • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                    • New Defects per turn New defects arriving each turn.
                    • Re-installing Two turn delay in the rehab chain
                    • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Top(Group) Open Loop Infrastructure Simulation (76 Variables)
                    Module
                    Group
                    Type
                    Variable Name And Description
                    Default Open Loop Infrastructure Simulation #1
                    LI,C
                    1 Defect 0 (Infrastructure Units)
                    = 8
                    Description: Initial value of "At-Work 1 Defect" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #2
                    L
                    Acq Process Stage 1 (Infrastructure Units)
                    =
                    Starting Acquisition-Moving to Stage 2 dt + Stage1 0
                    Description: Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                    Present In 1 View:Used By
                    • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                    Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
                    Default Open Loop Infrastructure Simulation #3
                    L
                    Acq Process Stage 2 (Infrastructure Units)
                    =
                    Moving to Stage 2-Installing dt + Stage 2 0
                    Description: Final capacitated delay in the acquisition chain
                    Present In 1 View:Used By
                    • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                    Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
                    Default Open Loop Infrastructure Simulation #4
                    F,A
                    Alloc to Aging (Defects/Turn)
                    =
                    Defects to aging
                    Description: Rate of defect allocation to aging process.
                    Present In 1 View:Used ByFeedback Loops: 137 (3.0%) (+) 68  [11,34] (-) 69  [4,32]
                    Default Open Loop Infrastructure Simulation #5
                    F,A
                    Alloc to doubles (Defects/Turn)
                    =
                    Defects to doubles
                    Description: Rate of defect allocation to doubles.
                    Present In 2 Views:Used ByFeedback Loops: 3,246 (70.0%) (+) 1,625  [6,36] (-) 1,621  [7,35]
                    Default Open Loop Infrastructure Simulation #6
                    F,A
                    Alloc to Firsts (Defects/Turn)
                    =
                    Defects to firsts
                    Description: Rate of defect allocation to first defect recipients.
                    Present In 2 Views:Used By
                    • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                    • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                    Feedback Loops: 3,453 (74.5%) (+) 1,724  [6,36] (-) 1,729  [4,35]
                    Default Open Loop Infrastructure Simulation #7
                    F,A
                    Alloc to singles (Defects/Turn)
                    =
                    Defects to singles
                    Description: Rate of defect allocation to singles.
                    Present In 2 Views:Used By
                    • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                    • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                    Feedback Loops: 2,494 (53.8%) (+) 1,245  [5,36] (-) 1,249  [4,35]
                    Default Open Loop Infrastructure Simulation #8
                    A
                    At-Work 0 defects after breakdowns and arrivals (Infrastructure Units/Turn)
                    = "
                    At-Work No Defects"/Turn +Installing + "Re-installing" - Getting First Defect
                    Description: Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                    Present In 1 View:Used By
                    • Rehab alloc to 0 defects Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                    Feedback Loops: 1,590 (34.3%) (+) 791  [4,36] (-) 799  [4,35]
                    Default Open Loop Infrastructure Simulation #9
                    L
                    At-Work 1 Defect (Infrastructure Units)
                    =
                    Getting First Defect-Breakdowns 1 new defect-Breakdowns 2 new defects-Breakdowns Aging-Takedown with one defect dt + "1 Defect 0"
                    Description: Infrastructure units that have 1 defect and are still working
                    Present In 2 Views:Used By
                    • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                    • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                    • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                    • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
                    Feedback Loops: 3,863 (83.3%) (+) 1,931  [5,36] (-) 1,932  [2,35]
                    Default Open Loop Infrastructure Simulation #10
                    A
                    At-Work 1 defect after breakdowns (Infrastructure Units/Turn)
                    = "
                    At-Work 1 Defect"/Turn - Breakdowns Aging - Breakdowns 1 new defect - Breakdowns 2 new defects+ Getting First Defect
                    Description: Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                    Present In 1 View:Used By
                    • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                    Feedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
                    Default Open Loop Infrastructure Simulation #11
                    L
                    At-Work No Defects (Infrastructure Units)
                    =
                    Installing+"Re-installing"-Getting First Defect-Takedown with 0 defects dt + No Defects 0
                    Description: Number of infrastructure units that have no defects.
                    Present In 2 Views:Used By
                    • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                    • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                    • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
                    Feedback Loops: 3,515 (75.8%) (+) 1,755  [5,36] (-) 1,760  [4,35]
                    Default Open Loop Infrastructure Simulation #12
                    F,A
                    Breakdowns 1 new defect (Infrastructure Units/Turn)
                    =
                    Alloc to singles*Infra per Defect
                    Description: Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                    Present In 2 Views:Used ByFeedback Loops: 2,338 (50.4%) (+) 1,167  [5,36] (-) 1,171  [4,35]
                    Default Open Loop Infrastructure Simulation #13
                    F,A
                    Breakdowns 2 new defects (Infrastructure Units/Turn)
                    =
                    Alloc to doubles*Infra per Defect
                    Description: Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                    Present In 2 Views:Used ByFeedback Loops: 3,012 (65.0%) (+) 1,508  [6,36] (-) 1,504  [7,35]
                    Default Open Loop Infrastructure Simulation #14
                    F,A
                    Breakdowns Aging (Infrastructure Units/Turn)
                    = "
                    At-Work 1 Defect"/Expected Useful Life for Infrastructure
                    Description: The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                    Present In 2 Views:Used By
                    • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                    • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                    • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                    • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                    • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                    • Total Breakdowns Total number of breakdowns per turn.
                    Feedback Loops: 1,920 (41.4%) (+) 960  [5,36] (-) 960  [2,35]
                    Default Open Loop Infrastructure Simulation #15
                    A
                    Capacity allocated to each stage (Tasks/Turn)
                    =
                    Capacity to Acquire Infrastructure*Fraction allocated
                    Description: The amount of acquisition capacity for each process
                    Present In 1 View:Used By
                    • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                    • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                    • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                    Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                    Default Open Loop Infrastructure Simulation #16
                    A
                    Capacity At Work (Tasks/Turn)
                    = "
                    Infrastructure At-Work"*Infr PDY/Turn
                    Description: Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                    Present In 1 View:Used By
                    • Capacity to Acquire Infrastructure Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                    • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                    Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                    Default Open Loop Infrastructure Simulation #17
                    A
                    Capacity to Acquire Infrastructure (Tasks/Turn)
                    = MIN(
                    Capacity At Work,"Decision: Capacity to Acquisition")
                    Description: Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                    Present In 1 View:Used ByFeedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                    Default Open Loop Infrastructure Simulation #18
                    A
                    Capacity to Produce (Tasks/Turn)
                    = MAX(
                    Capacity At Work-Capacity to Acquire Infrastructure-"Decision: Capacity for hiring chain",Min Capacity)
                    Description: All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                    Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #19
                    F,A
                    Collateral Damage (Defects/Turn)
                    =
                    Total Breakdowns*Defects per BD
                    Description: Defect creation rate due to damage caused by breakdowns
                    Present In 1 View:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                    Decision Open Loop Infrastructure Simulation #20
                    C
                    Decision: Capacity for hiring chain (Tasks/Turn)
                    = 6
                    Description: Capacity devoted to the three-stage hiring chain. A value of 6 will permit 2 personnel units per turn to be hired to replace the two that retire. This will provide a workforce that exceeds 1 personnel unit for each infrastructure unit at work.
                    Present In 1 View:
                    Used By
                    • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Decision Open Loop Infrastructure Simulation #21
                    C
                    Decision: Capacity to Acquisition (Tasks/Turn )
                    = 0
                    Description: Amount of capacity to devote to the acquisition chain. The model will allocate this quantity, if available, before allocating any capacity to production.
                    Present In 1 View:
                    Used By
                    • Capacity to Acquire Infrastructure Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Decision Open Loop Infrastructure Simulation #22
                    C
                    Decision: Rehab Infrastr. (Infrastructure Units/Turn )
                    = 0
                    Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab.
                    Present In 2 Views:
                    Used By
                    • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                    • Rehabs after 1 defects Remaining rehab demand after allocations to IUs with 1 defect
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #23
                    LI,C
                    Defects 0 (Defects)
                    = 0
                    Description: Initial value of "New Unallocated Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #24
                    A
                    Defects after Aging (Defects/Turn)
                    =
                    New Defects per turn-Defects to aging
                    Description: New defects left after allocation to Aging
                    Present In 1 View:Used By
                    • Defects after firsts New defects left after allocations to aging and firsts
                    • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                    Feedback Loops: 3,818 (82.3%) (+) 1,909  [6,36] (-) 1,909  [5,35]
                    Default Open Loop Infrastructure Simulation #25
                    A
                    Defects after firsts (Defects/Turn)
                    =
                    Defects after Aging-Defects to firsts
                    Description: New defects left after allocations to aging and firsts
                    Present In 1 View:Used By
                    • Defects after singles New defects after allocations to Aging, firsts, and singles
                    • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                    Feedback Loops: 3,742 (80.7%) (+) 1,869  [7,36] (-) 1,873  [6,35]
                    Default Open Loop Infrastructure Simulation #26
                    A
                    Defects after singles (Defects/Turn)
                    =
                    Defects after firsts-Defects to singles
                    Description: New defects after allocations to Aging, firsts, and singles
                    Present In 1 View:Used By
                    • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                    • Residual defects per turn New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                    Feedback Loops: 2,300 (49.6%) (+) 1,150  [6,36] (-) 1,150  [7,35]
                    Default Open Loop Infrastructure Simulation #27
                    C,F
                    Defects from all other sources (Defects/Turn)
                    = 5
                    Description: Defects accrued per turn from all other sources than breakdowns and installations.
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #28
                    C
                    Defects per BD (Defects/Infrastructure Unit)
                    = 0.5
                    Description: number of defects accrued for each breakdown in a turn
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #29
                    C
                    Defects per Install (Defects/Infrastructure Unit)
                    = 0.5
                    Description: Number of defects accrued per installtion of each new infrastructure unit in a turn
                    Present In 1 View:
                    Used By
                    • Installations Defects per turn accrued as a result of installing new infrastructure.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #30
                    A
                    Defects to aging (Defects/Turn)
                    = MIN(
                    New Defects per turn,Breakdowns Aging/Infra per Defect)
                    Description: Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                    Present In 1 View:Used ByFeedback Loops: 2,046 (44.1%) (+) 1,025  [6,36] (-) 1,021  [4,35]
                    Default Open Loop Infrastructure Simulation #31
                    A
                    Defects to doubles (Defects/Turn)
                    = MIN(
                    Defects after singles,Getting First Defect/Infra per Defect)
                    Description: If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                    Present In 1 View:Used By
                    • Alloc to doubles Rate of defect allocation to doubles.
                    • Residual defects per turn New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                    Feedback Loops: 3,480 (75.0%) (+) 1,742  [6,36] (-) 1,738  [7,35]
                    Default Open Loop Infrastructure Simulation #32
                    A
                    Defects to firsts (Defects/Turn)
                    = MIN(
                    Defects after Aging,("At-Work No Defects"/Turn + Installing + "Re-installing")/Infra per Defect)
                    Description: Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                    Present In 1 View:Used ByFeedback Loops: 4,223 (91.1%) (+) 2,107  [6,36] (-) 2,116  [4,35]
                    Default Open Loop Infrastructure Simulation #33
                    A
                    Defects to singles (Defects/Turn)
                    = MIN(
                    Defects after firsts,("At-Work 1 Defect"/Turn - Breakdowns Aging)/Infra per Defect)
                    Description: Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                    Present In 1 View:Used ByFeedback Loops: 3,412 (73.6%) (+) 1,706  [5,36] (-) 1,706  [4,35]
                    Default Open Loop Infrastructure Simulation #34
                    DE,A
                    Delayed PDN (Dmnl)
                    = DELAY3I(
                    Fraction of Max Capacity, PDN Delay ,0 )
                    Description: At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                    Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #35
                    F,A
                    Discarding (Defects/Turn)
                    =
                    Residual defects per turn
                    Description: New defects remaining when all infrastructure is either broken or in rehab will be discarded.
                    Present In 1 View:Used ByFeedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
                    Default Open Loop Infrastructure Simulation #36
                    C
                    Expected Useful Life for Infrastructure (Turns )
                    = 30
                    Description: Aging of defective but operational infrastructure is modeled here as a first order decay with constant average lifetime. This approximation saves a lot of model complexity. Because players will try to avoid having infrastructure break due to age by putting it into rehab, this expected lifetime will be much larger than 5 turns.
                    Present In 1 View:
                    Used By
                    • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #38
                    C
                    Fraction allocated (Dmnl)
                    = 1/3
                    Description: Fraction of acquisition capacity allocated to each stage
                    Present In 1 View:
                    Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #39
                    A
                    Fraction of Max Capacity (Dmnl)
                    =
                    Capacity to Produce/Max Capacity
                    Description: Fraction of the maximum possible capacity given the number of playing pieces in the game.
                    Present In 1 View:Used By
                    • Delayed PDN At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #40
                    F,A
                    Getting First Defect (Infrastructure Units/Turn)
                    =
                    Alloc to Firsts*Infra per Defect
                    Description: The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                    Present In 2 Views:Used By
                    • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                    • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                    • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                    • At-Work No Defects Number of infrastructure units that have no defects.
                    • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                    Feedback Loops: 2,683 (57.9%) (+) 1,339  [7,36] (-) 1,344  [4,35]
                    Default Open Loop Infrastructure Simulation #41
                    C,F
                    Increasing Threat (Constant) (Steps/Turn)
                    = 1
                    Description: Terrorists advance their status in their 12-step process by 1 step each turn.
                    Present In 1 View:
                    Used By
                    • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #42
                    C
                    Infr PDY (Tasks/Infrastructure Unit)
                    = 2
                    Description: Number of tasks per turn an infrastructure unit will enable. It is assumed here that each working infrastructure unit is associated with a personnel unit having an ability level of 2. Thus each infrastructure unit will enable a capacity of 2 tasks per turn.
                    Present In 1 View:
                    Used By
                    • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #43
                    C
                    Infra moved per task (Infrastructure Units/Task)
                    = 1
                    Description: Number of infrastructure units a single task will move at each stage.
                    Present In 1 View:
                    Used By
                    • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                    • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                    • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #44
                    C
                    Infra per Defect (Infrastructure Units/Defect)
                    = 1
                    Description: Number of infrastructure units one defect will degrade. Included for units conversion.
                    Present In 2 Views:
                    Used By
                    • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                    • Breakdowns 2 new defects Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                    • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                    • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                    • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                    • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                    • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                    Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                    Default Open Loop Infrastructure Simulation #45
                    A
                    Infrastructure At-Work (Infrastructure Units)
                    = "
                    At-Work 1 Defect"+"At-Work No Defects"
                    Description: Total Infrasturcture that is available to enable personnel units to generate capacity.
                    Present In 1 View:Used By
                    • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                    Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                    Default Open Loop Infrastructure Simulation #46
                    L
                    Infrastructure in Rehab (Infrastructure Units)
                    =
                    Takedown with 0 defects+Takedown with one defect-"Re-installingdt + Rehab 0
                    Description: Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                    Present In 1 View:Used By
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #48
                      F,A
                      Installations (Defects/Turn)
                      =
                      Installing*Defects per Install
                      Description: Defects per turn accrued as a result of installing new infrastructure.
                      Present In 1 View:Used ByFeedback Loops: 1,466 (31.6%) (+) 733  [13,35] (-) 733  [13,34]
                      Default Open Loop Infrastructure Simulation #49
                      F,A
                      Installing (Infrastructure Units/Turn)
                      = MIN(
                      Acq Process Stage 2/(Turn),Infra moved per task*Capacity allocated to each stage)
                      Description: Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                      Present In 2 Views:Used ByFeedback Loops: 3,876 (83.6%) (+) 1,936  [6,36] (-) 1,940  [2,35]
                      Default Open Loop Infrastructure Simulation #50
                      C
                      Max Capacity (Tasks/Turn)
                      = 48
                      Description: There are 24 infrastructure units in the game. It all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 48 tasks per turn.
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #51
                      A
                      Max Step Defeat Rate (Steps/Turn)
                      =
                      Threat Level/Turn
                      Description: Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                      Present In 1 View:Used ByFeedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                      Default Open Loop Infrastructure Simulation #52
                      C
                      Max Steps per Turn (Steps/Turn )
                      = 3.5
                      Description: The maximum number of steps per turn that can be defeated if all infrastructure units are in an at-work status.
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #53
                      C
                      Min Capacity (Tasks/Turn)
                      = 0
                      Description: Floor value for capacity.
                      Present In 1 View:
                      Used By
                      • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #54
                      F,A
                      Moving to Stage 2 (Infrastructure Units/Turn)
                      = MIN(
                      Infra moved per task*Capacity allocated to each stage,Acq Process Stage 1/Turn)
                      Description: Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                      Present In 1 View:Used By
                      • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                      • Acq Process Stage 2 Final capacitated delay in the acquisition chain
                      Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
                      Default Open Loop Infrastructure Simulation #56
                      A
                      New Defects per turn (Defects/Turn)
                      =
                      New Unallocated Defects/Turn
                      Description: New defects arriving each turn.
                      Present In 1 View:Used By
                      • Defects after Aging New defects left after allocation to Aging
                      • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                      Feedback Loops: 3,683 (79.4%) (+) 1,841  [6,36] (-) 1,842  [4,35]
                      Default Open Loop Infrastructure Simulation #57
                      L
                      New Unallocated Defects (Defects)
                      =
                      Collateral Damage+Defects from all other sources+Installations-Alloc to Aging-Alloc to doubles-Alloc to Firsts-Alloc to singles-Discarding dt + Defects 0
                      Description: All the defects that have not been placed on an infrastructure unit.
                      Present In 1 View:Used ByFeedback Loops: 3,683 (79.4%) (+) 1,841  [6,36] (-) 1,842  [4,35]
                      Default Open Loop Infrastructure Simulation #58
                      LI,C
                      No Defects 0 (Infrastructure Units)
                      = 11
                      Description: Initial value of "At-Work No Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #59
                      C
                      PDN Delay (Turns )
                      = 3
                      Description: Time it takes to fill the production pipeline.
                      Present In 1 View:
                      Used By
                      • Delayed PDN At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #60
                      F,A
                      Producing Intelligence (Steps/Turn)
                      = MIN(
                      Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN))
                      Description: Expected rate at which intelligence production will thwart the terrorist advance.
                      Present In 1 View:Used By
                      • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                      Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                      Default Open Loop Infrastructure Simulation #61
                      DE,F,A
                      Re-installing (Infrastructure Units/Turn)
                      = DELAY FIXED (
                      Takedown with 0 defects+Takedown with one defect, Rehab delay ,Rehab 0/Turn)
                      Description: Two turn delay in the rehab chain
                      Present In 2 Views:Used By
                      • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                      • At-Work No Defects Number of infrastructure units that have no defects.
                      • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                      • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                      Feedback Loops: 2,930 (63.2%) (+) 1,461  [4,36] (-) 1,469  [7,35]
                      Default Open Loop Infrastructure Simulation #62
                      LI,C
                      Ready 0 (Infrastructure Units)
                      = 1
                      Description: Initial value of "Ready to Acquire" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                      Present In 1 View:
                      Used By
                      • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #63
                      L
                      Ready to Acquire (Infrastructure Units)
                      =
                      Breakdowns 1 new defect+Breakdowns 2 new defects+Breakdowns Aging-Starting Acquisition dt + Ready 0
                      Description: Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                      Present In 1 View:Used By
                      • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                      Feedback Loops: 927 (20.0%) (+) 463  [11,32] (-) 464  [2,33]
                      Default Open Loop Infrastructure Simulation #64
                      LI,C
                      Rehab 0 (Infrastructure Units)
                      = 0
                      Description: Initial value of "Infrastructure in Rehab" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                      Present In 1 View:
                      Used By
                      • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                      • Re-installing Two turn delay in the rehab chain
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #65
                      A
                      Rehab alloc to 0 defects (Infrastructure Units/Turn)
                      = MIN(
                      Rehabs after 1 defects,"At-Work 0 defects after breakdowns and arrivals")
                      Description: Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                      Present In 2 Views:Used ByFeedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                      Default Open Loop Infrastructure Simulation #66
                      A
                      Rehab alloc to 1 Defect (Infrastructure Units/Turn)
                      = MIN("
                      Decision: Rehab Infrastr.","At-Work 1 defect after breakdowns")
                      Description: IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                      Present In 2 Views:Used ByFeedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
                      Default Open Loop Infrastructure Simulation #67
                      C
                      Rehab delay (Turns)
                      = 2
                      Description: Length of the rehab delay in turns
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #68
                      A
                      Rehabs after 1 defects (Infrastructure Units/Turn)
                      = "
                      Decision: Rehab Infrastr."-Rehab alloc to 1 Defect
                      Description: Remaining rehab demand after allocations to IUs with 1 defect
                      Present In 1 View:Used By
                      • Rehab alloc to 0 defects Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                      Feedback Loops: 1,383 (29.8%) (+) 691  [9,35] (-) 692  [9,34]
                      Default Open Loop Infrastructure Simulation #69
                      A,T
                      Rel Capacity Lookup (Dmnl)
                      Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1))

                      Description: Specifies the relationship between amount of capacity allocated to the production chain and the expected number of terrorist steps thwarted per turn. The relation is based on empirically estimated probabilities reflecting the arangement of face values on requirement cards and assumed information card production rates. The model here does not represent the delays in the production chain.
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #70
                      A
                      Residual defects per turn (Defects/Turn)
                      =
                      Defects after singles-Defects to doubles
                      Description: New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                      Present In 1 View:Used By
                      • Discarding New defects remaining when all infrastructure is either broken or in rehab will be discarded.
                      Feedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
                      Default Open Loop Infrastructure Simulation #72
                      LI,C
                      Stage 2 0 (Infrastructure Units)
                      = 2
                      Description: Initial value of "Acq Process Stage 2" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #73
                      LI,C
                      Stage1 0 (Infrastructure Units)
                      = 2
                      Description: Initial value of "Acq Process Stage 1" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                      Present In 1 View:
                      Used By
                      • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #74
                      F,A
                      Starting Acquisition (Infrastructure Units/Turn)
                      = MIN(
                      Infra moved per task*Capacity allocated to each stage,Ready to Acquire/Turn)
                      Description: Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                      Present In 1 View:Used By
                      • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                      • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                      Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
                      Default Open Loop Infrastructure Simulation #75
                      F,A
                      Takedown with 0 defects (Infrastructure Units/Turn)
                      =
                      Rehab alloc to 0 defects
                      Description: Rehab rate from available units with no defects.
                      Present In 1 View:Used By
                      • At-Work No Defects Number of infrastructure units that have no defects.
                      • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                      • Re-installing Two turn delay in the rehab chain
                      Feedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                      Default Open Loop Infrastructure Simulation #76
                      F,A
                      Takedown with one defect (Infrastructure Units/Turn)
                      =
                      Rehab alloc to 1 Defect
                      Description: Rehab rate from the pool of available units with one defect.
                      Present In 1 View:Used By
                      • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                      • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                      • Re-installing Two turn delay in the rehab chain
                      Feedback Loops: 2,247 (48.5%) (+) 1,116  [5,36] (-) 1,131  [4,35]
                      Default Open Loop Infrastructure Simulation #77
                      LI,C
                      Threat 0 (Steps)
                      = 6
                      Description: Initial value of "Thread Level" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                      Present In 1 View:
                      Used By
                      • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #78
                      L
                      Threat Level (Steps)
                      = "
                      Increasing Threat (Constant)"-Producing Intelligence dt + Threat 0
                      Description: This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                      Present In 1 View:Used By
                      • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                      Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                      Default Open Loop Infrastructure Simulation #81
                      A
                      Total Breakdowns (Infrastructure Units/Turn)
                      =
                      Breakdowns 1 new defect + Breakdowns 2 new defects + Breakdowns Aging
                      Description: Total number of breakdowns per turn.
                      Present In 2 Views:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                      Default Open Loop Infrastructure Simulation #82
                      C
                      Turn (Turns)
                      = 1
                      Description: 1 Time Unit = 1 Turn in the game simulation
                      Present In 2 Views:
                      Used By
                      • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                      • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                      • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                      • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                      • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                      • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                      • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                      • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                      • New Defects per turn New defects arriving each turn.
                      • Re-installing Two turn delay in the rehab chain
                      • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Top(Module) Decision (3 Variables)
                      Module
                      Group
                      Type
                      Variable Name And Description
                      Decision Open Loop Infrastructure Simulation #20
                      C
                      Decision: Capacity for hiring chain (Tasks/Turn)
                      = 6
                      Description: Capacity devoted to the three-stage hiring chain. A value of 6 will permit 2 personnel units per turn to be hired to replace the two that retire. This will provide a workforce that exceeds 1 personnel unit for each infrastructure unit at work.
                      Present In 1 View:
                      Used By
                      • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Decision Open Loop Infrastructure Simulation #21
                      C
                      Decision: Capacity to Acquisition (Tasks/Turn )
                      = 0
                      Description: Amount of capacity to devote to the acquisition chain. The model will allocate this quantity, if available, before allocating any capacity to production.
                      Present In 1 View:
                      Used By
                      • Capacity to Acquire Infrastructure Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Decision Open Loop Infrastructure Simulation #22
                      C
                      Decision: Rehab Infrastr. (Infrastructure Units/Turn )
                      = 0
                      Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab.
                      Present In 2 Views:
                      Used By
                      • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                      • Rehabs after 1 defects Remaining rehab demand after allocations to IUs with 1 defect
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Top(Module) Default (73 Variables)
                      Module
                      Group
                      Type
                      Variable Name And Description
                      Default Open Loop Infrastructure Simulation #1
                      LI,C
                      1 Defect 0 (Infrastructure Units)
                      = 8
                      Description: Initial value of "At-Work 1 Defect" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #2
                      L
                      Acq Process Stage 1 (Infrastructure Units)
                      =
                      Starting Acquisition-Moving to Stage 2 dt + Stage1 0
                      Description: Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                      Present In 1 View:Used By
                      • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                      Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
                      Default Open Loop Infrastructure Simulation #3
                      L
                      Acq Process Stage 2 (Infrastructure Units)
                      =
                      Moving to Stage 2-Installing dt + Stage 2 0
                      Description: Final capacitated delay in the acquisition chain
                      Present In 1 View:Used By
                      • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                      Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
                      Default Open Loop Infrastructure Simulation #4
                      F,A
                      Alloc to Aging (Defects/Turn)
                      =
                      Defects to aging
                      Description: Rate of defect allocation to aging process.
                      Present In 1 View:Used ByFeedback Loops: 137 (3.0%) (+) 68  [11,34] (-) 69  [4,32]
                      Default Open Loop Infrastructure Simulation #5
                      F,A
                      Alloc to doubles (Defects/Turn)
                      =
                      Defects to doubles
                      Description: Rate of defect allocation to doubles.
                      Present In 2 Views:Used ByFeedback Loops: 3,246 (70.0%) (+) 1,625  [6,36] (-) 1,621  [7,35]
                      Default Open Loop Infrastructure Simulation #6
                      F,A
                      Alloc to Firsts (Defects/Turn)
                      =
                      Defects to firsts
                      Description: Rate of defect allocation to first defect recipients.
                      Present In 2 Views:Used By
                      • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                      • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                      Feedback Loops: 3,453 (74.5%) (+) 1,724  [6,36] (-) 1,729  [4,35]
                      Default Open Loop Infrastructure Simulation #7
                      F,A
                      Alloc to singles (Defects/Turn)
                      =
                      Defects to singles
                      Description: Rate of defect allocation to singles.
                      Present In 2 Views:Used By
                      • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                      • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                      Feedback Loops: 2,494 (53.8%) (+) 1,245  [5,36] (-) 1,249  [4,35]
                      Default Open Loop Infrastructure Simulation #8
                      A
                      At-Work 0 defects after breakdowns and arrivals (Infrastructure Units/Turn)
                      = "
                      At-Work No Defects"/Turn +Installing + "Re-installing" - Getting First Defect
                      Description: Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                      Present In 1 View:Used By
                      • Rehab alloc to 0 defects Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                      Feedback Loops: 1,590 (34.3%) (+) 791  [4,36] (-) 799  [4,35]
                      Default Open Loop Infrastructure Simulation #9
                      L
                      At-Work 1 Defect (Infrastructure Units)
                      =
                      Getting First Defect-Breakdowns 1 new defect-Breakdowns 2 new defects-Breakdowns Aging-Takedown with one defect dt + "1 Defect 0"
                      Description: Infrastructure units that have 1 defect and are still working
                      Present In 2 Views:Used By
                      • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                      • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                      • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                      • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
                      Feedback Loops: 3,863 (83.3%) (+) 1,931  [5,36] (-) 1,932  [2,35]
                      Default Open Loop Infrastructure Simulation #10
                      A
                      At-Work 1 defect after breakdowns (Infrastructure Units/Turn)
                      = "
                      At-Work 1 Defect"/Turn - Breakdowns Aging - Breakdowns 1 new defect - Breakdowns 2 new defects+ Getting First Defect
                      Description: Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                      Present In 1 View:Used By
                      • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                      Feedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
                      Default Open Loop Infrastructure Simulation #11
                      L
                      At-Work No Defects (Infrastructure Units)
                      =
                      Installing+"Re-installing"-Getting First Defect-Takedown with 0 defects dt + No Defects 0
                      Description: Number of infrastructure units that have no defects.
                      Present In 2 Views:Used By
                      • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                      • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                      • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
                      Feedback Loops: 3,515 (75.8%) (+) 1,755  [5,36] (-) 1,760  [4,35]
                      Default Open Loop Infrastructure Simulation #12
                      F,A
                      Breakdowns 1 new defect (Infrastructure Units/Turn)
                      =
                      Alloc to singles*Infra per Defect
                      Description: Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                      Present In 2 Views:Used ByFeedback Loops: 2,338 (50.4%) (+) 1,167  [5,36] (-) 1,171  [4,35]
                      Default Open Loop Infrastructure Simulation #13
                      F,A
                      Breakdowns 2 new defects (Infrastructure Units/Turn)
                      =
                      Alloc to doubles*Infra per Defect
                      Description: Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                      Present In 2 Views:Used ByFeedback Loops: 3,012 (65.0%) (+) 1,508  [6,36] (-) 1,504  [7,35]
                      Default Open Loop Infrastructure Simulation #14
                      F,A
                      Breakdowns Aging (Infrastructure Units/Turn)
                      = "
                      At-Work 1 Defect"/Expected Useful Life for Infrastructure
                      Description: The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                      Present In 2 Views:Used By
                      • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                      • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                      • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                      • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                      • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                      • Total Breakdowns Total number of breakdowns per turn.
                      Feedback Loops: 1,920 (41.4%) (+) 960  [5,36] (-) 960  [2,35]
                      Default Open Loop Infrastructure Simulation #15
                      A
                      Capacity allocated to each stage (Tasks/Turn)
                      =
                      Capacity to Acquire Infrastructure*Fraction allocated
                      Description: The amount of acquisition capacity for each process
                      Present In 1 View:Used By
                      • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                      • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                      • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                      Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                      Default Open Loop Infrastructure Simulation #16
                      A
                      Capacity At Work (Tasks/Turn)
                      = "
                      Infrastructure At-Work"*Infr PDY/Turn
                      Description: Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                      Present In 1 View:Used By
                      • Capacity to Acquire Infrastructure Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                      • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                      Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                      Default Open Loop Infrastructure Simulation #17
                      A
                      Capacity to Acquire Infrastructure (Tasks/Turn)
                      = MIN(
                      Capacity At Work,"Decision: Capacity to Acquisition")
                      Description: Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                      Present In 1 View:Used ByFeedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                      Default Open Loop Infrastructure Simulation #18
                      A
                      Capacity to Produce (Tasks/Turn)
                      = MAX(
                      Capacity At Work-Capacity to Acquire Infrastructure-"Decision: Capacity for hiring chain",Min Capacity)
                      Description: All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                      Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #19
                      F,A
                      Collateral Damage (Defects/Turn)
                      =
                      Total Breakdowns*Defects per BD
                      Description: Defect creation rate due to damage caused by breakdowns
                      Present In 1 View:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                      Default Open Loop Infrastructure Simulation #23
                      LI,C
                      Defects 0 (Defects)
                      = 0
                      Description: Initial value of "New Unallocated Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #24
                      A
                      Defects after Aging (Defects/Turn)
                      =
                      New Defects per turn-Defects to aging
                      Description: New defects left after allocation to Aging
                      Present In 1 View:Used By
                      • Defects after firsts New defects left after allocations to aging and firsts
                      • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                      Feedback Loops: 3,818 (82.3%) (+) 1,909  [6,36] (-) 1,909  [5,35]
                      Default Open Loop Infrastructure Simulation #25
                      A
                      Defects after firsts (Defects/Turn)
                      =
                      Defects after Aging-Defects to firsts
                      Description: New defects left after allocations to aging and firsts
                      Present In 1 View:Used By
                      • Defects after singles New defects after allocations to Aging, firsts, and singles
                      • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                      Feedback Loops: 3,742 (80.7%) (+) 1,869  [7,36] (-) 1,873  [6,35]
                      Default Open Loop Infrastructure Simulation #26
                      A
                      Defects after singles (Defects/Turn)
                      =
                      Defects after firsts-Defects to singles
                      Description: New defects after allocations to Aging, firsts, and singles
                      Present In 1 View:Used By
                      • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                      • Residual defects per turn New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                      Feedback Loops: 2,300 (49.6%) (+) 1,150  [6,36] (-) 1,150  [7,35]
                      Default Open Loop Infrastructure Simulation #27
                      C,F
                      Defects from all other sources (Defects/Turn)
                      = 5
                      Description: Defects accrued per turn from all other sources than breakdowns and installations.
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #28
                      C
                      Defects per BD (Defects/Infrastructure Unit)
                      = 0.5
                      Description: number of defects accrued for each breakdown in a turn
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #29
                      C
                      Defects per Install (Defects/Infrastructure Unit)
                      = 0.5
                      Description: Number of defects accrued per installtion of each new infrastructure unit in a turn
                      Present In 1 View:
                      Used By
                      • Installations Defects per turn accrued as a result of installing new infrastructure.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #30
                      A
                      Defects to aging (Defects/Turn)
                      = MIN(
                      New Defects per turn,Breakdowns Aging/Infra per Defect)
                      Description: Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                      Present In 1 View:Used ByFeedback Loops: 2,046 (44.1%) (+) 1,025  [6,36] (-) 1,021  [4,35]
                      Default Open Loop Infrastructure Simulation #31
                      A
                      Defects to doubles (Defects/Turn)
                      = MIN(
                      Defects after singles,Getting First Defect/Infra per Defect)
                      Description: If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                      Present In 1 View:Used By
                      • Alloc to doubles Rate of defect allocation to doubles.
                      • Residual defects per turn New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                      Feedback Loops: 3,480 (75.0%) (+) 1,742  [6,36] (-) 1,738  [7,35]
                      Default Open Loop Infrastructure Simulation #32
                      A
                      Defects to firsts (Defects/Turn)
                      = MIN(
                      Defects after Aging,("At-Work No Defects"/Turn + Installing + "Re-installing")/Infra per Defect)
                      Description: Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                      Present In 1 View:Used ByFeedback Loops: 4,223 (91.1%) (+) 2,107  [6,36] (-) 2,116  [4,35]
                      Default Open Loop Infrastructure Simulation #33
                      A
                      Defects to singles (Defects/Turn)
                      = MIN(
                      Defects after firsts,("At-Work 1 Defect"/Turn - Breakdowns Aging)/Infra per Defect)
                      Description: Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                      Present In 1 View:Used ByFeedback Loops: 3,412 (73.6%) (+) 1,706  [5,36] (-) 1,706  [4,35]
                      Default Open Loop Infrastructure Simulation #34
                      DE,A
                      Delayed PDN (Dmnl)
                      = DELAY3I(
                      Fraction of Max Capacity, PDN Delay ,0 )
                      Description: At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                      Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #35
                      F,A
                      Discarding (Defects/Turn)
                      =
                      Residual defects per turn
                      Description: New defects remaining when all infrastructure is either broken or in rehab will be discarded.
                      Present In 1 View:Used ByFeedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
                      Default Open Loop Infrastructure Simulation #36
                      C
                      Expected Useful Life for Infrastructure (Turns )
                      = 30
                      Description: Aging of defective but operational infrastructure is modeled here as a first order decay with constant average lifetime. This approximation saves a lot of model complexity. Because players will try to avoid having infrastructure break due to age by putting it into rehab, this expected lifetime will be much larger than 5 turns.
                      Present In 1 View:
                      Used By
                      • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #38
                      C
                      Fraction allocated (Dmnl)
                      = 1/3
                      Description: Fraction of acquisition capacity allocated to each stage
                      Present In 1 View:
                      Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #39
                      A
                      Fraction of Max Capacity (Dmnl)
                      =
                      Capacity to Produce/Max Capacity
                      Description: Fraction of the maximum possible capacity given the number of playing pieces in the game.
                      Present In 1 View:Used By
                      • Delayed PDN At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #40
                      F,A
                      Getting First Defect (Infrastructure Units/Turn)
                      =
                      Alloc to Firsts*Infra per Defect
                      Description: The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                      Present In 2 Views:Used By
                      • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                      • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                      • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                      • At-Work No Defects Number of infrastructure units that have no defects.
                      • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                      Feedback Loops: 2,683 (57.9%) (+) 1,339  [7,36] (-) 1,344  [4,35]
                      Default Open Loop Infrastructure Simulation #41
                      C,F
                      Increasing Threat (Constant) (Steps/Turn)
                      = 1
                      Description: Terrorists advance their status in their 12-step process by 1 step each turn.
                      Present In 1 View:
                      Used By
                      • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #42
                      C
                      Infr PDY (Tasks/Infrastructure Unit)
                      = 2
                      Description: Number of tasks per turn an infrastructure unit will enable. It is assumed here that each working infrastructure unit is associated with a personnel unit having an ability level of 2. Thus each infrastructure unit will enable a capacity of 2 tasks per turn.
                      Present In 1 View:
                      Used By
                      • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #43
                      C
                      Infra moved per task (Infrastructure Units/Task)
                      = 1
                      Description: Number of infrastructure units a single task will move at each stage.
                      Present In 1 View:
                      Used By
                      • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                      • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                      • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #44
                      C
                      Infra per Defect (Infrastructure Units/Defect)
                      = 1
                      Description: Number of infrastructure units one defect will degrade. Included for units conversion.
                      Present In 2 Views:
                      Used By
                      • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                      • Breakdowns 2 new defects Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                      • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                      • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                      • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                      • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                      • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                      Default Open Loop Infrastructure Simulation #45
                      A
                      Infrastructure At-Work (Infrastructure Units)
                      = "
                      At-Work 1 Defect"+"At-Work No Defects"
                      Description: Total Infrasturcture that is available to enable personnel units to generate capacity.
                      Present In 1 View:Used By
                      • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                      Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                      Default Open Loop Infrastructure Simulation #46
                      L
                      Infrastructure in Rehab (Infrastructure Units)
                      =
                      Takedown with 0 defects+Takedown with one defect-"Re-installingdt + Rehab 0
                      Description: Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                      Present In 1 View:Used By
                        Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #48
                        F,A
                        Installations (Defects/Turn)
                        =
                        Installing*Defects per Install
                        Description: Defects per turn accrued as a result of installing new infrastructure.
                        Present In 1 View:Used ByFeedback Loops: 1,466 (31.6%) (+) 733  [13,35] (-) 733  [13,34]
                        Default Open Loop Infrastructure Simulation #49
                        F,A
                        Installing (Infrastructure Units/Turn)
                        = MIN(
                        Acq Process Stage 2/(Turn),Infra moved per task*Capacity allocated to each stage)
                        Description: Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                        Present In 2 Views:Used ByFeedback Loops: 3,876 (83.6%) (+) 1,936  [6,36] (-) 1,940  [2,35]
                        Default Open Loop Infrastructure Simulation #50
                        C
                        Max Capacity (Tasks/Turn)
                        = 48
                        Description: There are 24 infrastructure units in the game. It all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 48 tasks per turn.
                        Present In 1 View:
                        Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #51
                        A
                        Max Step Defeat Rate (Steps/Turn)
                        =
                        Threat Level/Turn
                        Description: Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                        Present In 1 View:Used ByFeedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                        Default Open Loop Infrastructure Simulation #52
                        C
                        Max Steps per Turn (Steps/Turn )
                        = 3.5
                        Description: The maximum number of steps per turn that can be defeated if all infrastructure units are in an at-work status.
                        Present In 1 View:
                        Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #53
                        C
                        Min Capacity (Tasks/Turn)
                        = 0
                        Description: Floor value for capacity.
                        Present In 1 View:
                        Used By
                        • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                        Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #54
                        F,A
                        Moving to Stage 2 (Infrastructure Units/Turn)
                        = MIN(
                        Infra moved per task*Capacity allocated to each stage,Acq Process Stage 1/Turn)
                        Description: Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                        Present In 1 View:Used By
                        • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                        • Acq Process Stage 2 Final capacitated delay in the acquisition chain
                        Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
                        Default Open Loop Infrastructure Simulation #56
                        A
                        New Defects per turn (Defects/Turn)
                        =
                        New Unallocated Defects/Turn
                        Description: New defects arriving each turn.
                        Present In 1 View:Used By
                        • Defects after Aging New defects left after allocation to Aging
                        • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                        Feedback Loops: 3,683 (79.4%) (+) 1,841  [6,36] (-) 1,842  [4,35]
                        Default Open Loop Infrastructure Simulation #57
                        L
                        New Unallocated Defects (Defects)
                        =
                        Collateral Damage+Defects from all other sources+Installations-Alloc to Aging-Alloc to doubles-Alloc to Firsts-Alloc to singles-Discarding dt + Defects 0
                        Description: All the defects that have not been placed on an infrastructure unit.
                        Present In 1 View:Used ByFeedback Loops: 3,683 (79.4%) (+) 1,841  [6,36] (-) 1,842  [4,35]
                        Default Open Loop Infrastructure Simulation #58
                        LI,C
                        No Defects 0 (Infrastructure Units)
                        = 11
                        Description: Initial value of "At-Work No Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                        Present In 1 View:
                        Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #59
                        C
                        PDN Delay (Turns )
                        = 3
                        Description: Time it takes to fill the production pipeline.
                        Present In 1 View:
                        Used By
                        • Delayed PDN At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                        Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #60
                        F,A
                        Producing Intelligence (Steps/Turn)
                        = MIN(
                        Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN))
                        Description: Expected rate at which intelligence production will thwart the terrorist advance.
                        Present In 1 View:Used By
                        • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                        Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                        Default Open Loop Infrastructure Simulation #61
                        DE,F,A
                        Re-installing (Infrastructure Units/Turn)
                        = DELAY FIXED (
                        Takedown with 0 defects+Takedown with one defect, Rehab delay ,Rehab 0/Turn)
                        Description: Two turn delay in the rehab chain
                        Present In 2 Views:Used By
                        • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                        • At-Work No Defects Number of infrastructure units that have no defects.
                        • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                        • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                        Feedback Loops: 2,930 (63.2%) (+) 1,461  [4,36] (-) 1,469  [7,35]
                        Default Open Loop Infrastructure Simulation #62
                        LI,C
                        Ready 0 (Infrastructure Units)
                        = 1
                        Description: Initial value of "Ready to Acquire" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                        Present In 1 View:
                        Used By
                        • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                        Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #63
                        L
                        Ready to Acquire (Infrastructure Units)
                        =
                        Breakdowns 1 new defect+Breakdowns 2 new defects+Breakdowns Aging-Starting Acquisition dt + Ready 0
                        Description: Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                        Present In 1 View:Used By
                        • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                        Feedback Loops: 927 (20.0%) (+) 463  [11,32] (-) 464  [2,33]
                        Default Open Loop Infrastructure Simulation #64
                        LI,C
                        Rehab 0 (Infrastructure Units)
                        = 0
                        Description: Initial value of "Infrastructure in Rehab" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                        Present In 1 View:
                        Used By
                        • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                        • Re-installing Two turn delay in the rehab chain
                        Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #65
                        A
                        Rehab alloc to 0 defects (Infrastructure Units/Turn)
                        = MIN(
                        Rehabs after 1 defects,"At-Work 0 defects after breakdowns and arrivals")
                        Description: Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                        Present In 2 Views:Used ByFeedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                        Default Open Loop Infrastructure Simulation #66
                        A
                        Rehab alloc to 1 Defect (Infrastructure Units/Turn)
                        = MIN("
                        Decision: Rehab Infrastr.","At-Work 1 defect after breakdowns")
                        Description: IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                        Present In 2 Views:Used ByFeedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
                        Default Open Loop Infrastructure Simulation #67
                        C
                        Rehab delay (Turns)
                        = 2
                        Description: Length of the rehab delay in turns
                        Present In 1 View:
                        Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #68
                        A
                        Rehabs after 1 defects (Infrastructure Units/Turn)
                        = "
                        Decision: Rehab Infrastr."-Rehab alloc to 1 Defect
                        Description: Remaining rehab demand after allocations to IUs with 1 defect
                        Present In 1 View:Used By
                        • Rehab alloc to 0 defects Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                        Feedback Loops: 1,383 (29.8%) (+) 691  [9,35] (-) 692  [9,34]
                        Default Open Loop Infrastructure Simulation #69
                        A,T
                        Rel Capacity Lookup (Dmnl)
                        Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1))

                        Description: Specifies the relationship between amount of capacity allocated to the production chain and the expected number of terrorist steps thwarted per turn. The relation is based on empirically estimated probabilities reflecting the arangement of face values on requirement cards and assumed information card production rates. The model here does not represent the delays in the production chain.
                        Present In 1 View:
                        Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #70
                        A
                        Residual defects per turn (Defects/Turn)
                        =
                        Defects after singles-Defects to doubles
                        Description: New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                        Present In 1 View:Used By
                        • Discarding New defects remaining when all infrastructure is either broken or in rehab will be discarded.
                        Feedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
                        Default Open Loop Infrastructure Simulation #72
                        LI,C
                        Stage 2 0 (Infrastructure Units)
                        = 2
                        Description: Initial value of "Acq Process Stage 2" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                        Present In 1 View:
                        Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #73
                        LI,C
                        Stage1 0 (Infrastructure Units)
                        = 2
                        Description: Initial value of "Acq Process Stage 1" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                        Present In 1 View:
                        Used By
                        • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                        Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #74
                        F,A
                        Starting Acquisition (Infrastructure Units/Turn)
                        = MIN(
                        Infra moved per task*Capacity allocated to each stage,Ready to Acquire/Turn)
                        Description: Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                        Present In 1 View:Used By
                        • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                        • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                        Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
                        Default Open Loop Infrastructure Simulation #75
                        F,A
                        Takedown with 0 defects (Infrastructure Units/Turn)
                        =
                        Rehab alloc to 0 defects
                        Description: Rehab rate from available units with no defects.
                        Present In 1 View:Used By
                        • At-Work No Defects Number of infrastructure units that have no defects.
                        • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                        • Re-installing Two turn delay in the rehab chain
                        Feedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                        Default Open Loop Infrastructure Simulation #76
                        F,A
                        Takedown with one defect (Infrastructure Units/Turn)
                        =
                        Rehab alloc to 1 Defect
                        Description: Rehab rate from the pool of available units with one defect.
                        Present In 1 View:Used By
                        • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                        • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                        • Re-installing Two turn delay in the rehab chain
                        Feedback Loops: 2,247 (48.5%) (+) 1,116  [5,36] (-) 1,131  [4,35]
                        Default Open Loop Infrastructure Simulation #77
                        LI,C
                        Threat 0 (Steps)
                        = 6
                        Description: Initial value of "Thread Level" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                        Present In 1 View:
                        Used By
                        • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                        Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Default Open Loop Infrastructure Simulation #78
                        L
                        Threat Level (Steps)
                        = "
                        Increasing Threat (Constant)"-Producing Intelligence dt + Threat 0
                        Description: This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                        Present In 1 View:Used By
                        • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                        Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                        Default Open Loop Infrastructure Simulation #81
                        A
                        Total Breakdowns (Infrastructure Units/Turn)
                        =
                        Breakdowns 1 new defect + Breakdowns 2 new defects + Breakdowns Aging
                        Description: Total number of breakdowns per turn.
                        Present In 2 Views:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                        Default Open Loop Infrastructure Simulation #82
                        C
                        Turn (Turns)
                        = 1
                        Description: 1 Time Unit = 1 Turn in the game simulation
                        Present In 2 Views:
                        Used By
                        • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                        • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                        • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                        • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                        • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                        • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                        • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                        • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                        • New Defects per turn New defects arriving each turn.
                        • Re-installing Two turn delay in the rehab chain
                        • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                        Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                        Top(Type) Level (8 Variables)
                        Module
                        Group
                        Type
                        Variable Name And Description
                        Default Open Loop Infrastructure Simulation #2
                        L
                        Acq Process Stage 1 (Infrastructure Units)
                        =
                        Starting Acquisition-Moving to Stage 2 dt + Stage1 0
                        Description: Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                        Present In 1 View:Used By
                        • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                        Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
                        Default Open Loop Infrastructure Simulation #3
                        L
                        Acq Process Stage 2 (Infrastructure Units)
                        =
                        Moving to Stage 2-Installing dt + Stage 2 0
                        Description: Final capacitated delay in the acquisition chain
                        Present In 1 View:Used By
                        • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                        Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
                        Default Open Loop Infrastructure Simulation #9
                        L
                        At-Work 1 Defect (Infrastructure Units)
                        =
                        Getting First Defect-Breakdowns 1 new defect-Breakdowns 2 new defects-Breakdowns Aging-Takedown with one defect dt + "1 Defect 0"
                        Description: Infrastructure units that have 1 defect and are still working
                        Present In 2 Views:Used By
                        • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                        • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                        • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                        • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
                        Feedback Loops: 3,863 (83.3%) (+) 1,931  [5,36] (-) 1,932  [2,35]
                        Default Open Loop Infrastructure Simulation #11
                        L
                        At-Work No Defects (Infrastructure Units)
                        =
                        Installing+"Re-installing"-Getting First Defect-Takedown with 0 defects dt + No Defects 0
                        Description: Number of infrastructure units that have no defects.
                        Present In 2 Views:Used By
                        • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                        • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                        • Infrastructure At-Work Total Infrasturcture that is available to enable personnel units to generate capacity.
                        Feedback Loops: 3,515 (75.8%) (+) 1,755  [5,36] (-) 1,760  [4,35]
                        Default Open Loop Infrastructure Simulation #46
                        L
                        Infrastructure in Rehab (Infrastructure Units)
                        =
                        Takedown with 0 defects+Takedown with one defect-"Re-installingdt + Rehab 0
                        Description: Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                        Present In 1 View:Used By
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #57
                          L
                          New Unallocated Defects (Defects)
                          =
                          Collateral Damage+Defects from all other sources+Installations-Alloc to Aging-Alloc to doubles-Alloc to Firsts-Alloc to singles-Discarding dt + Defects 0
                          Description: All the defects that have not been placed on an infrastructure unit.
                          Present In 1 View:Used ByFeedback Loops: 3,683 (79.4%) (+) 1,841  [6,36] (-) 1,842  [4,35]
                          Default Open Loop Infrastructure Simulation #63
                          L
                          Ready to Acquire (Infrastructure Units)
                          =
                          Breakdowns 1 new defect+Breakdowns 2 new defects+Breakdowns Aging-Starting Acquisition dt + Ready 0
                          Description: Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                          Present In 1 View:Used By
                          • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                          Feedback Loops: 927 (20.0%) (+) 463  [11,32] (-) 464  [2,33]
                          Default Open Loop Infrastructure Simulation #78
                          L
                          Threat Level (Steps)
                          = "
                          Increasing Threat (Constant)"-Producing Intelligence dt + Threat 0
                          Description: This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                          Present In 1 View:Used By
                          • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                          Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                          Top(Type) Smooth (0 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Top(Type) Delay (2 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Default Open Loop Infrastructure Simulation #34
                          DE,A
                          Delayed PDN (Dmnl)
                          = DELAY3I(
                          Fraction of Max Capacity, PDN Delay ,0 )
                          Description: At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                          Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #61
                          DE,F,A
                          Re-installing (Infrastructure Units/Turn)
                          = DELAY FIXED (
                          Takedown with 0 defects+Takedown with one defect, Rehab delay ,Rehab 0/Turn)
                          Description: Two turn delay in the rehab chain
                          Present In 2 Views:Used By
                          • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                          • At-Work No Defects Number of infrastructure units that have no defects.
                          • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                          • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                          Feedback Loops: 2,930 (63.2%) (+) 1,461  [4,36] (-) 1,469  [7,35]
                          Top(Type) Level Initial (8 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Default Open Loop Infrastructure Simulation #1
                          LI,C
                          1 Defect 0 (Infrastructure Units)
                          = 8
                          Description: Initial value of "At-Work 1 Defect" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #23
                          LI,C
                          Defects 0 (Defects)
                          = 0
                          Description: Initial value of "New Unallocated Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #58
                          LI,C
                          No Defects 0 (Infrastructure Units)
                          = 11
                          Description: Initial value of "At-Work No Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #62
                          LI,C
                          Ready 0 (Infrastructure Units)
                          = 1
                          Description: Initial value of "Ready to Acquire" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used By
                          • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #64
                          LI,C
                          Rehab 0 (Infrastructure Units)
                          = 0
                          Description: Initial value of "Infrastructure in Rehab" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used By
                          • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                          • Re-installing Two turn delay in the rehab chain
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #72
                          LI,C
                          Stage 2 0 (Infrastructure Units)
                          = 2
                          Description: Initial value of "Acq Process Stage 2" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #73
                          LI,C
                          Stage1 0 (Infrastructure Units)
                          = 2
                          Description: Initial value of "Acq Process Stage 1" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used By
                          • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #77
                          LI,C
                          Threat 0 (Steps)
                          = 6
                          Description: Initial value of "Thread Level" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used By
                          • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Top(Type) Initial (0 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Top(Type) Constant (26 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Default Open Loop Infrastructure Simulation #1
                          LI,C
                          1 Defect 0 (Infrastructure Units)
                          = 8
                          Description: Initial value of "At-Work 1 Defect" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Decision Open Loop Infrastructure Simulation #20
                          C
                          Decision: Capacity for hiring chain (Tasks/Turn)
                          = 6
                          Description: Capacity devoted to the three-stage hiring chain. A value of 6 will permit 2 personnel units per turn to be hired to replace the two that retire. This will provide a workforce that exceeds 1 personnel unit for each infrastructure unit at work.
                          Present In 1 View:
                          Used By
                          • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Decision Open Loop Infrastructure Simulation #21
                          C
                          Decision: Capacity to Acquisition (Tasks/Turn )
                          = 0
                          Description: Amount of capacity to devote to the acquisition chain. The model will allocate this quantity, if available, before allocating any capacity to production.
                          Present In 1 View:
                          Used By
                          • Capacity to Acquire Infrastructure Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Decision Open Loop Infrastructure Simulation #22
                          C
                          Decision: Rehab Infrastr. (Infrastructure Units/Turn )
                          = 0
                          Description: Players' policy for taking down infrastructure units for rehabilitation. It represents the players' decisions to sacrifice capacity to do rehab.
                          Present In 2 Views:
                          Used By
                          • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                          • Rehabs after 1 defects Remaining rehab demand after allocations to IUs with 1 defect
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #23
                          LI,C
                          Defects 0 (Defects)
                          = 0
                          Description: Initial value of "New Unallocated Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #27
                          C,F
                          Defects from all other sources (Defects/Turn)
                          = 5
                          Description: Defects accrued per turn from all other sources than breakdowns and installations.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #28
                          C
                          Defects per BD (Defects/Infrastructure Unit)
                          = 0.5
                          Description: number of defects accrued for each breakdown in a turn
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #29
                          C
                          Defects per Install (Defects/Infrastructure Unit)
                          = 0.5
                          Description: Number of defects accrued per installtion of each new infrastructure unit in a turn
                          Present In 1 View:
                          Used By
                          • Installations Defects per turn accrued as a result of installing new infrastructure.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #36
                          C
                          Expected Useful Life for Infrastructure (Turns )
                          = 30
                          Description: Aging of defective but operational infrastructure is modeled here as a first order decay with constant average lifetime. This approximation saves a lot of model complexity. Because players will try to avoid having infrastructure break due to age by putting it into rehab, this expected lifetime will be much larger than 5 turns.
                          Present In 1 View:
                          Used By
                          • Breakdowns Aging The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #38
                          C
                          Fraction allocated (Dmnl)
                          = 1/3
                          Description: Fraction of acquisition capacity allocated to each stage
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #41
                          C,F
                          Increasing Threat (Constant) (Steps/Turn)
                          = 1
                          Description: Terrorists advance their status in their 12-step process by 1 step each turn.
                          Present In 1 View:
                          Used By
                          • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #42
                          C
                          Infr PDY (Tasks/Infrastructure Unit)
                          = 2
                          Description: Number of tasks per turn an infrastructure unit will enable. It is assumed here that each working infrastructure unit is associated with a personnel unit having an ability level of 2. Thus each infrastructure unit will enable a capacity of 2 tasks per turn.
                          Present In 1 View:
                          Used By
                          • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #43
                          C
                          Infra moved per task (Infrastructure Units/Task)
                          = 1
                          Description: Number of infrastructure units a single task will move at each stage.
                          Present In 1 View:
                          Used By
                          • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                          • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                          • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #44
                          C
                          Infra per Defect (Infrastructure Units/Defect)
                          = 1
                          Description: Number of infrastructure units one defect will degrade. Included for units conversion.
                          Present In 2 Views:
                          Used By
                          • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                          • Breakdowns 2 new defects Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                          • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                          • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                          • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                          • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                          • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #50
                          C
                          Max Capacity (Tasks/Turn)
                          = 48
                          Description: There are 24 infrastructure units in the game. It all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 48 tasks per turn.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #52
                          C
                          Max Steps per Turn (Steps/Turn )
                          = 3.5
                          Description: The maximum number of steps per turn that can be defeated if all infrastructure units are in an at-work status.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #53
                          C
                          Min Capacity (Tasks/Turn)
                          = 0
                          Description: Floor value for capacity.
                          Present In 1 View:
                          Used By
                          • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #58
                          LI,C
                          No Defects 0 (Infrastructure Units)
                          = 11
                          Description: Initial value of "At-Work No Defects" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #59
                          C
                          PDN Delay (Turns )
                          = 3
                          Description: Time it takes to fill the production pipeline.
                          Present In 1 View:
                          Used By
                          • Delayed PDN At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #62
                          LI,C
                          Ready 0 (Infrastructure Units)
                          = 1
                          Description: Initial value of "Ready to Acquire" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used By
                          • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #64
                          LI,C
                          Rehab 0 (Infrastructure Units)
                          = 0
                          Description: Initial value of "Infrastructure in Rehab" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used By
                          • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                          • Re-installing Two turn delay in the rehab chain
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #67
                          C
                          Rehab delay (Turns)
                          = 2
                          Description: Length of the rehab delay in turns
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #72
                          LI,C
                          Stage 2 0 (Infrastructure Units)
                          = 2
                          Description: Initial value of "Acq Process Stage 2" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #73
                          LI,C
                          Stage1 0 (Infrastructure Units)
                          = 2
                          Description: Initial value of "Acq Process Stage 1" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used By
                          • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #77
                          LI,C
                          Threat 0 (Steps)
                          = 6
                          Description: Initial value of "Thread Level" stock. Reflects the initial condition of the game board: the agency has been operated for some time under a previous management team. It is not intended to be in equilibrium.
                          Present In 1 View:
                          Used By
                          • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #82
                          C
                          Turn (Turns)
                          = 1
                          Description: 1 Time Unit = 1 Turn in the game simulation
                          Present In 2 Views:
                          Used By
                          • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                          • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                          • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                          • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                          • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                          • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                          • Max Step Defeat Rate Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                          • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                          • New Defects per turn New defects arriving each turn.
                          • Re-installing Two turn delay in the rehab chain
                          • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Top(Type) Flow (20 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Default Open Loop Infrastructure Simulation #4
                          F,A
                          Alloc to Aging (Defects/Turn)
                          =
                          Defects to aging
                          Description: Rate of defect allocation to aging process.
                          Present In 1 View:Used ByFeedback Loops: 137 (3.0%) (+) 68  [11,34] (-) 69  [4,32]
                          Default Open Loop Infrastructure Simulation #5
                          F,A
                          Alloc to doubles (Defects/Turn)
                          =
                          Defects to doubles
                          Description: Rate of defect allocation to doubles.
                          Present In 2 Views:Used ByFeedback Loops: 3,246 (70.0%) (+) 1,625  [6,36] (-) 1,621  [7,35]
                          Default Open Loop Infrastructure Simulation #6
                          F,A
                          Alloc to Firsts (Defects/Turn)
                          =
                          Defects to firsts
                          Description: Rate of defect allocation to first defect recipients.
                          Present In 2 Views:Used By
                          • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                          • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                          Feedback Loops: 3,453 (74.5%) (+) 1,724  [6,36] (-) 1,729  [4,35]
                          Default Open Loop Infrastructure Simulation #7
                          F,A
                          Alloc to singles (Defects/Turn)
                          =
                          Defects to singles
                          Description: Rate of defect allocation to singles.
                          Present In 2 Views:Used By
                          • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                          • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                          Feedback Loops: 2,494 (53.8%) (+) 1,245  [5,36] (-) 1,249  [4,35]
                          Default Open Loop Infrastructure Simulation #12
                          F,A
                          Breakdowns 1 new defect (Infrastructure Units/Turn)
                          =
                          Alloc to singles*Infra per Defect
                          Description: Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                          Present In 2 Views:Used ByFeedback Loops: 2,338 (50.4%) (+) 1,167  [5,36] (-) 1,171  [4,35]
                          Default Open Loop Infrastructure Simulation #13
                          F,A
                          Breakdowns 2 new defects (Infrastructure Units/Turn)
                          =
                          Alloc to doubles*Infra per Defect
                          Description: Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                          Present In 2 Views:Used ByFeedback Loops: 3,012 (65.0%) (+) 1,508  [6,36] (-) 1,504  [7,35]
                          Default Open Loop Infrastructure Simulation #14
                          F,A
                          Breakdowns Aging (Infrastructure Units/Turn)
                          = "
                          At-Work 1 Defect"/Expected Useful Life for Infrastructure
                          Description: The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                          Present In 2 Views:Used By
                          • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                          • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                          • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                          • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                          • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                          • Total Breakdowns Total number of breakdowns per turn.
                          Feedback Loops: 1,920 (41.4%) (+) 960  [5,36] (-) 960  [2,35]
                          Default Open Loop Infrastructure Simulation #19
                          F,A
                          Collateral Damage (Defects/Turn)
                          =
                          Total Breakdowns*Defects per BD
                          Description: Defect creation rate due to damage caused by breakdowns
                          Present In 1 View:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                          Default Open Loop Infrastructure Simulation #27
                          C,F
                          Defects from all other sources (Defects/Turn)
                          = 5
                          Description: Defects accrued per turn from all other sources than breakdowns and installations.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #35
                          F,A
                          Discarding (Defects/Turn)
                          =
                          Residual defects per turn
                          Description: New defects remaining when all infrastructure is either broken or in rehab will be discarded.
                          Present In 1 View:Used ByFeedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
                          Default Open Loop Infrastructure Simulation #40
                          F,A
                          Getting First Defect (Infrastructure Units/Turn)
                          =
                          Alloc to Firsts*Infra per Defect
                          Description: The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                          Present In 2 Views:Used By
                          • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                          • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                          • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                          • At-Work No Defects Number of infrastructure units that have no defects.
                          • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                          Feedback Loops: 2,683 (57.9%) (+) 1,339  [7,36] (-) 1,344  [4,35]
                          Default Open Loop Infrastructure Simulation #41
                          C,F
                          Increasing Threat (Constant) (Steps/Turn)
                          = 1
                          Description: Terrorists advance their status in their 12-step process by 1 step each turn.
                          Present In 1 View:
                          Used By
                          • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #48
                          F,A
                          Installations (Defects/Turn)
                          =
                          Installing*Defects per Install
                          Description: Defects per turn accrued as a result of installing new infrastructure.
                          Present In 1 View:Used ByFeedback Loops: 1,466 (31.6%) (+) 733  [13,35] (-) 733  [13,34]
                          Default Open Loop Infrastructure Simulation #49
                          F,A
                          Installing (Infrastructure Units/Turn)
                          = MIN(
                          Acq Process Stage 2/(Turn),Infra moved per task*Capacity allocated to each stage)
                          Description: Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                          Present In 2 Views:Used ByFeedback Loops: 3,876 (83.6%) (+) 1,936  [6,36] (-) 1,940  [2,35]
                          Default Open Loop Infrastructure Simulation #54
                          F,A
                          Moving to Stage 2 (Infrastructure Units/Turn)
                          = MIN(
                          Infra moved per task*Capacity allocated to each stage,Acq Process Stage 1/Turn)
                          Description: Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                          Present In 1 View:Used By
                          • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                          • Acq Process Stage 2 Final capacitated delay in the acquisition chain
                          Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
                          Default Open Loop Infrastructure Simulation #60
                          F,A
                          Producing Intelligence (Steps/Turn)
                          = MIN(
                          Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN))
                          Description: Expected rate at which intelligence production will thwart the terrorist advance.
                          Present In 1 View:Used By
                          • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                          Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                          Default Open Loop Infrastructure Simulation #61
                          DE,F,A
                          Re-installing (Infrastructure Units/Turn)
                          = DELAY FIXED (
                          Takedown with 0 defects+Takedown with one defect, Rehab delay ,Rehab 0/Turn)
                          Description: Two turn delay in the rehab chain
                          Present In 2 Views:Used By
                          • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                          • At-Work No Defects Number of infrastructure units that have no defects.
                          • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                          • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                          Feedback Loops: 2,930 (63.2%) (+) 1,461  [4,36] (-) 1,469  [7,35]
                          Default Open Loop Infrastructure Simulation #74
                          F,A
                          Starting Acquisition (Infrastructure Units/Turn)
                          = MIN(
                          Infra moved per task*Capacity allocated to each stage,Ready to Acquire/Turn)
                          Description: Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                          Present In 1 View:Used By
                          • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                          • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                          Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
                          Default Open Loop Infrastructure Simulation #75
                          F,A
                          Takedown with 0 defects (Infrastructure Units/Turn)
                          =
                          Rehab alloc to 0 defects
                          Description: Rehab rate from available units with no defects.
                          Present In 1 View:Used By
                          • At-Work No Defects Number of infrastructure units that have no defects.
                          • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                          • Re-installing Two turn delay in the rehab chain
                          Feedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                          Default Open Loop Infrastructure Simulation #76
                          F,A
                          Takedown with one defect (Infrastructure Units/Turn)
                          =
                          Rehab alloc to 1 Defect
                          Description: Rehab rate from the pool of available units with one defect.
                          Present In 1 View:Used By
                          • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                          • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                          • Re-installing Two turn delay in the rehab chain
                          Feedback Loops: 2,247 (48.5%) (+) 1,116  [5,36] (-) 1,131  [4,35]
                          Top(Type) Auxiliary (42 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Default Open Loop Infrastructure Simulation #4
                          F,A
                          Alloc to Aging (Defects/Turn)
                          =
                          Defects to aging
                          Description: Rate of defect allocation to aging process.
                          Present In 1 View:Used ByFeedback Loops: 137 (3.0%) (+) 68  [11,34] (-) 69  [4,32]
                          Default Open Loop Infrastructure Simulation #5
                          F,A
                          Alloc to doubles (Defects/Turn)
                          =
                          Defects to doubles
                          Description: Rate of defect allocation to doubles.
                          Present In 2 Views:Used ByFeedback Loops: 3,246 (70.0%) (+) 1,625  [6,36] (-) 1,621  [7,35]
                          Default Open Loop Infrastructure Simulation #6
                          F,A
                          Alloc to Firsts (Defects/Turn)
                          =
                          Defects to firsts
                          Description: Rate of defect allocation to first defect recipients.
                          Present In 2 Views:Used By
                          • Getting First Defect The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                          • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                          Feedback Loops: 3,453 (74.5%) (+) 1,724  [6,36] (-) 1,729  [4,35]
                          Default Open Loop Infrastructure Simulation #7
                          F,A
                          Alloc to singles (Defects/Turn)
                          =
                          Defects to singles
                          Description: Rate of defect allocation to singles.
                          Present In 2 Views:Used By
                          • Breakdowns 1 new defect Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                          • New Unallocated Defects All the defects that have not been placed on an infrastructure unit.
                          Feedback Loops: 2,494 (53.8%) (+) 1,245  [5,36] (-) 1,249  [4,35]
                          Default Open Loop Infrastructure Simulation #8
                          A
                          At-Work 0 defects after breakdowns and arrivals (Infrastructure Units/Turn)
                          = "
                          At-Work No Defects"/Turn +Installing + "Re-installing" - Getting First Defect
                          Description: Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                          Present In 1 View:Used By
                          • Rehab alloc to 0 defects Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                          Feedback Loops: 1,590 (34.3%) (+) 791  [4,36] (-) 799  [4,35]
                          Default Open Loop Infrastructure Simulation #10
                          A
                          At-Work 1 defect after breakdowns (Infrastructure Units/Turn)
                          = "
                          At-Work 1 Defect"/Turn - Breakdowns Aging - Breakdowns 1 new defect - Breakdowns 2 new defects+ Getting First Defect
                          Description: Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                          Present In 1 View:Used By
                          • Rehab alloc to 1 Defect IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                          Feedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
                          Default Open Loop Infrastructure Simulation #12
                          F,A
                          Breakdowns 1 new defect (Infrastructure Units/Turn)
                          =
                          Alloc to singles*Infra per Defect
                          Description: Breakdowns per turn due to players allocating one defect to units that would otherwise have survived during the current turn.
                          Present In 2 Views:Used ByFeedback Loops: 2,338 (50.4%) (+) 1,167  [5,36] (-) 1,171  [4,35]
                          Default Open Loop Infrastructure Simulation #13
                          F,A
                          Breakdowns 2 new defects (Infrastructure Units/Turn)
                          =
                          Alloc to doubles*Infra per Defect
                          Description: Breakdowns per turn due to players allocating 2 defects to the same unit in one turn.
                          Present In 2 Views:Used ByFeedback Loops: 3,012 (65.0%) (+) 1,508  [6,36] (-) 1,504  [7,35]
                          Default Open Loop Infrastructure Simulation #14
                          F,A
                          Breakdowns Aging (Infrastructure Units/Turn)
                          = "
                          At-Work 1 Defect"/Expected Useful Life for Infrastructure
                          Description: The first priority in allocating defects is to put one defect on each unit that already has a defect and has reached the end of its useful life (so that it will break anyway). Each such allocation eliminates a defect with no additional breakdowns this turn.
                          Present In 2 Views:Used By
                          • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                          • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                          • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                          • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                          • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                          • Total Breakdowns Total number of breakdowns per turn.
                          Feedback Loops: 1,920 (41.4%) (+) 960  [5,36] (-) 960  [2,35]
                          Default Open Loop Infrastructure Simulation #15
                          A
                          Capacity allocated to each stage (Tasks/Turn)
                          =
                          Capacity to Acquire Infrastructure*Fraction allocated
                          Description: The amount of acquisition capacity for each process
                          Present In 1 View:Used By
                          • Installing Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                          • Moving to Stage 2 Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                          • Starting Acquisition Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                          Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                          Default Open Loop Infrastructure Simulation #16
                          A
                          Capacity At Work (Tasks/Turn)
                          = "
                          Infrastructure At-Work"*Infr PDY/Turn
                          Description: Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                          Present In 1 View:Used By
                          • Capacity to Acquire Infrastructure Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                          • Capacity to Produce All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                          Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                          Default Open Loop Infrastructure Simulation #17
                          A
                          Capacity to Acquire Infrastructure (Tasks/Turn)
                          = MIN(
                          Capacity At Work,"Decision: Capacity to Acquisition")
                          Description: Equals the amount of capacity the players have given to the acquisition chain. If that much capacity does not exist, as much as possible is allocated to acquisition. We have not connected the influence of Game Over pressure on the actual decision here.
                          Present In 1 View:Used ByFeedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                          Default Open Loop Infrastructure Simulation #18
                          A
                          Capacity to Produce (Tasks/Turn)
                          = MAX(
                          Capacity At Work-Capacity to Acquire Infrastructure-"Decision: Capacity for hiring chain",Min Capacity)
                          Description: All remaining capacity after allocation to the acquisition chain and to the personnel hiring chain is allocated to production.
                          Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #19
                          F,A
                          Collateral Damage (Defects/Turn)
                          =
                          Total Breakdowns*Defects per BD
                          Description: Defect creation rate due to damage caused by breakdowns
                          Present In 1 View:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                          Default Open Loop Infrastructure Simulation #24
                          A
                          Defects after Aging (Defects/Turn)
                          =
                          New Defects per turn-Defects to aging
                          Description: New defects left after allocation to Aging
                          Present In 1 View:Used By
                          • Defects after firsts New defects left after allocations to aging and firsts
                          • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                          Feedback Loops: 3,818 (82.3%) (+) 1,909  [6,36] (-) 1,909  [5,35]
                          Default Open Loop Infrastructure Simulation #25
                          A
                          Defects after firsts (Defects/Turn)
                          =
                          Defects after Aging-Defects to firsts
                          Description: New defects left after allocations to aging and firsts
                          Present In 1 View:Used By
                          • Defects after singles New defects after allocations to Aging, firsts, and singles
                          • Defects to singles Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                          Feedback Loops: 3,742 (80.7%) (+) 1,869  [7,36] (-) 1,873  [6,35]
                          Default Open Loop Infrastructure Simulation #26
                          A
                          Defects after singles (Defects/Turn)
                          =
                          Defects after firsts-Defects to singles
                          Description: New defects after allocations to Aging, firsts, and singles
                          Present In 1 View:Used By
                          • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                          • Residual defects per turn New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                          Feedback Loops: 2,300 (49.6%) (+) 1,150  [6,36] (-) 1,150  [7,35]
                          Default Open Loop Infrastructure Simulation #30
                          A
                          Defects to aging (Defects/Turn)
                          = MIN(
                          New Defects per turn,Breakdowns Aging/Infra per Defect)
                          Description: Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                          Present In 1 View:Used ByFeedback Loops: 2,046 (44.1%) (+) 1,025  [6,36] (-) 1,021  [4,35]
                          Default Open Loop Infrastructure Simulation #31
                          A
                          Defects to doubles (Defects/Turn)
                          = MIN(
                          Defects after singles,Getting First Defect/Infra per Defect)
                          Description: If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                          Present In 1 View:Used By
                          • Alloc to doubles Rate of defect allocation to doubles.
                          • Residual defects per turn New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                          Feedback Loops: 3,480 (75.0%) (+) 1,742  [6,36] (-) 1,738  [7,35]
                          Default Open Loop Infrastructure Simulation #32
                          A
                          Defects to firsts (Defects/Turn)
                          = MIN(
                          Defects after Aging,("At-Work No Defects"/Turn + Installing + "Re-installing")/Infra per Defect)
                          Description: Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                          Present In 1 View:Used ByFeedback Loops: 4,223 (91.1%) (+) 2,107  [6,36] (-) 2,116  [4,35]
                          Default Open Loop Infrastructure Simulation #33
                          A
                          Defects to singles (Defects/Turn)
                          = MIN(
                          Defects after firsts,("At-Work 1 Defect"/Turn - Breakdowns Aging)/Infra per Defect)
                          Description: Defects per turn allocated to infrastructure that has one defect already but has not yet reached the end of its useful life. Each of these defects causes a breakdown.
                          Present In 1 View:Used ByFeedback Loops: 3,412 (73.6%) (+) 1,706  [5,36] (-) 1,706  [4,35]
                          Default Open Loop Infrastructure Simulation #34
                          DE,A
                          Delayed PDN (Dmnl)
                          = DELAY3I(
                          Fraction of Max Capacity, PDN Delay ,0 )
                          Description: At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                          Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #35
                          F,A
                          Discarding (Defects/Turn)
                          =
                          Residual defects per turn
                          Description: New defects remaining when all infrastructure is either broken or in rehab will be discarded.
                          Present In 1 View:Used ByFeedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
                          Default Open Loop Infrastructure Simulation #39
                          A
                          Fraction of Max Capacity (Dmnl)
                          =
                          Capacity to Produce/Max Capacity
                          Description: Fraction of the maximum possible capacity given the number of playing pieces in the game.
                          Present In 1 View:Used By
                          • Delayed PDN At the start of the game, the production line is almost empty. It will take some time to fill before it can produce intelligence at the average rate.
                          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #40
                          F,A
                          Getting First Defect (Infrastructure Units/Turn)
                          =
                          Alloc to Firsts*Infra per Defect
                          Description: The second priority, after allocating to units that are going to break this turn anyway, is to put one defect each on units with no defects. That way, no breakdowns will occur among those units this turn.
                          Present In 2 Views:Used By
                          • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                          • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                          • At-Work 1 defect after breakdowns Infrasturcture units available to rehab per turn after defects have been distributed and breakdowns have happened
                          • At-Work No Defects Number of infrastructure units that have no defects.
                          • Defects to doubles If there are so many defects to allocate that all infrastructure originally with zero defects gets one and all infrastructure originally with one defect gets one and still some are left, then these must be distributed to the units that originally had zero defects. Any residual beyond that will be discarded because all infrastructure except any in rehab will now be broken.
                          Feedback Loops: 2,683 (57.9%) (+) 1,339  [7,36] (-) 1,344  [4,35]
                          Default Open Loop Infrastructure Simulation #45
                          A
                          Infrastructure At-Work (Infrastructure Units)
                          = "
                          At-Work 1 Defect"+"At-Work No Defects"
                          Description: Total Infrasturcture that is available to enable personnel units to generate capacity.
                          Present In 1 View:Used By
                          • Capacity At Work Capacity generated by all the working infrastructure units. This is the total number of tasks the system can perform per turn.
                          Feedback Loops: 2,949 (63.6%) (+) 1,473  [6,36] (-) 1,476  [9,35]
                          Default Open Loop Infrastructure Simulation #48
                          F,A
                          Installations (Defects/Turn)
                          =
                          Installing*Defects per Install
                          Description: Defects per turn accrued as a result of installing new infrastructure.
                          Present In 1 View:Used ByFeedback Loops: 1,466 (31.6%) (+) 733  [13,35] (-) 733  [13,34]
                          Default Open Loop Infrastructure Simulation #49
                          F,A
                          Installing (Infrastructure Units/Turn)
                          = MIN(
                          Acq Process Stage 2/(Turn),Infra moved per task*Capacity allocated to each stage)
                          Description: Rate of new installtions of infrastructure units. The capacity to acquire infrastructure is assumed to be allocated equally among the 3 stages of the acquisition chain.
                          Present In 2 Views:Used ByFeedback Loops: 3,876 (83.6%) (+) 1,936  [6,36] (-) 1,940  [2,35]
                          Default Open Loop Infrastructure Simulation #51
                          A
                          Max Step Defeat Rate (Steps/Turn)
                          =
                          Threat Level/Turn
                          Description: Number of steps that can be reversed in a turn limited by the current number of steps accomplished by the terorists.
                          Present In 1 View:Used ByFeedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                          Default Open Loop Infrastructure Simulation #54
                          F,A
                          Moving to Stage 2 (Infrastructure Units/Turn)
                          = MIN(
                          Infra moved per task*Capacity allocated to each stage,Acq Process Stage 1/Turn)
                          Description: Rate of infrastructure movement from stage 1 to stage 2. Capacity to acquire infrastructure is allocated evenly to all three processes in the chain.
                          Present In 1 View:Used By
                          • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                          • Acq Process Stage 2 Final capacitated delay in the acquisition chain
                          Feedback Loops: 2,893 (62.4%) (+) 1,445  [8,36] (-) 1,448  [2,35]
                          Default Open Loop Infrastructure Simulation #56
                          A
                          New Defects per turn (Defects/Turn)
                          =
                          New Unallocated Defects/Turn
                          Description: New defects arriving each turn.
                          Present In 1 View:Used By
                          • Defects after Aging New defects left after allocation to Aging
                          • Defects to aging Unallocated defects per turn are first distributed by players putting defects on infrastructure that has one defect already and has reached the end of its useful life. Such infrastructure would break anyway even without the new defect.
                          Feedback Loops: 3,683 (79.4%) (+) 1,841  [6,36] (-) 1,842  [4,35]
                          Default Open Loop Infrastructure Simulation #60
                          F,A
                          Producing Intelligence (Steps/Turn)
                          = MIN(
                          Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN))
                          Description: Expected rate at which intelligence production will thwart the terrorist advance.
                          Present In 1 View:Used By
                          • Threat Level This stock tracks the steps of the terrorist process that have been accomplished so far. Production and use of intelligence will decrease its level.
                          Feedback Loops: 1 (0.0%) (+) 0  [0,0] (-) 1  [3,3]
                          Default Open Loop Infrastructure Simulation #61
                          DE,F,A
                          Re-installing (Infrastructure Units/Turn)
                          = DELAY FIXED (
                          Takedown with 0 defects+Takedown with one defect, Rehab delay ,Rehab 0/Turn)
                          Description: Two turn delay in the rehab chain
                          Present In 2 Views:Used By
                          • At-Work 0 defects after breakdowns and arrivals Infrastructure units with no defects that are available after defects have been distribuited and installations, re-installations have happened.
                          • At-Work No Defects Number of infrastructure units that have no defects.
                          • Defects to firsts Defects per turn allocated by players to infrastructure that does not have any defects. These defects do not cause a breakdown.
                          • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                          Feedback Loops: 2,930 (63.2%) (+) 1,461  [4,36] (-) 1,469  [7,35]
                          Default Open Loop Infrastructure Simulation #65
                          A
                          Rehab alloc to 0 defects (Infrastructure Units/Turn)
                          = MIN(
                          Rehabs after 1 defects,"At-Work 0 defects after breakdowns and arrivals")
                          Description: Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                          Present In 2 Views:Used ByFeedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                          Default Open Loop Infrastructure Simulation #66
                          A
                          Rehab alloc to 1 Defect (Infrastructure Units/Turn)
                          = MIN("
                          Decision: Rehab Infrastr.","At-Work 1 defect after breakdowns")
                          Description: IUs with 1 defect (after defect allocation and breakdowns) that players have decided to put in rehab during the current turn.
                          Present In 2 Views:Used ByFeedback Loops: 3,630 (78.3%) (+) 1,807  [5,36] (-) 1,823  [4,35]
                          Default Open Loop Infrastructure Simulation #68
                          A
                          Rehabs after 1 defects (Infrastructure Units/Turn)
                          = "
                          Decision: Rehab Infrastr."-Rehab alloc to 1 Defect
                          Description: Remaining rehab demand after allocations to IUs with 1 defect
                          Present In 1 View:Used By
                          • Rehab alloc to 0 defects Rehabs allocated to zero defect units . This is frequently done by players who want to move an infrastructure unit from one office to another. Rehab requests in excess of infrastructure units available to rehab are ignored.
                          Feedback Loops: 1,383 (29.8%) (+) 691  [9,35] (-) 692  [9,34]
                          Default Open Loop Infrastructure Simulation #69
                          A,T
                          Rel Capacity Lookup (Dmnl)
                          Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1))

                          Description: Specifies the relationship between amount of capacity allocated to the production chain and the expected number of terrorist steps thwarted per turn. The relation is based on empirically estimated probabilities reflecting the arangement of face values on requirement cards and assumed information card production rates. The model here does not represent the delays in the production chain.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                          Default Open Loop Infrastructure Simulation #70
                          A
                          Residual defects per turn (Defects/Turn)
                          =
                          Defects after singles-Defects to doubles
                          Description: New defects remaining after all other allocations. This should be zero unless there is no infrastructure left except in the rehab chain.
                          Present In 1 View:Used By
                          • Discarding New defects remaining when all infrastructure is either broken or in rehab will be discarded.
                          Feedback Loops: 258 (5.6%) (+) 129  [8,33] (-) 129  [7,32]
                          Default Open Loop Infrastructure Simulation #74
                          F,A
                          Starting Acquisition (Infrastructure Units/Turn)
                          = MIN(
                          Infra moved per task*Capacity allocated to each stage,Ready to Acquire/Turn)
                          Description: Rate at which infrastructure units enter the acquisition chain. The rate is limited by the availability of infrastructure units that are ready to acquire and the capacity to start the acquisition. The capacity allocated to acquiring infrastructure is assumed to be allocated equally among the three processes in the acquisition chain.
                          Present In 1 View:Used By
                          • Acq Process Stage 1 Second stage of the three stage acquisition chain. All transitions between stages are limited by available capacity at that flow.
                          • Ready to Acquire Number of infrastructure units that are ready to enter the acquisition capacitated pipeline.
                          Feedback Loops: 1,910 (41.2%) (+) 954  [10,36] (-) 956  [2,35]
                          Default Open Loop Infrastructure Simulation #75
                          F,A
                          Takedown with 0 defects (Infrastructure Units/Turn)
                          =
                          Rehab alloc to 0 defects
                          Description: Rehab rate from available units with no defects.
                          Present In 1 View:Used By
                          • At-Work No Defects Number of infrastructure units that have no defects.
                          • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                          • Re-installing Two turn delay in the rehab chain
                          Feedback Loops: 2,973 (64.1%) (+) 1,482  [4,36] (-) 1,491  [4,35]
                          Default Open Loop Infrastructure Simulation #76
                          F,A
                          Takedown with one defect (Infrastructure Units/Turn)
                          =
                          Rehab alloc to 1 Defect
                          Description: Rehab rate from the pool of available units with one defect.
                          Present In 1 View:Used By
                          • At-Work 1 Defect Infrastructure units that have 1 defect and are still working
                          • Infrastructure in Rehab Number of infrastructure units in a two-turn rehabilitation material delay. The rehab decision happens each turn after installations, re-installations, defect allocation, and breakdowns have happened. Thus it represents an investment for the future. The rehab process removes one defect from an infrastructure unit if present. Units emerging from rehab are re-installed without collateral damage into any office. Units in rehab emerge with the same useful life they had when they entered rehab.
                          • Re-installing Two turn delay in the rehab chain
                          Feedback Loops: 2,247 (48.5%) (+) 1,116  [5,36] (-) 1,131  [4,35]
                          Default Open Loop Infrastructure Simulation #81
                          A
                          Total Breakdowns (Infrastructure Units/Turn)
                          =
                          Breakdowns 1 new defect + Breakdowns 2 new defects + Breakdowns Aging
                          Description: Total number of breakdowns per turn.
                          Present In 2 Views:Used ByFeedback Loops: 662 (14.3%) (+) 331  [9,36] (-) 331  [10,35]
                          Top(Type) Subscripts (0 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Top(Type) Data (0 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Top(Type) Game (0 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Top(Type) Lookup (1 Variables)
                          Module
                          Group
                          Type
                          Variable Name And Description
                          Default Open Loop Infrastructure Simulation #69
                          A,T
                          Rel Capacity Lookup (Dmnl)
                          Rel Capacity Lookup([(0,0)-(1,1)],(0,0),(0.18,0),(0.25,0.20614),(0.30581,0.328947),(0.394495,0.495614),(0.550459,0.70614),(0.70948,0.846491),(0.920489,0.982456),(1,1))

                          Description: Specifies the relationship between amount of capacity allocated to the production chain and the expected number of terrorist steps thwarted per turn. The relation is based on empirically estimated probabilities reflecting the arangement of face values on requirement cards and assumed information card production rates. The model here does not represent the delays in the production chain.
                          Present In 1 View:
                          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]


                          Top

                          Quick Links:  A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z 

                          All Variables (80)

                          Module
                          Group
                          Type
                          Variable
                          DefaultOpen Loop Infrastructure SimulationLI,C1 Defect 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLAcq Process Stage 1 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLAcq Process Stage 2 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to Aging (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to doubles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to Firsts (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to singles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationAAt-Work 0 defects after breakdowns and arrivals (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationLAt-Work 1 Defect (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationAAt-Work 1 defect after breakdowns (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationLAt-Work No Defects (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationF,ABreakdowns 1 new defect (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,ABreakdowns 2 new defects (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,ABreakdowns Aging (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationACapacity allocated to each stage (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationACapacity At Work (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationACapacity to Acquire Infrastructure (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationACapacity to Produce (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,ACollateral Damage (Defects/Turn)
                          DecisionOpen Loop Infrastructure SimulationCDecision: Capacity for hiring chain (Tasks/Turn)
                          DecisionOpen Loop Infrastructure SimulationCDecision: Capacity to Acquisition (Tasks/Turn )
                          DecisionOpen Loop Infrastructure SimulationCDecision: Rehab Infrastr. (Infrastructure Units/Turn )
                          DefaultOpen Loop Infrastructure SimulationLI,CDefects 0 (Defects)
                          DefaultOpen Loop Infrastructure SimulationADefects after Aging (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects after firsts (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects after singles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationC,FDefects from all other sources (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationCDefects per BD (Defects/Infrastructure Unit)
                          DefaultOpen Loop Infrastructure SimulationCDefects per Install (Defects/Infrastructure Unit)
                          DefaultOpen Loop Infrastructure SimulationADefects to aging (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects to doubles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects to firsts (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects to singles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationDE,ADelayed PDN (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationF,ADiscarding (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationCExpected Useful Life for Infrastructure (Turns )
                          Default.ControlCFINAL TIME (Turn)
                          DefaultOpen Loop Infrastructure SimulationCFraction allocated (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationAFraction of Max Capacity (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationF,AGetting First Defect (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationC,FIncreasing Threat (Constant) (Steps/Turn)
                          DefaultOpen Loop Infrastructure SimulationCInfr PDY (Tasks/Infrastructure Unit)
                          DefaultOpen Loop Infrastructure SimulationCInfra moved per task (Infrastructure Units/Task)
                          DefaultOpen Loop Infrastructure SimulationCInfra per Defect (Infrastructure Units/Defect)
                          DefaultOpen Loop Infrastructure SimulationAInfrastructure At-Work (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLInfrastructure in Rehab (Infrastructure Units)
                          Default.ControlCINITIAL TIME (Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AInstallations (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AInstalling (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationCMax Capacity (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationAMax Step Defeat Rate (Steps/Turn)
                          DefaultOpen Loop Infrastructure SimulationCMax Steps per Turn (Steps/Turn )
                          DefaultOpen Loop Infrastructure SimulationCMin Capacity (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AMoving to Stage 2 (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationANew Defects per turn (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationLNew Unallocated Defects (Defects)
                          DefaultOpen Loop Infrastructure SimulationLI,CNo Defects 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationCPDN Delay (Turns )
                          DefaultOpen Loop Infrastructure SimulationF,AProducing Intelligence (Steps/Turn)
                          DefaultOpen Loop Infrastructure SimulationDE,F,ARe-installing (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationLI,CReady 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLReady to Acquire (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLI,CRehab 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationARehab alloc to 0 defects (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationARehab alloc to 1 Defect (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationCRehab delay (Turns)
                          DefaultOpen Loop Infrastructure SimulationARehabs after 1 defects (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationA,TRel Capacity Lookup (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationAResidual defects per turn (Defects/Turn)
                          Default.ControlASAVEPER (Turn )
                          DefaultOpen Loop Infrastructure SimulationLI,CStage 2 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLI,CStage1 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationF,AStarting Acquisition (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,ATakedown with 0 defects (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,ATakedown with one defect (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationLI,CThreat 0 (Steps)
                          DefaultOpen Loop Infrastructure SimulationLThreat Level (Steps)
                          Default.ControlCTIME STEP (Turn )
                          DefaultOpen Loop Infrastructure SimulationATotal Breakdowns (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationCTurn (Turns)



                          Top

                          Undocumented Variables (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Quick Links:  A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z 

                          Supplementary Variables (1)

                          Module
                          Group
                          Type
                          Variable
                          DefaultOpen Loop Infrastructure SimulationLInfrastructure in Rehab (Infrastructure Units)



                          Top

                          Supplementary Variables Being Used (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Unused Variables (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Quick Links:  A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z 

                          Stock Variables (8)

                          Module
                          Group
                          Type
                          Variable
                          DefaultOpen Loop Infrastructure SimulationLAcq Process Stage 1 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLAcq Process Stage 2 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLAt-Work 1 Defect (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLAt-Work No Defects (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLInfrastructure in Rehab (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLNew Unallocated Defects (Defects)
                          DefaultOpen Loop Infrastructure SimulationLReady to Acquire (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLThreat Level (Steps)



                          Top

                          Equations With Embedded Data (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Nonmonotonic Lookup Functions (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Non-Zero End Sloped Lookup Functions (1)

                          Module
                          Group
                          Type
                          Variable
                          Non-Zero
                          DefaultOpen Loop Infrastructure SimulationA,TRel Capacity Lookup (Dmnl)Right


                          Top

                          Cascading Lookup Functions (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Equations With Step Pulse Or Related Functions (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Equations With If Then Else Functions (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Quick Links:  A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z 

                          Equations With Min Or Max Functions (12)

                          Module
                          Group
                          Type
                          Variable
                          DefaultOpen Loop Infrastructure SimulationACapacity to Acquire Infrastructure (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationACapacity to Produce (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects to aging (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects to doubles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects to firsts (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects to singles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AInstalling (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AMoving to Stage 2 (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AProducing Intelligence (Steps/Turn)
                          DefaultOpen Loop Infrastructure SimulationARehab alloc to 0 defects (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationARehab alloc to 1 Defect (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AStarting Acquisition (Infrastructure Units/Turn)



                          Top

                          Complex Variable (Richardson's Rule Threshold = 3) (15)

                          Module
                          Group
                          Type
                          Variable
                          Complexity
                          DefaultOpen Loop Infrastructure SimulationACapacity to Produce (Tasks/Turn)4
                          DefaultOpen Loop Infrastructure SimulationLInfrastructure in Rehab (Infrastructure Units)4
                          DefaultOpen Loop Infrastructure SimulationF,AInstalling (Infrastructure Units/Turn)4
                          DefaultOpen Loop Infrastructure SimulationF,AMoving to Stage 2 (Infrastructure Units/Turn)4
                          DefaultOpen Loop Infrastructure SimulationF,AProducing Intelligence (Steps/Turn)4
                          DefaultOpen Loop Infrastructure SimulationF,AStarting Acquisition (Infrastructure Units/Turn)4
                          DefaultOpen Loop Infrastructure SimulationAAt-Work 0 defects after breakdowns and arrivals (Infrastructure Units/Turn)5
                          DefaultOpen Loop Infrastructure SimulationLAt-Work No Defects (Infrastructure Units)5
                          DefaultOpen Loop Infrastructure SimulationADefects to singles (Defects/Turn)5
                          DefaultOpen Loop Infrastructure SimulationDE,F,ARe-installing (Infrastructure Units/Turn)5
                          DefaultOpen Loop Infrastructure SimulationLReady to Acquire (Infrastructure Units)5
                          DefaultOpen Loop Infrastructure SimulationLAt-Work 1 Defect (Infrastructure Units)6
                          DefaultOpen Loop Infrastructure SimulationAAt-Work 1 defect after breakdowns (Infrastructure Units/Turn)6
                          DefaultOpen Loop Infrastructure SimulationADefects to firsts (Defects/Turn)6
                          DefaultOpen Loop Infrastructure SimulationLNew Unallocated Defects (Defects)9


                          Top

                          Complex Stock (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Quick Links:  A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z 

                          State Variables (10)

                          Module
                          Group
                          Type
                          Variable
                          DefaultOpen Loop Infrastructure SimulationLAcq Process Stage 1 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLAcq Process Stage 2 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLAt-Work 1 Defect (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLAt-Work No Defects (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationDE,ADelayed PDN (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationLInfrastructure in Rehab (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLNew Unallocated Defects (Defects)
                          DefaultOpen Loop Infrastructure SimulationDE,F,ARe-installing (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationLReady to Acquire (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLThreat Level (Steps)



                          Top

                          Variables With Source Information (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Quick Links:  A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z 

                          Variables With Dimensionless Units (4)

                          Module
                          Group
                          Type
                          Variable
                          DefaultOpen Loop Infrastructure SimulationDE,ADelayed PDN (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationCFraction allocated (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationAFraction of Max Capacity (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationA,TRel Capacity Lookup (Dmnl)



                          Top

                          Quick Links:  A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z 

                          Variables without Predefined Min or Max Values (76)

                          Module
                          Group
                          Type
                          Variable
                          DefaultOpen Loop Infrastructure SimulationLI,C1 Defect 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLAcq Process Stage 1 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLAcq Process Stage 2 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to Aging (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to doubles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to Firsts (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to singles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationAAt-Work 0 defects after breakdowns and arrivals (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationLAt-Work 1 Defect (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationAAt-Work 1 defect after breakdowns (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationLAt-Work No Defects (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationF,ABreakdowns 1 new defect (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,ABreakdowns 2 new defects (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,ABreakdowns Aging (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationACapacity allocated to each stage (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationACapacity At Work (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationACapacity to Acquire Infrastructure (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationACapacity to Produce (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,ACollateral Damage (Defects/Turn)
                          DecisionOpen Loop Infrastructure SimulationCDecision: Capacity for hiring chain (Tasks/Turn)
                          DecisionOpen Loop Infrastructure SimulationCDecision: Capacity to Acquisition (Tasks/Turn )
                          DecisionOpen Loop Infrastructure SimulationCDecision: Rehab Infrastr. (Infrastructure Units/Turn )
                          DefaultOpen Loop Infrastructure SimulationLI,CDefects 0 (Defects)
                          DefaultOpen Loop Infrastructure SimulationADefects after Aging (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects after firsts (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects after singles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationC,FDefects from all other sources (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationCDefects per BD (Defects/Infrastructure Unit)
                          DefaultOpen Loop Infrastructure SimulationCDefects per Install (Defects/Infrastructure Unit)
                          DefaultOpen Loop Infrastructure SimulationADefects to aging (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects to doubles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects to firsts (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationADefects to singles (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationDE,ADelayed PDN (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationF,ADiscarding (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationCExpected Useful Life for Infrastructure (Turns )
                          DefaultOpen Loop Infrastructure SimulationCFraction allocated (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationAFraction of Max Capacity (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationF,AGetting First Defect (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationC,FIncreasing Threat (Constant) (Steps/Turn)
                          DefaultOpen Loop Infrastructure SimulationCInfr PDY (Tasks/Infrastructure Unit)
                          DefaultOpen Loop Infrastructure SimulationCInfra moved per task (Infrastructure Units/Task)
                          DefaultOpen Loop Infrastructure SimulationCInfra per Defect (Infrastructure Units/Defect)
                          DefaultOpen Loop Infrastructure SimulationAInfrastructure At-Work (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLInfrastructure in Rehab (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationF,AInstallations (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AInstalling (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationCMax Capacity (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationAMax Step Defeat Rate (Steps/Turn)
                          DefaultOpen Loop Infrastructure SimulationCMax Steps per Turn (Steps/Turn )
                          DefaultOpen Loop Infrastructure SimulationCMin Capacity (Tasks/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,AMoving to Stage 2 (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationANew Defects per turn (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationLNew Unallocated Defects (Defects)
                          DefaultOpen Loop Infrastructure SimulationLI,CNo Defects 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationCPDN Delay (Turns )
                          DefaultOpen Loop Infrastructure SimulationF,AProducing Intelligence (Steps/Turn)
                          DefaultOpen Loop Infrastructure SimulationDE,F,ARe-installing (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationLI,CReady 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLReady to Acquire (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLI,CRehab 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationARehab alloc to 0 defects (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationARehab alloc to 1 Defect (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationCRehab delay (Turns)
                          DefaultOpen Loop Infrastructure SimulationARehabs after 1 defects (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationA,TRel Capacity Lookup (Dmnl)
                          DefaultOpen Loop Infrastructure SimulationAResidual defects per turn (Defects/Turn)
                          DefaultOpen Loop Infrastructure SimulationLI,CStage 2 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationLI,CStage1 0 (Infrastructure Units)
                          DefaultOpen Loop Infrastructure SimulationF,AStarting Acquisition (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,ATakedown with 0 defects (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationF,ATakedown with one defect (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationLI,CThreat 0 (Steps)
                          DefaultOpen Loop Infrastructure SimulationLThreat Level (Steps)
                          DefaultOpen Loop Infrastructure SimulationATotal Breakdowns (Infrastructure Units/Turn)
                          DefaultOpen Loop Infrastructure SimulationCTurn (Turns)



                          Top

                          Function Sensitivity Parameters (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Data Lookup Tables (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Variables Using Macros (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Variables Not In Any View (0)

                          Module
                          Group
                          Type
                          Variable



                          Top

                          Equations With Unit Errors Or Warnings (0)

                          Module
                          Group
                          Type
                          Variable
                          Units


                          Top

                          Feedback Loops (4,637|4,637 Maximum Length: Unlimited)

                          Module
                          Group
                          Type
                          Variable
                          Loops
                           + 
                           - 
                           +/- Ratio 
                           ? 
                          Loops (IVV)
                           + 
                           - 
                           +/- Ratio 
                           ? 
                          DefaultOpen Loop Infrastructure SimulationADefects to firsts (Defects/Turn)4,223 (91.1%)2,107 [ 6,36]2,116 [ 4,35]1.000 [ 0, 0]4,223 (91.1%)2,107 [ 6,36]2,116 [ 4,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,AInstalling (Infrastructure Units/Turn)3,876 (83.6%)1,936 [ 6,36]1,940 [ 2,35]1.000 [ 0, 0]3,876 (83.6%)1,936 [ 6,36]1,940 [ 2,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLAt-Work 1 Defect (Infrastructure Units)3,863 (83.3%)1,931 [ 5,36]1,932 [ 2,35]1.000 [ 0, 0]3,863 (83.3%)1,931 [ 5,36]1,932 [ 2,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationADefects after Aging (Defects/Turn)3,818 (82.3%)1,909 [ 6,36]1,909 [ 5,35]1.000 [ 0, 0]3,818 (82.3%)1,909 [ 6,36]1,909 [ 5,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationADefects after firsts (Defects/Turn)3,742 (80.7%)1,869 [ 7,36]1,873 [ 6,35]1.000 [ 0, 0]3,742 (80.7%)1,869 [ 7,36]1,873 [ 6,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationANew Defects per turn (Defects/Turn)3,683 (79.4%)1,841 [ 6,36]1,842 [ 4,35]1.000 [ 0, 0]3,683 (79.4%)1,841 [ 6,36]1,842 [ 4,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLNew Unallocated Defects (Defects)3,683 (79.4%)1,841 [ 6,36]1,842 [ 4,35]1.000 [ 0, 0]3,683 (79.4%)1,841 [ 6,36]1,842 [ 4,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationAAt-Work 1 defect after breakdowns (Infrastructure Units/Turn)3,630 (78.3%)1,807 [ 5,36]1,823 [ 4,35]0.990 [ 0, 0]3,630 (78.3%)1,807 [ 5,36]1,823 [ 4,35]0.990 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationARehab alloc to 1 Defect (Infrastructure Units/Turn)3,630 (78.3%)1,807 [ 5,36]1,823 [ 4,35]0.990 [ 0, 0]3,630 (78.3%)1,807 [ 5,36]1,823 [ 4,35]0.990 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLAt-Work No Defects (Infrastructure Units)3,515 (75.8%)1,755 [ 5,36]1,760 [ 4,35]1.000 [ 0, 0]3,515 (75.8%)1,755 [ 5,36]1,760 [ 4,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationADefects to doubles (Defects/Turn)3,480 (75.0%)1,742 [ 6,36]1,738 [ 7,35]1.000 [ 0, 0]3,480 (75.0%)1,742 [ 6,36]1,738 [ 7,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to Firsts (Defects/Turn)3,453 (74.5%)1,724 [ 6,36]1,729 [ 4,35]1.000 [ 0, 0]3,453 (74.5%)1,724 [ 6,36]1,729 [ 4,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationADefects to singles (Defects/Turn)3,412 (73.6%)1,706 [ 5,36]1,706 [ 4,35]1.000 [ 0, 0]3,412 (73.6%)1,706 [ 5,36]1,706 [ 4,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to doubles (Defects/Turn)3,246 (70.0%)1,625 [ 6,36]1,621 [ 7,35]1.000 [ 0, 0]3,246 (70.0%)1,625 [ 6,36]1,621 [ 7,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,ABreakdowns 2 new defects (Infrastructure Units/Turn)3,012 (65.0%)1,508 [ 6,36]1,504 [ 7,35]1.000 [ 0, 0]3,012 (65.0%)1,508 [ 6,36]1,504 [ 7,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationARehab alloc to 0 defects (Infrastructure Units/Turn)2,973 (64.1%)1,482 [ 4,36]1,491 [ 4,35]0.990 [ 0, 0]2,973 (64.1%)1,482 [ 4,36]1,491 [ 4,35]0.990 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,ATakedown with 0 defects (Infrastructure Units/Turn)2,973 (64.1%)1,482 [ 4,36]1,491 [ 4,35]0.990 [ 0, 0]2,973 (64.1%)1,482 [ 4,36]1,491 [ 4,35]0.990 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationACapacity allocated to each stage (Tasks/Turn)2,949 (63.6%)1,473 [ 6,36]1,476 [ 9,35]1.000 [ 0, 0]2,949 (63.6%)1,473 [ 6,36]1,476 [ 9,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationACapacity At Work (Tasks/Turn)2,949 (63.6%)1,473 [ 6,36]1,476 [ 9,35]1.000 [ 0, 0]2,949 (63.6%)1,473 [ 6,36]1,476 [ 9,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationACapacity to Acquire Infrastructure (Tasks/Turn)2,949 (63.6%)1,473 [ 6,36]1,476 [ 9,35]1.000 [ 0, 0]2,949 (63.6%)1,473 [ 6,36]1,476 [ 9,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationAInfrastructure At-Work (Infrastructure Units)2,949 (63.6%)1,473 [ 6,36]1,476 [ 9,35]1.000 [ 0, 0]2,949 (63.6%)1,473 [ 6,36]1,476 [ 9,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationDE,F,ARe-installing (Infrastructure Units/Turn)2,930 (63.2%)1,461 [ 4,36]1,469 [ 7,35]0.990 [ 0, 0]2,930 (63.2%)1,461 [ 4,36]1,469 [ 7,35]0.990 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLAcq Process Stage 2 (Infrastructure Units)2,893 (62.4%)1,445 [ 8,36]1,448 [ 2,35]1.000 [ 0, 0]2,893 (62.4%)1,445 [ 8,36]1,448 [ 2,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,AMoving to Stage 2 (Infrastructure Units/Turn)2,893 (62.4%)1,445 [ 8,36]1,448 [ 2,35]1.000 [ 0, 0]2,893 (62.4%)1,445 [ 8,36]1,448 [ 2,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,AGetting First Defect (Infrastructure Units/Turn)2,683 (57.9%)1,339 [ 7,36]1,344 [ 4,35]1.000 [ 0, 0]2,683 (57.9%)1,339 [ 7,36]1,344 [ 4,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to singles (Defects/Turn)2,494 (53.8%)1,245 [ 5,36]1,249 [ 4,35]1.000 [ 0, 0]2,494 (53.8%)1,245 [ 5,36]1,249 [ 4,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,ABreakdowns 1 new defect (Infrastructure Units/Turn)2,338 (50.4%)1,167 [ 5,36]1,171 [ 4,35]1.000 [ 0, 0]2,338 (50.4%)1,167 [ 5,36]1,171 [ 4,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationADefects after singles (Defects/Turn)2,300 (49.6%)1,150 [ 6,36]1,150 [ 7,35]1.000 [ 0, 0]2,300 (49.6%)1,150 [ 6,36]1,150 [ 7,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,ATakedown with one defect (Infrastructure Units/Turn)2,247 (48.5%)1,116 [ 5,36]1,131 [ 4,35]0.990 [ 0, 0]2,247 (48.5%)1,116 [ 5,36]1,131 [ 4,35]0.990 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationADefects to aging (Defects/Turn)2,046 (44.1%)1,025 [ 6,36]1,021 [ 4,35]1.000 [ 0, 0]2,046 (44.1%)1,025 [ 6,36]1,021 [ 4,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,ABreakdowns Aging (Infrastructure Units/Turn)1,920 (41.4%)960 [ 5,36]960 [ 2,35]1.000 [ 0, 0]1,920 (41.4%)960 [ 5,36]960 [ 2,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLAcq Process Stage 1 (Infrastructure Units)1,910 (41.2%)954 [10,36]956 [ 2,35]1.000 [ 0, 0]1,910 (41.2%)954 [10,36]956 [ 2,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,AStarting Acquisition (Infrastructure Units/Turn)1,910 (41.2%)954 [10,36]956 [ 2,35]1.000 [ 0, 0]1,910 (41.2%)954 [10,36]956 [ 2,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationAAt-Work 0 defects after breakdowns and arrivals (Infrastructure Units/Turn)1,590 (34.3%)791 [ 4,36]799 [ 4,35]0.990 [ 0, 0]1,590 (34.3%)791 [ 4,36]799 [ 4,35]0.990 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,AInstallations (Defects/Turn)1,466 (31.6%)733 [13,35]733 [13,34]1.000 [ 0, 0]1,466 (31.6%)733 [13,35]733 [13,34]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationARehabs after 1 defects (Infrastructure Units/Turn)1,383 (29.8%)691 [ 9,35]692 [ 9,34]1.000 [ 0, 0]1,383 (29.8%)691 [ 9,35]692 [ 9,34]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLReady to Acquire (Infrastructure Units)927 (20.0%)463 [11,32]464 [ 2,33]1.000 [ 0, 0]927 (20.0%)463 [11,32]464 [ 2,33]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,ACollateral Damage (Defects/Turn)662 (14.3%)331 [ 9,36]331 [10,35]1.000 [ 0, 0]662 (14.3%)331 [ 9,36]331 [10,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationATotal Breakdowns (Infrastructure Units/Turn)662 (14.3%)331 [ 9,36]331 [10,35]1.000 [ 0, 0]662 (14.3%)331 [ 9,36]331 [10,35]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,ADiscarding (Defects/Turn)258 (5.6%)129 [ 8,33]129 [ 7,32]1.000 [ 0, 0]258 (5.6%)129 [ 8,33]129 [ 7,32]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationAResidual defects per turn (Defects/Turn)258 (5.6%)129 [ 8,33]129 [ 7,32]1.000 [ 0, 0]258 (5.6%)129 [ 8,33]129 [ 7,32]1.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,AAlloc to Aging (Defects/Turn)137 (3.0%)68 [11,34]69 [ 4,32]0.990 [ 0, 0]137 (3.0%)68 [11,34]69 [ 4,32]0.990 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationAMax Step Defeat Rate (Steps/Turn)1 (0.0%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]1 (0.0%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationF,AProducing Intelligence (Steps/Turn)1 (0.0%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]1 (0.0%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLThreat Level (Steps)1 (0.0%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]1 (0.0%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLI,C1 Defect 0 (Infrastructure Units)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationACapacity to Produce (Tasks/Turn)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DecisionOpen Loop Infrastructure SimulationCDecision: Capacity for hiring chain (Tasks/Turn)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DecisionOpen Loop Infrastructure SimulationCDecision: Capacity to Acquisition (Tasks/Turn )0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DecisionOpen Loop Infrastructure SimulationCDecision: Rehab Infrastr. (Infrastructure Units/Turn )0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLI,CDefects 0 (Defects)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationC,FDefects from all other sources (Defects/Turn)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCDefects per BD (Defects/Infrastructure Unit)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCDefects per Install (Defects/Infrastructure Unit)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationDE,ADelayed PDN (Dmnl)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCExpected Useful Life for Infrastructure (Turns )0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          Default.ControlCFINAL TIME (Turn)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCFraction allocated (Dmnl)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationAFraction of Max Capacity (Dmnl)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationC,FIncreasing Threat (Constant) (Steps/Turn)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCInfr PDY (Tasks/Infrastructure Unit)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCInfra moved per task (Infrastructure Units/Task)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCInfra per Defect (Infrastructure Units/Defect)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLInfrastructure in Rehab (Infrastructure Units)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          Default.ControlCINITIAL TIME (Turn)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCMax Capacity (Tasks/Turn)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCMax Steps per Turn (Steps/Turn )0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCMin Capacity (Tasks/Turn)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLI,CNo Defects 0 (Infrastructure Units)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCPDN Delay (Turns )0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLI,CReady 0 (Infrastructure Units)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLI,CRehab 0 (Infrastructure Units)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCRehab delay (Turns)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationA,TRel Capacity Lookup (Dmnl)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          Default.ControlASAVEPER (Turn )0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLI,CStage 2 0 (Infrastructure Units)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLI,CStage1 0 (Infrastructure Units)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationLI,CThreat 0 (Steps)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          Default.ControlCTIME STEP (Turn )0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]
                          DefaultOpen Loop Infrastructure SimulationCTurn (Turns)0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]0 (0.0%)0 [ 0, 0]0 [ 0, 0]NA0 [ 0, 0]


                          Top

                          Macros (0)

                          Name
                          Macro Definition
                          Expanded Macro Definition



                          Top

                          Quick Links:  A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z 

                          Positive Polarity Causal Links (105)

                          Cause
                          Effect
                          Polarity
                          1 Defect 0At-Work 1 Defect+
                          Acq Process Stage 1Moving to Stage 2+
                          Acq Process Stage 2Installing+
                          Alloc to doublesBreakdowns 2 new defects+
                          Alloc to FirstsGetting First Defect+
                          Alloc to singlesBreakdowns 1 new defect+
                          At-Work 0 defects after breakdowns and arrivalsRehab alloc to 0 defects+
                          At-Work 1 DefectAt-Work 1 defect after breakdowns+
                          At-Work 1 DefectBreakdowns Aging+
                          At-Work 1 DefectDefects to singles+
                          At-Work 1 DefectInfrastructure At-Work+
                          At-Work 1 defect after breakdownsRehab alloc to 1 Defect+
                          At-Work No DefectsAt-Work 0 defects after breakdowns and arrivals+
                          At-Work No DefectsDefects to firsts+
                          At-Work No DefectsInfrastructure At-Work+
                          Breakdowns 1 new defectReady to Acquire+
                          Breakdowns 1 new defectTotal Breakdowns+
                          Breakdowns 2 new defectsReady to Acquire+
                          Breakdowns 2 new defectsTotal Breakdowns+
                          Breakdowns AgingDefects to aging+
                          Breakdowns AgingReady to Acquire+
                          Breakdowns AgingTotal Breakdowns+
                          Capacity allocated to each stageInstalling+
                          Capacity allocated to each stageMoving to Stage 2+
                          Capacity allocated to each stageStarting Acquisition+
                          Capacity At WorkCapacity to Acquire Infrastructure+
                          Capacity At WorkCapacity to Produce+
                          Capacity to Acquire InfrastructureCapacity allocated to each stage+
                          Capacity to Acquire InfrastructureCapacity to Produce+
                          Capacity to ProduceFraction of Max Capacity+
                          Collateral DamageNew Unallocated Defects+
                          Decision: Capacity for hiring chainCapacity to Produce+
                          Decision: Capacity to AcquisitionCapacity to Acquire Infrastructure+
                          Decision: Rehab Infrastr.Rehab alloc to 1 Defect+
                          Decision: Rehab Infrastr.Rehabs after 1 defects+
                          Defects 0New Unallocated Defects+
                          Defects after AgingDefects after firsts+
                          Defects after AgingDefects to firsts+
                          Defects after firstsDefects after singles+
                          Defects after firstsDefects to singles+
                          Defects after singlesDefects to doubles+
                          Defects after singlesResidual defects per turn+
                          Defects from all other sourcesNew Unallocated Defects+
                          Defects per BDCollateral Damage+
                          Defects per InstallInstallations+
                          Defects to agingAlloc to Aging+
                          Defects to doublesAlloc to doubles+
                          Defects to firstsAlloc to Firsts+
                          Defects to singlesAlloc to singles+
                          Delayed PDNProducing Intelligence+
                          Fraction allocatedCapacity allocated to each stage+
                          Fraction of Max CapacityDelayed PDN+
                          Getting First DefectAt-Work 1 Defect+
                          Getting First DefectAt-Work 1 defect after breakdowns+
                          Getting First DefectDefects to doubles+
                          Increasing Threat (Constant)Threat Level+
                          Infr PDYCapacity At Work+
                          Infra moved per taskInstalling+
                          Infra moved per taskMoving to Stage 2+
                          Infra moved per taskStarting Acquisition+
                          Infra per DefectBreakdowns 1 new defect+
                          Infra per DefectBreakdowns 2 new defects+
                          Infra per DefectDefects to firsts+
                          Infra per DefectDefects to singles+
                          Infra per DefectGetting First Defect+
                          Infrastructure At-WorkCapacity At Work+
                          InstallationsNew Unallocated Defects+
                          InstallingAt-Work 0 defects after breakdowns and arrivals+
                          InstallingAt-Work No Defects+
                          InstallingDefects to firsts+
                          InstallingInstallations+
                          Max Step Defeat RateProducing Intelligence+
                          Max Steps per TurnProducing Intelligence+
                          Min CapacityCapacity to Produce+
                          Moving to Stage 2Acq Process Stage 2+
                          New Defects per turnDefects after Aging+
                          New Defects per turnDefects to aging+
                          New Unallocated DefectsNew Defects per turn+
                          No Defects 0At-Work No Defects+
                          PDN DelayDelayed PDN+
                          Re-installingAt-Work 0 defects after breakdowns and arrivals+
                          Re-installingAt-Work No Defects+
                          Re-installingDefects to firsts+
                          Ready 0Ready to Acquire+
                          Ready to AcquireStarting Acquisition+
                          Rehab 0Infrastructure in Rehab+
                          Rehab 0Re-installing+
                          Rehab alloc to 0 defectsTakedown with 0 defects+
                          Rehab alloc to 1 DefectTakedown with one defect+
                          Rehab delayRe-installing+
                          Rehabs after 1 defectsRehab alloc to 0 defects+
                          Rel Capacity LookupProducing Intelligence+
                          Residual defects per turnDiscarding+
                          Stage 2 0Acq Process Stage 2+
                          Stage1 0Acq Process Stage 1+
                          Starting AcquisitionAcq Process Stage 1+
                          Takedown with 0 defectsInfrastructure in Rehab+
                          Takedown with 0 defectsRe-installing+
                          Takedown with one defectInfrastructure in Rehab+
                          Takedown with one defectRe-installing+
                          Threat 0Threat Level+
                          Threat LevelMax Step Defeat Rate+
                          TIME STEPSAVEPER+
                          Total BreakdownsCollateral Damage+
                          TurnDefects to firsts+



                          Top

                          Quick Links:  A   B   C   D   E   F   G   H   I   J   K   L   M   N   O   P   Q   R   S   T   U   V   W   X   Y   Z 

                          Negative Polarity Causal Links (40)

                          Cause
                          Effect
                          Polarity
                          Alloc to AgingNew Unallocated Defects-
                          Alloc to doublesNew Unallocated Defects-
                          Alloc to FirstsNew Unallocated Defects-
                          Alloc to singlesNew Unallocated Defects-
                          Breakdowns 1 new defectAt-Work 1 Defect-
                          Breakdowns 1 new defectAt-Work 1 defect after breakdowns-
                          Breakdowns 2 new defectsAt-Work 1 Defect-
                          Breakdowns 2 new defectsAt-Work 1 defect after breakdowns-
                          Breakdowns AgingAt-Work 1 Defect-
                          Breakdowns AgingAt-Work 1 defect after breakdowns-
                          Breakdowns AgingDefects to singles-
                          Defects to agingDefects after Aging-
                          Defects to doublesResidual defects per turn-
                          Defects to firstsDefects after firsts-
                          Defects to singlesDefects after singles-
                          DiscardingNew Unallocated Defects-
                          Expected Useful Life for InfrastructureBreakdowns Aging-
                          Getting First DefectAt-Work 0 defects after breakdowns and arrivals-
                          Getting First DefectAt-Work No Defects-
                          Infra per DefectDefects to aging-
                          Infra per DefectDefects to doubles-
                          InstallingAcq Process Stage 2-
                          Max CapacityFraction of Max Capacity-
                          Moving to Stage 2Acq Process Stage 1-
                          Producing IntelligenceThreat Level-
                          Re-installingInfrastructure in Rehab-
                          Rehab alloc to 1 DefectRehabs after 1 defects-
                          Starting AcquisitionReady to Acquire-
                          Takedown with 0 defectsAt-Work No Defects-
                          Takedown with one defectAt-Work 1 Defect-
                          TurnAt-Work 0 defects after breakdowns and arrivals-
                          TurnAt-Work 1 defect after breakdowns-
                          TurnCapacity At Work-
                          TurnDefects to singles-
                          TurnInstalling-
                          TurnMax Step Defeat Rate-
                          TurnMoving to Stage 2-
                          TurnNew Defects per turn-
                          TurnRe-installing-
                          TurnStarting Acquisition-



                          Top

                          Function-based Polarity Causal Links (0)

                          Cause
                          Effect
                          Polarity



                          Top

                          View-Variable Profile

                          View
                          View-Variable Profile
                          Allocation Logic                                                                                               38 vars (46.3%)
                          Main Stock and Flow                                                                                                                                         55 vars (67.1%)

                          Top

                          List Of 2 views and their 76 Variables

                           
                          Allocation Logic
                          Main Stock and Flow
                           
                          Total: 38 55 Total:
                          Total Breakdowns (In 2 Views)         Total Breakdowns (In 2 Views)
                          New Unallocated Defects (In 1 View)       New Unallocated Defects (In 1 View)
                          At-Work 1 defect after breakdowns (In 1 View)       At-Work 1 defect after breakdowns (In 1 View)
                          Decision: Capacity to Acquisition (In 1 View)       Decision: Capacity to Acquisition (In 1 View)
                          Defects to singles (In 1 View)       Defects to singles (In 1 View)
                          Stage1 0 (In 1 View)       Stage1 0 (In 1 View)
                          Defects 0 (In 1 View)       Defects 0 (In 1 View)
                          Alloc to singles (In 2 Views)         Alloc to singles (In 2 Views)
                          Rehabs after 1 defects (In 1 View)       Rehabs after 1 defects (In 1 View)
                          Increasing Threat (Constant) (In 1 View)       Increasing Threat (Constant) (In 1 View)
                          Alloc to doubles (In 2 Views)         Alloc to doubles (In 2 Views)
                          At-Work 0 defects after breakdowns and arrivals (In 1 View)       At-Work 0 defects after breakdowns and arrivals (In 1 View)
                          Threat Level (In 1 View)       Threat Level (In 1 View)
                          Alloc to Aging (In 1 View)       Alloc to Aging (In 1 View)
                          Min Capacity (In 1 View)       Min Capacity (In 1 View)
                          Defects to aging (In 1 View)       Defects to aging (In 1 View)
                          Rehab delay (In 1 View)       Rehab delay (In 1 View)
                          Ready to Acquire (In 1 View)       Ready to Acquire (In 1 View)
                          Getting First Defect (In 2 Views)         Getting First Defect (In 2 Views)
                          Rehab alloc to 1 Defect (In 2 Views)         Rehab alloc to 1 Defect (In 2 Views)
                          Stage 2 0 (In 1 View)       Stage 2 0 (In 1 View)
                          Rehab 0 (In 1 View)       Rehab 0 (In 1 View)
                          At-Work 1 Defect (In 2 Views)         At-Work 1 Defect (In 2 Views)
                          Takedown with one defect (In 1 View)       Takedown with one defect (In 1 View)
                          Breakdowns 2 new defects (In 2 Views)         Breakdowns 2 new defects (In 2 Views)
                          Defects to firsts (In 1 View)       Defects to firsts (In 1 View)
                          Rel Capacity Lookup (In 1 View)       Rel Capacity Lookup (In 1 View)
                          Infra moved per task (In 1 View)       Infra moved per task (In 1 View)
                          PDN Delay (In 1 View)       PDN Delay (In 1 View)
                          Threat 0 (In 1 View)       Threat 0 (In 1 View)
                          Discarding (In 1 View)       Discarding (In 1 View)
                          Delayed PDN (In 1 View)       Delayed PDN (In 1 View)
                          Defects after singles (In 1 View)       Defects after singles (In 1 View)
                          Expected Useful Life for Infrastructure (In 1 View)       Expected Useful Life for Infrastructure (In 1 View)
                          Moving to Stage 2 (In 1 View)       Moving to Stage 2 (In 1 View)
                          Installations (In 1 View)       Installations (In 1 View)
                          Alloc to Firsts (In 2 Views)         Alloc to Firsts (In 2 Views)
                          Fraction allocated (In 1 View)       Fraction allocated (In 1 View)
                          Max Steps per Turn (In 1 View)       Max Steps per Turn (In 1 View)
                          Infrastructure in Rehab (In 1 View)       Infrastructure in Rehab (In 1 View)
                          Defects after Aging (In 1 View)       Defects after Aging (In 1 View)
                          Defects after firsts (In 1 View)       Defects after firsts (In 1 View)
                          Defects to doubles (In 1 View)       Defects to doubles (In 1 View)
                          Installing (In 2 Views)         Installing (In 2 Views)
                          At-Work No Defects (In 2 Views)         At-Work No Defects (In 2 Views)
                          1 Defect 0 (In 1 View)       1 Defect 0 (In 1 View)
                          Defects from all other sources (In 1 View)       Defects from all other sources (In 1 View)
                          Max Capacity (In 1 View)       Max Capacity (In 1 View)
                          Infr PDY (In 1 View)       Infr PDY (In 1 View)
                          Breakdowns Aging (In 2 Views)         Breakdowns Aging (In 2 Views)
                          Defects per Install (In 1 View)       Defects per Install (In 1 View)
                          Capacity to Produce (In 1 View)       Capacity to Produce (In 1 View)
                          Re-installing (In 2 Views)         Re-installing (In 2 Views)
                          Capacity At Work (In 1 View)       Capacity At Work (In 1 View)
                          Fraction of Max Capacity (In 1 View)       Fraction of Max Capacity (In 1 View)
                          Turn (In 2 Views)         Turn (In 2 Views)
                          Defects per BD (In 1 View)       Defects per BD (In 1 View)
                          Max Step Defeat Rate (In 1 View)       Max Step Defeat Rate (In 1 View)
                          Ready 0 (In 1 View)       Ready 0 (In 1 View)
                          Producing Intelligence (In 1 View)       Producing Intelligence (In 1 View)
                          Collateral Damage (In 1 View)       Collateral Damage (In 1 View)
                          Residual defects per turn (In 1 View)       Residual defects per turn (In 1 View)
                          Infra per Defect (In 2 Views)         Infra per Defect (In 2 Views)
                          Capacity to Acquire Infrastructure (In 1 View)       Capacity to Acquire Infrastructure (In 1 View)
                          Decision: Rehab Infrastr. (In 2 Views)         Decision: Rehab Infrastr. (In 2 Views)
                          Infrastructure At-Work (In 1 View)       Infrastructure At-Work (In 1 View)
                          Rehab alloc to 0 defects (In 2 Views)         Rehab alloc to 0 defects (In 2 Views)
                          No Defects 0 (In 1 View)       No Defects 0 (In 1 View)
                          Decision: Capacity for hiring chain (In 1 View)       Decision: Capacity for hiring chain (In 1 View)
                          Breakdowns 1 new defect (In 2 Views)         Breakdowns 1 new defect (In 2 Views)
                          Acq Process Stage 2 (In 1 View)       Acq Process Stage 2 (In 1 View)
                          Takedown with 0 defects (In 1 View)       Takedown with 0 defects (In 1 View)
                          Capacity allocated to each stage (In 1 View)       Capacity allocated to each stage (In 1 View)
                          New Defects per turn (In 1 View)       New Defects per turn (In 1 View)
                          Acq Process Stage 1 (In 1 View)       Acq Process Stage 1 (In 1 View)
                          Starting Acquisition (In 1 View)       Starting Acquisition (In 1 View)
                          Total: 38 55 Total:
                           
                          Allocation Logic
                          Main Stock and Flow
                           

                          Source File: E:\Bill\Documents\IB Paper\Submission Package\Open Loop Infrastructure Simulation.mdl (Mon Mar 02 12:25:58 EST 2015)
                          Report Created On Mon Mar 02 12:39:09 EST 2015
                          Sdm Doc Tool Version J1.0
                          Decision And Information Sciences Division
                          Argonne National Laboratory