Documentation Of Open Loop Personnel 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
59|61
10 (16.9%)|12 (19.7%)
10 (16.9%)|12 (19.7%)
61 (24|37|0)
61 (24|37|0)
90 (69|20|1)|94 (73|20|1)
0
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)
4 (6.8%)|6 (9.8%)
55 (93.2%)|57 (93.4%)
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)
Time Unit
Turns
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 (1.7%)|1 (1.6%)
0 (0.0%)|0 (0.0%)
10 (16.9%)|10 (16.4%)
0 (0.0%)|0 (0.0%)
1 (1.7%)|1 (1.6%)

Potential Omissions Result
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)
0 (0.0%)|0 (0.0%)
9 (15.3%)|9 (14.8%)
0 (0.0%)|0 (0.0%)


Variable Types

L: Level (7 / 7)* SM: Smooth (0 / 0)* DE: Delay (3 / 5)*† LI: Level Initial (7) I: Initial (0 / 0)*
C: Constant (27 / 27)* F: Flow (11 / 11)* A: Auxiliary (25 / 27)* 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

Personnel Model (55)    



Groups

Open Loop Personnel Simulation (55)    



Modules

Decision (5)Default (50)   



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 (59 Variables)
Module
Group
Type
Variable Name And Description
Default Open Loop Personnel Simulation #1
A
Ability loss rate from reassignments (Tasks/(Turn*Turn))
= "
Decision: Reassign Personnel"*Ability loss rate per Reassignment
Description: One of two sources of ability loss
Present In 1 View:Used By
  • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Personnel Simulation #2
A
Ability loss rate from retirements (Tasks/(Turn*Turn))
=
Total Retirement Rate*Average Ability
Description: Second source of ability loss
Present In 1 View:Used By
  • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
Feedback Loops: 4 (6.6%) (+) 0  [0,0] (-) 4  [4,13]
Default Open Loop Personnel Simulation #3
C
Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) )
= 1
Description: The number of ability stripes lost for each personnel unit reassigned each turn
Present In 1 View:
Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Personnel Simulation #4
A
Average Ability (Tasks/(Turn*Personnel Unit))
=
Total Ability/Total Workforce
Description: The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
Present In 1 View:Used ByFeedback Loops: 37 (60.7%) (+) 15  [9,15] (-) 22  [4,16]
Default Open Loop Personnel Simulation #5
A
Capacity allocated to each stage (Tasks/Turn)
=
Capacity to Acquire Personnel*Fraction allocated
Description: The amount of Hiring Capacity for each process in the pipeline.
Present In 1 View:Used By
  • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
  • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
  • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
Default Open Loop Personnel Simulation #6
A
Capacity At Work (Tasks/Turn)
= "
Personnel At-Work"*Average Ability/Turn
Description: Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
Present In 1 View:Used By
  • Capacity to Acquire Personnel 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 has happened) is allocated to production.
Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
Default Open Loop Personnel Simulation #7
A
Capacity to Acquire Personnel (Tasks/Turn)
= MAX(MIN(
Capacity At Work,"Decision: Capacity to HR Hiring"),0)
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 By
  • Capacity allocated to each stage The amount of Hiring Capacity for each process in the pipeline.
  • Capacity to Produce All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production.
Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
Default Open Loop Personnel Simulation #8
A
Capacity to Produce (Tasks/Turn)
= MAX(
Capacity At Work-Capacity to Acquire Personnel-"Decision: Capacity for Infrastructure Acquisition",Min Capacity)
Description: All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production.
Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Personnel Simulation #9
C
Career Length (Turns)
= 9
Description: Career length for all personnel units
Present In 1 View:
Used By
  • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Personnel Simulation #10
DE,F,A
completing training (Personnel Units/Turn)
= DELAY FIXED(
entering training, Time in Training ,0 )
Description: The rate at which personnel units finish their training. Those who retired while training are not included.
Present In 1 View:Used By
  • Gaining Capability Rate at which personnel earn additional ability by taking training
  • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
  • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
Feedback Loops: 15 (24.6%) (+) 8  [3,14] (-) 7  [11,16]
Decision Open Loop Personnel Simulation #11
C
Decision: Capacity for Infrastructure Acquisition (Tasks/Turn )
= 6
Description: Capacity devoted to the three-stage acquisition chain. A value of 6 will permit 2 infrastructure units per turn to be acquired to replace two breakdowns. We assume here that there will always be at least one infrastructure unint at work to enable each personnel 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 has happened) is allocated to production.
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Decision Open Loop Personnel Simulation #12
C
Decision: Capacity to HR Hiring (Tasks/Turn )
= 6
Description: Amount of capacity to devote to the HR hiring chain. The model will allocate this quantity, if available, before allocating any capacity to production.
Present In 1 View:
Used By
  • Capacity to Acquire Personnel 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 Personnel Simulation #13
C
Decision: Info From Sharing (Steps/Turn )
= 0.1
Description: Average number of steps per turn worth of information obtained from sharing info with other agencies.
Present In 1 View:
Used By
  • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Decision Open Loop Personnel Simulation #14
C
Decision: Reassign Personnel (Personnel Units/Turn )
= 2
Description: Rate of personnel re-assignments each turn as determined by the players.
Present In 1 View:
Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Decision Open Loop Personnel Simulation #15
C
Decision: Train Personnel (Personnel 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 1 View:
Used By
  • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Personnel Simulation #16
DE,A
Delayed PDN (Dmnl)
= DELAY3I(
Fraction of Max Capacity, PDN Delay, 0)
Description: Delay representing the time it takes for the production pipeline to work
Present In 1 View:Used By
  • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
Default Open Loop Personnel Simulation #17
L
Empty Billets (Personnel Units)
= "
Retiring from At-Work"+"Retiring from In-Training"-Recruiting dt + Initial Empty Billets
Description: Number of empty billets that are ready to fill via the HR capacitated pipeline.
Present In 1 View:Used By
  • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
Feedback Loops: 10 (16.4%) (+) 5  [8,13] (-) 5  [2,12]
Default Open Loop Personnel Simulation #18
F,A
entering training (Personnel Units/Turn)
= MIN("
Personnel At-Work"/Turn ,"Decision: Train Personnel")
Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
Present In 1 View:Used By
  • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
  • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
  • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
Feedback Loops: 24 (39.3%) (+) 12  [3,15] (-) 12  [2,16]
Default .Control #19
C
FINAL TIME (Turns)
= 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 Personnel Simulation #20
      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 Personnel Simulation #21
      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 Delay representing the time it takes for the production pipeline to work
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Personnel Simulation #22
      F,A
      Gaining Capability (Tasks/(Turn*Turn))
      =
      completing training*New Ability per Graduate
      Description: Rate at which personnel earn additional ability by taking training
      Present In 1 View:Used By
      • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
      Feedback Loops: 6 (9.8%) (+) 3  [10,14] (-) 3  [12,16]
      Default Open Loop Personnel Simulation #23
      F,A
      HR Processing (Personnel Units/Turn)
      = MIN(
      Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn)
      Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
      Present In 1 View:Used By
      • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
      • Waiting Security Final capacitated delay in the Hiring chain
      Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
      Default Open Loop Personnel Simulation #24
      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 Personnel Simulation #25
      LI,C
      Initial Ability (Tasks/Turn )
      = 38
      Description: Initial number of ability stripes on all the personnel at work
      Present In 1 View:
      Used By
      • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Personnel Simulation #26
      LI,C
      Initial At-Work (Personnel Units)
      = 22
      Description: Initial number of personnel units at-work
      Present In 1 View:
      Used By
      • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
      • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Personnel Simulation #27
      LI,C
      Initial Empty Billets (Personnel Units )
      = 2
      Description: Initial number of unoccupied billets.
      Present In 1 View:
      Used By
      • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Personnel Simulation #28
      LI,C
      Initial HR Process (Personnel Units )
      = 2
      Description: Initial personnel units waiting for HR processing
      Present In 1 View:
      Used By
      • Waiting HR Process Second stage of the three stage Hiring 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 Personnel Simulation #29
      LI,C
      Initial In-Training (Personnel Units )
      = 0
      Description: Initial number of personnel units in training
      Present In 1 View:
      Used By
      • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
      Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
      Default Open Loop Personnel Simulation #30
      LI,C
      Initial Threat (Steps )
      = 6
      Description: Initial number os steps the terrorists have completed
      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 .Control #31
      C
      INITIAL TIME (Turns)
      = 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 Personnel Simulation #32
          LI,C
          Initial Waiting Security (Personnel Units )
          = 2
          Description: Initial number of personnel units waiting for security vetting
          Present In 1 View:
          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
          Default Open Loop Personnel Simulation #33
          F,A
          Losing Capability (Tasks/(Turn*Turn))
          = MIN(
          Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements))
          Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
          Present In 1 View:Used By
          • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
          Feedback Loops: 5 (8.2%) (+) 0  [0,0] (-) 5  [3,13]
          Default Open Loop Personnel Simulation #34
          A
          Max Ability loss rate (Tasks/(Turn*Turn))
          =
          Total Ability/Turn
          Description: Limit of loss if there is little total ability
          Present In 1 View:Used By
          • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
          Feedback Loops: 1 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
          Default Open Loop Personnel Simulation #35
          C
          Max Capacity (Tasks/Turn )
          = 44
          Description: There are 28 personnel units in the game. If all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 56 tasks per turn. However, we must reserve 6 personnnel units to fill the hiring pipeline, so the maximum capacity that can be producing is 44 tasks per turn.
          Present In 1 View:
          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
          Default Open Loop Personnel Simulation #36
          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 By
          • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
          Feedback Loops: 1 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
          Default Open Loop Personnel Simulation #37
          C
          Max Steps per Turn (Steps/Turn )
          = 3.5
          Description: This is an estimate for the most likely maximum number of steps per turn that will be defeated every turn if all personnel units are in an at-work status and their capacity is positioned optimally on the game board. Equivalent to one ULTRA requirement card or 4 LOW requirement cards per turn.
          Present In 1 View:
          Used By
          • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
          Default Open Loop Personnel Simulation #38
          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 has happened) is allocated to production.
          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
          Default Open Loop Personnel Simulation #40
          C
          New Ability per Graduate (Tasks/(Turn*Personnel Unit))
          = 1
          Description: The ability that one round of training will confer on one personnel unit.
          Present In 1 View:
          Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
          Default Open Loop Personnel Simulation #41
          C
          PDN Delay (Turns )
          = 3
          Description: Delay time for the production pipeline
          Present In 1 View:
          Used By
          • Delayed PDN Delay representing the time it takes for the production pipeline to work
          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
          Default Open Loop Personnel Simulation #42
          L
          Personnel At-Work (Personnel Units)
          =
          completing training+Security Vetting-entering training-"Retiring from At-Workdt + "Initial At-Work"
          Description: Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
          Present In 1 View:Used By
          • Capacity At Work Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
          • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
          • Total Workforce Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
          • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
          Feedback Loops: 42 (68.9%) (+) 19  [3,15] (-) 23  [2,16]
          Default Open Loop Personnel Simulation #43
          L
          Personnel In-Training (Personnel Units)
          =
          entering training-completing training-"Retiring from In-Trainingdt + "Initial In-Training"
          Description: Number of Personnel Units taking training. Those in training are not available for doing work.
          Present In 1 View:Used By
          • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
          • Total Workforce Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
          Feedback Loops: 26 (42.6%) (+) 11  [9,15] (-) 15  [2,16]
          Default Open Loop Personnel Simulation #44
          C
          Personnel moved per task (Personnel Units/Task)
          = 1
          Description: Number of personnel units a single task will move at each stage.
          Present In 1 View:
          Used By
          • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
          • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
          • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
          Default Open Loop Personnel Simulation #45
          F,A
          Producing Intelligence (Steps/Turn)
          = MIN(
          Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing")
          Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
          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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
          Default Open Loop Personnel Simulation #46
          F,A
          Recruiting (Personnel Units/Turn)
          = MIN(
          Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn)
          Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
          Present In 1 View:Used By
          • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
          • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
          Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
          Default Open Loop Personnel Simulation #47
          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 By
          • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
          Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
          Default Open Loop Personnel Simulation #48
          F,A
          Retiring from At-Work (Personnel Units/Turn)
          = MIN(
          Total Retirement Rate,"Personnel At-Work"/Turn)
          Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
          Present In 1 View:Used By
          • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
          • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
          • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
          Feedback Loops: 28 (45.9%) (+) 9  [8,15] (-) 19  [2,16]
          Default Open Loop Personnel Simulation #49
          F,A
          Retiring from In-Training (Personnel Units/Turn)
          = MIN(
          Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn)
          Description: Rate at which personnel units retire from the in-training state after their 9 turn career
          Present In 1 View:Used By
          • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
          • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
          Feedback Loops: 17 (27.9%) (+) 6  [8,13] (-) 11  [2,14]
          Default .Control #50
          A
          SAVEPER (Turns )
          =
          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 Personnel Simulation #51
              F,A
              Security Vetting (Personnel Units/Turn)
              = MIN(
              Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage)
              Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
              Present In 1 View:Used By
              • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
              • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
              • Waiting Security Final capacitated delay in the Hiring chain
              Feedback Loops: 52 (85.2%) (+) 23  [5,15] (-) 29  [2,16]
              Default Open Loop Personnel Simulation #52
              L
              Threat Level (Steps)
              = "
              Increasing Threat (Constant)"-Producing Intelligence dt + Initial Threat
              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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
              Default Open Loop Personnel Simulation #54
              C
              Time in Training (Turns)
              = 1
              Description: Time it takes to complete a round of training.
              Present In 1 View:
              Used By
              • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
              Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
              Default .Control #55
              C
              TIME STEP (Turns )
              = 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 Personnel Simulation #56
                L
                Total Ability (Tasks/Turn)
                =
                Gaining Capability-Losing Capability dt + Initial Ability
                Description: Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Present In 1 View:Used By
                • Average Ability The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                • Max Ability loss rate Limit of loss if there is little total ability
                Feedback Loops: 11 (18.0%) (+) 3  [10,14] (-) 8  [3,16]
                Default Open Loop Personnel Simulation #57
                DE,A
                Total Retirement Rate (Personnel Units/Turn)
                = DELAY FIXED (
                Security Vetting, Career Length , "Initial At-Work"/Career Length)
                Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Present In 1 View:Used By
                • Ability loss rate from retirements Second source of ability loss
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 29 (47.5%) (+) 12  [8,15] (-) 17  [7,16]
                Default Open Loop Personnel Simulation #58
                A
                Total Workforce (Personnel Units)
                = "
                Personnel At-Work"+"Personnel In-Training"
                Description: Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                Present In 1 View:Used By
                • Average Ability The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                Feedback Loops: 27 (44.3%) (+) 12  [9,15] (-) 15  [7,16]
                Default Open Loop Personnel Simulation #59
                C
                Turn (Turns)
                = 1
                Description: 1 Time Unit = 1 Turn in the game simulation
                Present In 1 View:
                Used By
                • Capacity At Work Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Max Ability loss rate Limit of loss if there is little total ability
                • 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.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #60
                L
                Waiting HR Process (Personnel Units)
                = -
                HR Processing+Recruiting dt + Initial HR Process
                Description: Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                Present In 1 View:Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
                Default Open Loop Personnel Simulation #61
                L
                Waiting Security (Personnel Units)
                =
                HR Processing-Security Vetting dt + Initial Waiting Security
                Description: Final capacitated delay in the Hiring chain
                Present In 1 View:Used By
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
                Top(View) Personnel Model (55 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Default Open Loop Personnel Simulation #1
                A
                Ability loss rate from reassignments (Tasks/(Turn*Turn))
                = "
                Decision: Reassign Personnel"*Ability loss rate per Reassignment
                Description: One of two sources of ability loss
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #2
                A
                Ability loss rate from retirements (Tasks/(Turn*Turn))
                =
                Total Retirement Rate*Average Ability
                Description: Second source of ability loss
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 4 (6.6%) (+) 0  [0,0] (-) 4  [4,13]
                Default Open Loop Personnel Simulation #3
                C
                Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) )
                = 1
                Description: The number of ability stripes lost for each personnel unit reassigned each turn
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #4
                A
                Average Ability (Tasks/(Turn*Personnel Unit))
                =
                Total Ability/Total Workforce
                Description: The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                Present In 1 View:Used ByFeedback Loops: 37 (60.7%) (+) 15  [9,15] (-) 22  [4,16]
                Default Open Loop Personnel Simulation #5
                A
                Capacity allocated to each stage (Tasks/Turn)
                =
                Capacity to Acquire Personnel*Fraction allocated
                Description: The amount of Hiring Capacity for each process in the pipeline.
                Present In 1 View:Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #6
                A
                Capacity At Work (Tasks/Turn)
                = "
                Personnel At-Work"*Average Ability/Turn
                Description: Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                Present In 1 View:Used By
                • Capacity to Acquire Personnel 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 has happened) is allocated to production.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #7
                A
                Capacity to Acquire Personnel (Tasks/Turn)
                = MAX(MIN(
                Capacity At Work,"Decision: Capacity to HR Hiring"),0)
                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 By
                • Capacity allocated to each stage The amount of Hiring Capacity for each process in the pipeline.
                • Capacity to Produce All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #8
                A
                Capacity to Produce (Tasks/Turn)
                = MAX(
                Capacity At Work-Capacity to Acquire Personnel-"Decision: Capacity for Infrastructure Acquisition",Min Capacity)
                Description: All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production.
                Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #9
                C
                Career Length (Turns)
                = 9
                Description: Career length for all personnel units
                Present In 1 View:
                Used By
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #10
                DE,F,A
                completing training (Personnel Units/Turn)
                = DELAY FIXED(
                entering training, Time in Training ,0 )
                Description: The rate at which personnel units finish their training. Those who retired while training are not included.
                Present In 1 View:Used By
                • Gaining Capability Rate at which personnel earn additional ability by taking training
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 15 (24.6%) (+) 8  [3,14] (-) 7  [11,16]
                Decision Open Loop Personnel Simulation #11
                C
                Decision: Capacity for Infrastructure Acquisition (Tasks/Turn )
                = 6
                Description: Capacity devoted to the three-stage acquisition chain. A value of 6 will permit 2 infrastructure units per turn to be acquired to replace two breakdowns. We assume here that there will always be at least one infrastructure unint at work to enable each personnel 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 has happened) is allocated to production.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #12
                C
                Decision: Capacity to HR Hiring (Tasks/Turn )
                = 6
                Description: Amount of capacity to devote to the HR hiring chain. The model will allocate this quantity, if available, before allocating any capacity to production.
                Present In 1 View:
                Used By
                • Capacity to Acquire Personnel 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 Personnel Simulation #13
                C
                Decision: Info From Sharing (Steps/Turn )
                = 0.1
                Description: Average number of steps per turn worth of information obtained from sharing info with other agencies.
                Present In 1 View:
                Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #14
                C
                Decision: Reassign Personnel (Personnel Units/Turn )
                = 2
                Description: Rate of personnel re-assignments each turn as determined by the players.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #15
                C
                Decision: Train Personnel (Personnel 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 1 View:
                Used By
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #16
                DE,A
                Delayed PDN (Dmnl)
                = DELAY3I(
                Fraction of Max Capacity, PDN Delay, 0)
                Description: Delay representing the time it takes for the production pipeline to work
                Present In 1 View:Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #17
                L
                Empty Billets (Personnel Units)
                = "
                Retiring from At-Work"+"Retiring from In-Training"-Recruiting dt + Initial Empty Billets
                Description: Number of empty billets that are ready to fill via the HR capacitated pipeline.
                Present In 1 View:Used By
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                Feedback Loops: 10 (16.4%) (+) 5  [8,13] (-) 5  [2,12]
                Default Open Loop Personnel Simulation #18
                F,A
                entering training (Personnel Units/Turn)
                = MIN("
                Personnel At-Work"/Turn ,"Decision: Train Personnel")
                Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Present In 1 View:Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
                Feedback Loops: 24 (39.3%) (+) 12  [3,15] (-) 12  [2,16]
                Default Open Loop Personnel Simulation #20
                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 Personnel Simulation #21
                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 Delay representing the time it takes for the production pipeline to work
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #22
                F,A
                Gaining Capability (Tasks/(Turn*Turn))
                =
                completing training*New Ability per Graduate
                Description: Rate at which personnel earn additional ability by taking training
                Present In 1 View:Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 6 (9.8%) (+) 3  [10,14] (-) 3  [12,16]
                Default Open Loop Personnel Simulation #23
                F,A
                HR Processing (Personnel Units/Turn)
                = MIN(
                Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn)
                Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                Present In 1 View:Used By
                • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                • Waiting Security Final capacitated delay in the Hiring chain
                Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
                Default Open Loop Personnel Simulation #24
                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 Personnel Simulation #25
                LI,C
                Initial Ability (Tasks/Turn )
                = 38
                Description: Initial number of ability stripes on all the personnel at work
                Present In 1 View:
                Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #26
                LI,C
                Initial At-Work (Personnel Units)
                = 22
                Description: Initial number of personnel units at-work
                Present In 1 View:
                Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #27
                LI,C
                Initial Empty Billets (Personnel Units )
                = 2
                Description: Initial number of unoccupied billets.
                Present In 1 View:
                Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #28
                LI,C
                Initial HR Process (Personnel Units )
                = 2
                Description: Initial personnel units waiting for HR processing
                Present In 1 View:
                Used By
                • Waiting HR Process Second stage of the three stage Hiring 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 Personnel Simulation #29
                LI,C
                Initial In-Training (Personnel Units )
                = 0
                Description: Initial number of personnel units in training
                Present In 1 View:
                Used By
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #30
                LI,C
                Initial Threat (Steps )
                = 6
                Description: Initial number os steps the terrorists have completed
                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 Personnel Simulation #32
                LI,C
                Initial Waiting Security (Personnel Units )
                = 2
                Description: Initial number of personnel units waiting for security vetting
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #33
                F,A
                Losing Capability (Tasks/(Turn*Turn))
                = MIN(
                Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements))
                Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Present In 1 View:Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 5 (8.2%) (+) 0  [0,0] (-) 5  [3,13]
                Default Open Loop Personnel Simulation #34
                A
                Max Ability loss rate (Tasks/(Turn*Turn))
                =
                Total Ability/Turn
                Description: Limit of loss if there is little total ability
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 1 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #35
                C
                Max Capacity (Tasks/Turn )
                = 44
                Description: There are 28 personnel units in the game. If all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 56 tasks per turn. However, we must reserve 6 personnnel units to fill the hiring pipeline, so the maximum capacity that can be producing is 44 tasks per turn.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #36
                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 By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 1 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #37
                C
                Max Steps per Turn (Steps/Turn )
                = 3.5
                Description: This is an estimate for the most likely maximum number of steps per turn that will be defeated every turn if all personnel units are in an at-work status and their capacity is positioned optimally on the game board. Equivalent to one ULTRA requirement card or 4 LOW requirement cards per turn.
                Present In 1 View:
                Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #38
                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 has happened) is allocated to production.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #40
                C
                New Ability per Graduate (Tasks/(Turn*Personnel Unit))
                = 1
                Description: The ability that one round of training will confer on one personnel unit.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #41
                C
                PDN Delay (Turns )
                = 3
                Description: Delay time for the production pipeline
                Present In 1 View:
                Used By
                • Delayed PDN Delay representing the time it takes for the production pipeline to work
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #42
                L
                Personnel At-Work (Personnel Units)
                =
                completing training+Security Vetting-entering training-"Retiring from At-Workdt + "Initial At-Work"
                Description: Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                Present In 1 View:Used By
                • Capacity At Work Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Total Workforce Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 42 (68.9%) (+) 19  [3,15] (-) 23  [2,16]
                Default Open Loop Personnel Simulation #43
                L
                Personnel In-Training (Personnel Units)
                =
                entering training-completing training-"Retiring from In-Trainingdt + "Initial In-Training"
                Description: Number of Personnel Units taking training. Those in training are not available for doing work.
                Present In 1 View:Used By
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                • Total Workforce Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                Feedback Loops: 26 (42.6%) (+) 11  [9,15] (-) 15  [2,16]
                Default Open Loop Personnel Simulation #44
                C
                Personnel moved per task (Personnel Units/Task)
                = 1
                Description: Number of personnel units a single task will move at each stage.
                Present In 1 View:
                Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #45
                F,A
                Producing Intelligence (Steps/Turn)
                = MIN(
                Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing")
                Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #46
                F,A
                Recruiting (Personnel Units/Turn)
                = MIN(
                Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn)
                Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
                Default Open Loop Personnel Simulation #47
                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 By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #48
                F,A
                Retiring from At-Work (Personnel Units/Turn)
                = MIN(
                Total Retirement Rate,"Personnel At-Work"/Turn)
                Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 28 (45.9%) (+) 9  [8,15] (-) 19  [2,16]
                Default Open Loop Personnel Simulation #49
                F,A
                Retiring from In-Training (Personnel Units/Turn)
                = MIN(
                Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn)
                Description: Rate at which personnel units retire from the in-training state after their 9 turn career
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 17 (27.9%) (+) 6  [8,13] (-) 11  [2,14]
                Default Open Loop Personnel Simulation #51
                F,A
                Security Vetting (Personnel Units/Turn)
                = MIN(
                Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage)
                Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Present In 1 View:Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                • Waiting Security Final capacitated delay in the Hiring chain
                Feedback Loops: 52 (85.2%) (+) 23  [5,15] (-) 29  [2,16]
                Default Open Loop Personnel Simulation #52
                L
                Threat Level (Steps)
                = "
                Increasing Threat (Constant)"-Producing Intelligence dt + Initial Threat
                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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #54
                C
                Time in Training (Turns)
                = 1
                Description: Time it takes to complete a round of training.
                Present In 1 View:
                Used By
                • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #56
                L
                Total Ability (Tasks/Turn)
                =
                Gaining Capability-Losing Capability dt + Initial Ability
                Description: Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Present In 1 View:Used By
                • Average Ability The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                • Max Ability loss rate Limit of loss if there is little total ability
                Feedback Loops: 11 (18.0%) (+) 3  [10,14] (-) 8  [3,16]
                Default Open Loop Personnel Simulation #57
                DE,A
                Total Retirement Rate (Personnel Units/Turn)
                = DELAY FIXED (
                Security Vetting, Career Length , "Initial At-Work"/Career Length)
                Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Present In 1 View:Used By
                • Ability loss rate from retirements Second source of ability loss
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 29 (47.5%) (+) 12  [8,15] (-) 17  [7,16]
                Default Open Loop Personnel Simulation #58
                A
                Total Workforce (Personnel Units)
                = "
                Personnel At-Work"+"Personnel In-Training"
                Description: Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                Present In 1 View:Used By
                • Average Ability The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                Feedback Loops: 27 (44.3%) (+) 12  [9,15] (-) 15  [7,16]
                Default Open Loop Personnel Simulation #59
                C
                Turn (Turns)
                = 1
                Description: 1 Time Unit = 1 Turn in the game simulation
                Present In 1 View:
                Used By
                • Capacity At Work Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Max Ability loss rate Limit of loss if there is little total ability
                • 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.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #60
                L
                Waiting HR Process (Personnel Units)
                = -
                HR Processing+Recruiting dt + Initial HR Process
                Description: Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                Present In 1 View:Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
                Default Open Loop Personnel Simulation #61
                L
                Waiting Security (Personnel Units)
                =
                HR Processing-Security Vetting dt + Initial Waiting Security
                Description: Final capacitated delay in the Hiring chain
                Present In 1 View:Used By
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
                Top(Group) Open Loop Personnel Simulation (55 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Default Open Loop Personnel Simulation #1
                A
                Ability loss rate from reassignments (Tasks/(Turn*Turn))
                = "
                Decision: Reassign Personnel"*Ability loss rate per Reassignment
                Description: One of two sources of ability loss
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #2
                A
                Ability loss rate from retirements (Tasks/(Turn*Turn))
                =
                Total Retirement Rate*Average Ability
                Description: Second source of ability loss
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 4 (6.6%) (+) 0  [0,0] (-) 4  [4,13]
                Default Open Loop Personnel Simulation #3
                C
                Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) )
                = 1
                Description: The number of ability stripes lost for each personnel unit reassigned each turn
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #4
                A
                Average Ability (Tasks/(Turn*Personnel Unit))
                =
                Total Ability/Total Workforce
                Description: The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                Present In 1 View:Used ByFeedback Loops: 37 (60.7%) (+) 15  [9,15] (-) 22  [4,16]
                Default Open Loop Personnel Simulation #5
                A
                Capacity allocated to each stage (Tasks/Turn)
                =
                Capacity to Acquire Personnel*Fraction allocated
                Description: The amount of Hiring Capacity for each process in the pipeline.
                Present In 1 View:Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #6
                A
                Capacity At Work (Tasks/Turn)
                = "
                Personnel At-Work"*Average Ability/Turn
                Description: Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                Present In 1 View:Used By
                • Capacity to Acquire Personnel 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 has happened) is allocated to production.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #7
                A
                Capacity to Acquire Personnel (Tasks/Turn)
                = MAX(MIN(
                Capacity At Work,"Decision: Capacity to HR Hiring"),0)
                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 By
                • Capacity allocated to each stage The amount of Hiring Capacity for each process in the pipeline.
                • Capacity to Produce All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #8
                A
                Capacity to Produce (Tasks/Turn)
                = MAX(
                Capacity At Work-Capacity to Acquire Personnel-"Decision: Capacity for Infrastructure Acquisition",Min Capacity)
                Description: All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production.
                Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #9
                C
                Career Length (Turns)
                = 9
                Description: Career length for all personnel units
                Present In 1 View:
                Used By
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #10
                DE,F,A
                completing training (Personnel Units/Turn)
                = DELAY FIXED(
                entering training, Time in Training ,0 )
                Description: The rate at which personnel units finish their training. Those who retired while training are not included.
                Present In 1 View:Used By
                • Gaining Capability Rate at which personnel earn additional ability by taking training
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 15 (24.6%) (+) 8  [3,14] (-) 7  [11,16]
                Decision Open Loop Personnel Simulation #11
                C
                Decision: Capacity for Infrastructure Acquisition (Tasks/Turn )
                = 6
                Description: Capacity devoted to the three-stage acquisition chain. A value of 6 will permit 2 infrastructure units per turn to be acquired to replace two breakdowns. We assume here that there will always be at least one infrastructure unint at work to enable each personnel 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 has happened) is allocated to production.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #12
                C
                Decision: Capacity to HR Hiring (Tasks/Turn )
                = 6
                Description: Amount of capacity to devote to the HR hiring chain. The model will allocate this quantity, if available, before allocating any capacity to production.
                Present In 1 View:
                Used By
                • Capacity to Acquire Personnel 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 Personnel Simulation #13
                C
                Decision: Info From Sharing (Steps/Turn )
                = 0.1
                Description: Average number of steps per turn worth of information obtained from sharing info with other agencies.
                Present In 1 View:
                Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #14
                C
                Decision: Reassign Personnel (Personnel Units/Turn )
                = 2
                Description: Rate of personnel re-assignments each turn as determined by the players.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #15
                C
                Decision: Train Personnel (Personnel 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 1 View:
                Used By
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #16
                DE,A
                Delayed PDN (Dmnl)
                = DELAY3I(
                Fraction of Max Capacity, PDN Delay, 0)
                Description: Delay representing the time it takes for the production pipeline to work
                Present In 1 View:Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #17
                L
                Empty Billets (Personnel Units)
                = "
                Retiring from At-Work"+"Retiring from In-Training"-Recruiting dt + Initial Empty Billets
                Description: Number of empty billets that are ready to fill via the HR capacitated pipeline.
                Present In 1 View:Used By
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                Feedback Loops: 10 (16.4%) (+) 5  [8,13] (-) 5  [2,12]
                Default Open Loop Personnel Simulation #18
                F,A
                entering training (Personnel Units/Turn)
                = MIN("
                Personnel At-Work"/Turn ,"Decision: Train Personnel")
                Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Present In 1 View:Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
                Feedback Loops: 24 (39.3%) (+) 12  [3,15] (-) 12  [2,16]
                Default Open Loop Personnel Simulation #20
                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 Personnel Simulation #21
                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 Delay representing the time it takes for the production pipeline to work
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #22
                F,A
                Gaining Capability (Tasks/(Turn*Turn))
                =
                completing training*New Ability per Graduate
                Description: Rate at which personnel earn additional ability by taking training
                Present In 1 View:Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 6 (9.8%) (+) 3  [10,14] (-) 3  [12,16]
                Default Open Loop Personnel Simulation #23
                F,A
                HR Processing (Personnel Units/Turn)
                = MIN(
                Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn)
                Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                Present In 1 View:Used By
                • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                • Waiting Security Final capacitated delay in the Hiring chain
                Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
                Default Open Loop Personnel Simulation #24
                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 Personnel Simulation #25
                LI,C
                Initial Ability (Tasks/Turn )
                = 38
                Description: Initial number of ability stripes on all the personnel at work
                Present In 1 View:
                Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #26
                LI,C
                Initial At-Work (Personnel Units)
                = 22
                Description: Initial number of personnel units at-work
                Present In 1 View:
                Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #27
                LI,C
                Initial Empty Billets (Personnel Units )
                = 2
                Description: Initial number of unoccupied billets.
                Present In 1 View:
                Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #28
                LI,C
                Initial HR Process (Personnel Units )
                = 2
                Description: Initial personnel units waiting for HR processing
                Present In 1 View:
                Used By
                • Waiting HR Process Second stage of the three stage Hiring 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 Personnel Simulation #29
                LI,C
                Initial In-Training (Personnel Units )
                = 0
                Description: Initial number of personnel units in training
                Present In 1 View:
                Used By
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #30
                LI,C
                Initial Threat (Steps )
                = 6
                Description: Initial number os steps the terrorists have completed
                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 Personnel Simulation #32
                LI,C
                Initial Waiting Security (Personnel Units )
                = 2
                Description: Initial number of personnel units waiting for security vetting
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #33
                F,A
                Losing Capability (Tasks/(Turn*Turn))
                = MIN(
                Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements))
                Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Present In 1 View:Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 5 (8.2%) (+) 0  [0,0] (-) 5  [3,13]
                Default Open Loop Personnel Simulation #34
                A
                Max Ability loss rate (Tasks/(Turn*Turn))
                =
                Total Ability/Turn
                Description: Limit of loss if there is little total ability
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 1 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #35
                C
                Max Capacity (Tasks/Turn )
                = 44
                Description: There are 28 personnel units in the game. If all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 56 tasks per turn. However, we must reserve 6 personnnel units to fill the hiring pipeline, so the maximum capacity that can be producing is 44 tasks per turn.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #36
                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 By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 1 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #37
                C
                Max Steps per Turn (Steps/Turn )
                = 3.5
                Description: This is an estimate for the most likely maximum number of steps per turn that will be defeated every turn if all personnel units are in an at-work status and their capacity is positioned optimally on the game board. Equivalent to one ULTRA requirement card or 4 LOW requirement cards per turn.
                Present In 1 View:
                Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #38
                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 has happened) is allocated to production.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #40
                C
                New Ability per Graduate (Tasks/(Turn*Personnel Unit))
                = 1
                Description: The ability that one round of training will confer on one personnel unit.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #41
                C
                PDN Delay (Turns )
                = 3
                Description: Delay time for the production pipeline
                Present In 1 View:
                Used By
                • Delayed PDN Delay representing the time it takes for the production pipeline to work
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #42
                L
                Personnel At-Work (Personnel Units)
                =
                completing training+Security Vetting-entering training-"Retiring from At-Workdt + "Initial At-Work"
                Description: Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                Present In 1 View:Used By
                • Capacity At Work Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Total Workforce Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 42 (68.9%) (+) 19  [3,15] (-) 23  [2,16]
                Default Open Loop Personnel Simulation #43
                L
                Personnel In-Training (Personnel Units)
                =
                entering training-completing training-"Retiring from In-Trainingdt + "Initial In-Training"
                Description: Number of Personnel Units taking training. Those in training are not available for doing work.
                Present In 1 View:Used By
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                • Total Workforce Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                Feedback Loops: 26 (42.6%) (+) 11  [9,15] (-) 15  [2,16]
                Default Open Loop Personnel Simulation #44
                C
                Personnel moved per task (Personnel Units/Task)
                = 1
                Description: Number of personnel units a single task will move at each stage.
                Present In 1 View:
                Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #45
                F,A
                Producing Intelligence (Steps/Turn)
                = MIN(
                Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing")
                Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #46
                F,A
                Recruiting (Personnel Units/Turn)
                = MIN(
                Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn)
                Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
                Default Open Loop Personnel Simulation #47
                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 By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #48
                F,A
                Retiring from At-Work (Personnel Units/Turn)
                = MIN(
                Total Retirement Rate,"Personnel At-Work"/Turn)
                Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 28 (45.9%) (+) 9  [8,15] (-) 19  [2,16]
                Default Open Loop Personnel Simulation #49
                F,A
                Retiring from In-Training (Personnel Units/Turn)
                = MIN(
                Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn)
                Description: Rate at which personnel units retire from the in-training state after their 9 turn career
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 17 (27.9%) (+) 6  [8,13] (-) 11  [2,14]
                Default Open Loop Personnel Simulation #51
                F,A
                Security Vetting (Personnel Units/Turn)
                = MIN(
                Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage)
                Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Present In 1 View:Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                • Waiting Security Final capacitated delay in the Hiring chain
                Feedback Loops: 52 (85.2%) (+) 23  [5,15] (-) 29  [2,16]
                Default Open Loop Personnel Simulation #52
                L
                Threat Level (Steps)
                = "
                Increasing Threat (Constant)"-Producing Intelligence dt + Initial Threat
                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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #54
                C
                Time in Training (Turns)
                = 1
                Description: Time it takes to complete a round of training.
                Present In 1 View:
                Used By
                • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #56
                L
                Total Ability (Tasks/Turn)
                =
                Gaining Capability-Losing Capability dt + Initial Ability
                Description: Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Present In 1 View:Used By
                • Average Ability The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                • Max Ability loss rate Limit of loss if there is little total ability
                Feedback Loops: 11 (18.0%) (+) 3  [10,14] (-) 8  [3,16]
                Default Open Loop Personnel Simulation #57
                DE,A
                Total Retirement Rate (Personnel Units/Turn)
                = DELAY FIXED (
                Security Vetting, Career Length , "Initial At-Work"/Career Length)
                Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Present In 1 View:Used By
                • Ability loss rate from retirements Second source of ability loss
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 29 (47.5%) (+) 12  [8,15] (-) 17  [7,16]
                Default Open Loop Personnel Simulation #58
                A
                Total Workforce (Personnel Units)
                = "
                Personnel At-Work"+"Personnel In-Training"
                Description: Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                Present In 1 View:Used By
                • Average Ability The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                Feedback Loops: 27 (44.3%) (+) 12  [9,15] (-) 15  [7,16]
                Default Open Loop Personnel Simulation #59
                C
                Turn (Turns)
                = 1
                Description: 1 Time Unit = 1 Turn in the game simulation
                Present In 1 View:
                Used By
                • Capacity At Work Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Max Ability loss rate Limit of loss if there is little total ability
                • 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.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #60
                L
                Waiting HR Process (Personnel Units)
                = -
                HR Processing+Recruiting dt + Initial HR Process
                Description: Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                Present In 1 View:Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
                Default Open Loop Personnel Simulation #61
                L
                Waiting Security (Personnel Units)
                =
                HR Processing-Security Vetting dt + Initial Waiting Security
                Description: Final capacitated delay in the Hiring chain
                Present In 1 View:Used By
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
                Top(Module) Decision (5 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Decision Open Loop Personnel Simulation #11
                C
                Decision: Capacity for Infrastructure Acquisition (Tasks/Turn )
                = 6
                Description: Capacity devoted to the three-stage acquisition chain. A value of 6 will permit 2 infrastructure units per turn to be acquired to replace two breakdowns. We assume here that there will always be at least one infrastructure unint at work to enable each personnel 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 has happened) is allocated to production.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #12
                C
                Decision: Capacity to HR Hiring (Tasks/Turn )
                = 6
                Description: Amount of capacity to devote to the HR hiring chain. The model will allocate this quantity, if available, before allocating any capacity to production.
                Present In 1 View:
                Used By
                • Capacity to Acquire Personnel 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 Personnel Simulation #13
                C
                Decision: Info From Sharing (Steps/Turn )
                = 0.1
                Description: Average number of steps per turn worth of information obtained from sharing info with other agencies.
                Present In 1 View:
                Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #14
                C
                Decision: Reassign Personnel (Personnel Units/Turn )
                = 2
                Description: Rate of personnel re-assignments each turn as determined by the players.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #15
                C
                Decision: Train Personnel (Personnel 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 1 View:
                Used By
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Top(Module) Default (50 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Default Open Loop Personnel Simulation #1
                A
                Ability loss rate from reassignments (Tasks/(Turn*Turn))
                = "
                Decision: Reassign Personnel"*Ability loss rate per Reassignment
                Description: One of two sources of ability loss
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #2
                A
                Ability loss rate from retirements (Tasks/(Turn*Turn))
                =
                Total Retirement Rate*Average Ability
                Description: Second source of ability loss
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 4 (6.6%) (+) 0  [0,0] (-) 4  [4,13]
                Default Open Loop Personnel Simulation #3
                C
                Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) )
                = 1
                Description: The number of ability stripes lost for each personnel unit reassigned each turn
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #4
                A
                Average Ability (Tasks/(Turn*Personnel Unit))
                =
                Total Ability/Total Workforce
                Description: The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                Present In 1 View:Used ByFeedback Loops: 37 (60.7%) (+) 15  [9,15] (-) 22  [4,16]
                Default Open Loop Personnel Simulation #5
                A
                Capacity allocated to each stage (Tasks/Turn)
                =
                Capacity to Acquire Personnel*Fraction allocated
                Description: The amount of Hiring Capacity for each process in the pipeline.
                Present In 1 View:Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #6
                A
                Capacity At Work (Tasks/Turn)
                = "
                Personnel At-Work"*Average Ability/Turn
                Description: Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                Present In 1 View:Used By
                • Capacity to Acquire Personnel 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 has happened) is allocated to production.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #7
                A
                Capacity to Acquire Personnel (Tasks/Turn)
                = MAX(MIN(
                Capacity At Work,"Decision: Capacity to HR Hiring"),0)
                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 By
                • Capacity allocated to each stage The amount of Hiring Capacity for each process in the pipeline.
                • Capacity to Produce All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #8
                A
                Capacity to Produce (Tasks/Turn)
                = MAX(
                Capacity At Work-Capacity to Acquire Personnel-"Decision: Capacity for Infrastructure Acquisition",Min Capacity)
                Description: All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production.
                Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #9
                C
                Career Length (Turns)
                = 9
                Description: Career length for all personnel units
                Present In 1 View:
                Used By
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #10
                DE,F,A
                completing training (Personnel Units/Turn)
                = DELAY FIXED(
                entering training, Time in Training ,0 )
                Description: The rate at which personnel units finish their training. Those who retired while training are not included.
                Present In 1 View:Used By
                • Gaining Capability Rate at which personnel earn additional ability by taking training
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 15 (24.6%) (+) 8  [3,14] (-) 7  [11,16]
                Default Open Loop Personnel Simulation #16
                DE,A
                Delayed PDN (Dmnl)
                = DELAY3I(
                Fraction of Max Capacity, PDN Delay, 0)
                Description: Delay representing the time it takes for the production pipeline to work
                Present In 1 View:Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #17
                L
                Empty Billets (Personnel Units)
                = "
                Retiring from At-Work"+"Retiring from In-Training"-Recruiting dt + Initial Empty Billets
                Description: Number of empty billets that are ready to fill via the HR capacitated pipeline.
                Present In 1 View:Used By
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                Feedback Loops: 10 (16.4%) (+) 5  [8,13] (-) 5  [2,12]
                Default Open Loop Personnel Simulation #18
                F,A
                entering training (Personnel Units/Turn)
                = MIN("
                Personnel At-Work"/Turn ,"Decision: Train Personnel")
                Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Present In 1 View:Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
                Feedback Loops: 24 (39.3%) (+) 12  [3,15] (-) 12  [2,16]
                Default Open Loop Personnel Simulation #20
                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 Personnel Simulation #21
                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 Delay representing the time it takes for the production pipeline to work
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #22
                F,A
                Gaining Capability (Tasks/(Turn*Turn))
                =
                completing training*New Ability per Graduate
                Description: Rate at which personnel earn additional ability by taking training
                Present In 1 View:Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 6 (9.8%) (+) 3  [10,14] (-) 3  [12,16]
                Default Open Loop Personnel Simulation #23
                F,A
                HR Processing (Personnel Units/Turn)
                = MIN(
                Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn)
                Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                Present In 1 View:Used By
                • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                • Waiting Security Final capacitated delay in the Hiring chain
                Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
                Default Open Loop Personnel Simulation #24
                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 Personnel Simulation #25
                LI,C
                Initial Ability (Tasks/Turn )
                = 38
                Description: Initial number of ability stripes on all the personnel at work
                Present In 1 View:
                Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #26
                LI,C
                Initial At-Work (Personnel Units)
                = 22
                Description: Initial number of personnel units at-work
                Present In 1 View:
                Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #27
                LI,C
                Initial Empty Billets (Personnel Units )
                = 2
                Description: Initial number of unoccupied billets.
                Present In 1 View:
                Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #28
                LI,C
                Initial HR Process (Personnel Units )
                = 2
                Description: Initial personnel units waiting for HR processing
                Present In 1 View:
                Used By
                • Waiting HR Process Second stage of the three stage Hiring 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 Personnel Simulation #29
                LI,C
                Initial In-Training (Personnel Units )
                = 0
                Description: Initial number of personnel units in training
                Present In 1 View:
                Used By
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #30
                LI,C
                Initial Threat (Steps )
                = 6
                Description: Initial number os steps the terrorists have completed
                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 Personnel Simulation #32
                LI,C
                Initial Waiting Security (Personnel Units )
                = 2
                Description: Initial number of personnel units waiting for security vetting
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #33
                F,A
                Losing Capability (Tasks/(Turn*Turn))
                = MIN(
                Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements))
                Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Present In 1 View:Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 5 (8.2%) (+) 0  [0,0] (-) 5  [3,13]
                Default Open Loop Personnel Simulation #34
                A
                Max Ability loss rate (Tasks/(Turn*Turn))
                =
                Total Ability/Turn
                Description: Limit of loss if there is little total ability
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 1 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #35
                C
                Max Capacity (Tasks/Turn )
                = 44
                Description: There are 28 personnel units in the game. If all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 56 tasks per turn. However, we must reserve 6 personnnel units to fill the hiring pipeline, so the maximum capacity that can be producing is 44 tasks per turn.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #36
                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 By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 1 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #37
                C
                Max Steps per Turn (Steps/Turn )
                = 3.5
                Description: This is an estimate for the most likely maximum number of steps per turn that will be defeated every turn if all personnel units are in an at-work status and their capacity is positioned optimally on the game board. Equivalent to one ULTRA requirement card or 4 LOW requirement cards per turn.
                Present In 1 View:
                Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #38
                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 has happened) is allocated to production.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #40
                C
                New Ability per Graduate (Tasks/(Turn*Personnel Unit))
                = 1
                Description: The ability that one round of training will confer on one personnel unit.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #41
                C
                PDN Delay (Turns )
                = 3
                Description: Delay time for the production pipeline
                Present In 1 View:
                Used By
                • Delayed PDN Delay representing the time it takes for the production pipeline to work
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #42
                L
                Personnel At-Work (Personnel Units)
                =
                completing training+Security Vetting-entering training-"Retiring from At-Workdt + "Initial At-Work"
                Description: Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                Present In 1 View:Used By
                • Capacity At Work Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Total Workforce Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 42 (68.9%) (+) 19  [3,15] (-) 23  [2,16]
                Default Open Loop Personnel Simulation #43
                L
                Personnel In-Training (Personnel Units)
                =
                entering training-completing training-"Retiring from In-Trainingdt + "Initial In-Training"
                Description: Number of Personnel Units taking training. Those in training are not available for doing work.
                Present In 1 View:Used By
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                • Total Workforce Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                Feedback Loops: 26 (42.6%) (+) 11  [9,15] (-) 15  [2,16]
                Default Open Loop Personnel Simulation #44
                C
                Personnel moved per task (Personnel Units/Task)
                = 1
                Description: Number of personnel units a single task will move at each stage.
                Present In 1 View:
                Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #45
                F,A
                Producing Intelligence (Steps/Turn)
                = MIN(
                Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing")
                Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #46
                F,A
                Recruiting (Personnel Units/Turn)
                = MIN(
                Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn)
                Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
                Default Open Loop Personnel Simulation #47
                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 By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #48
                F,A
                Retiring from At-Work (Personnel Units/Turn)
                = MIN(
                Total Retirement Rate,"Personnel At-Work"/Turn)
                Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 28 (45.9%) (+) 9  [8,15] (-) 19  [2,16]
                Default Open Loop Personnel Simulation #49
                F,A
                Retiring from In-Training (Personnel Units/Turn)
                = MIN(
                Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn)
                Description: Rate at which personnel units retire from the in-training state after their 9 turn career
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 17 (27.9%) (+) 6  [8,13] (-) 11  [2,14]
                Default Open Loop Personnel Simulation #51
                F,A
                Security Vetting (Personnel Units/Turn)
                = MIN(
                Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage)
                Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Present In 1 View:Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                • Waiting Security Final capacitated delay in the Hiring chain
                Feedback Loops: 52 (85.2%) (+) 23  [5,15] (-) 29  [2,16]
                Default Open Loop Personnel Simulation #52
                L
                Threat Level (Steps)
                = "
                Increasing Threat (Constant)"-Producing Intelligence dt + Initial Threat
                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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #54
                C
                Time in Training (Turns)
                = 1
                Description: Time it takes to complete a round of training.
                Present In 1 View:
                Used By
                • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #56
                L
                Total Ability (Tasks/Turn)
                =
                Gaining Capability-Losing Capability dt + Initial Ability
                Description: Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Present In 1 View:Used By
                • Average Ability The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                • Max Ability loss rate Limit of loss if there is little total ability
                Feedback Loops: 11 (18.0%) (+) 3  [10,14] (-) 8  [3,16]
                Default Open Loop Personnel Simulation #57
                DE,A
                Total Retirement Rate (Personnel Units/Turn)
                = DELAY FIXED (
                Security Vetting, Career Length , "Initial At-Work"/Career Length)
                Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Present In 1 View:Used By
                • Ability loss rate from retirements Second source of ability loss
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 29 (47.5%) (+) 12  [8,15] (-) 17  [7,16]
                Default Open Loop Personnel Simulation #58
                A
                Total Workforce (Personnel Units)
                = "
                Personnel At-Work"+"Personnel In-Training"
                Description: Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                Present In 1 View:Used By
                • Average Ability The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                Feedback Loops: 27 (44.3%) (+) 12  [9,15] (-) 15  [7,16]
                Default Open Loop Personnel Simulation #59
                C
                Turn (Turns)
                = 1
                Description: 1 Time Unit = 1 Turn in the game simulation
                Present In 1 View:
                Used By
                • Capacity At Work Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Max Ability loss rate Limit of loss if there is little total ability
                • 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.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #60
                L
                Waiting HR Process (Personnel Units)
                = -
                HR Processing+Recruiting dt + Initial HR Process
                Description: Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                Present In 1 View:Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
                Default Open Loop Personnel Simulation #61
                L
                Waiting Security (Personnel Units)
                =
                HR Processing-Security Vetting dt + Initial Waiting Security
                Description: Final capacitated delay in the Hiring chain
                Present In 1 View:Used By
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
                Top(Type) Level (7 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Default Open Loop Personnel Simulation #17
                L
                Empty Billets (Personnel Units)
                = "
                Retiring from At-Work"+"Retiring from In-Training"-Recruiting dt + Initial Empty Billets
                Description: Number of empty billets that are ready to fill via the HR capacitated pipeline.
                Present In 1 View:Used By
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                Feedback Loops: 10 (16.4%) (+) 5  [8,13] (-) 5  [2,12]
                Default Open Loop Personnel Simulation #42
                L
                Personnel At-Work (Personnel Units)
                =
                completing training+Security Vetting-entering training-"Retiring from At-Workdt + "Initial At-Work"
                Description: Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                Present In 1 View:Used By
                • Capacity At Work Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Total Workforce Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 42 (68.9%) (+) 19  [3,15] (-) 23  [2,16]
                Default Open Loop Personnel Simulation #43
                L
                Personnel In-Training (Personnel Units)
                =
                entering training-completing training-"Retiring from In-Trainingdt + "Initial In-Training"
                Description: Number of Personnel Units taking training. Those in training are not available for doing work.
                Present In 1 View:Used By
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                • Total Workforce Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                Feedback Loops: 26 (42.6%) (+) 11  [9,15] (-) 15  [2,16]
                Default Open Loop Personnel Simulation #52
                L
                Threat Level (Steps)
                = "
                Increasing Threat (Constant)"-Producing Intelligence dt + Initial Threat
                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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #56
                L
                Total Ability (Tasks/Turn)
                =
                Gaining Capability-Losing Capability dt + Initial Ability
                Description: Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Present In 1 View:Used By
                • Average Ability The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                • Max Ability loss rate Limit of loss if there is little total ability
                Feedback Loops: 11 (18.0%) (+) 3  [10,14] (-) 8  [3,16]
                Default Open Loop Personnel Simulation #60
                L
                Waiting HR Process (Personnel Units)
                = -
                HR Processing+Recruiting dt + Initial HR Process
                Description: Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                Present In 1 View:Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
                Default Open Loop Personnel Simulation #61
                L
                Waiting Security (Personnel Units)
                =
                HR Processing-Security Vetting dt + Initial Waiting Security
                Description: Final capacitated delay in the Hiring chain
                Present In 1 View:Used By
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
                Top(Type) Smooth (0 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Top(Type) Delay (3 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Default Open Loop Personnel Simulation #10
                DE,F,A
                completing training (Personnel Units/Turn)
                = DELAY FIXED(
                entering training, Time in Training ,0 )
                Description: The rate at which personnel units finish their training. Those who retired while training are not included.
                Present In 1 View:Used By
                • Gaining Capability Rate at which personnel earn additional ability by taking training
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 15 (24.6%) (+) 8  [3,14] (-) 7  [11,16]
                Default Open Loop Personnel Simulation #16
                DE,A
                Delayed PDN (Dmnl)
                = DELAY3I(
                Fraction of Max Capacity, PDN Delay, 0)
                Description: Delay representing the time it takes for the production pipeline to work
                Present In 1 View:Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #57
                DE,A
                Total Retirement Rate (Personnel Units/Turn)
                = DELAY FIXED (
                Security Vetting, Career Length , "Initial At-Work"/Career Length)
                Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Present In 1 View:Used By
                • Ability loss rate from retirements Second source of ability loss
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 29 (47.5%) (+) 12  [8,15] (-) 17  [7,16]
                Top(Type) Level Initial (7 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Default Open Loop Personnel Simulation #25
                LI,C
                Initial Ability (Tasks/Turn )
                = 38
                Description: Initial number of ability stripes on all the personnel at work
                Present In 1 View:
                Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #26
                LI,C
                Initial At-Work (Personnel Units)
                = 22
                Description: Initial number of personnel units at-work
                Present In 1 View:
                Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #27
                LI,C
                Initial Empty Billets (Personnel Units )
                = 2
                Description: Initial number of unoccupied billets.
                Present In 1 View:
                Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #28
                LI,C
                Initial HR Process (Personnel Units )
                = 2
                Description: Initial personnel units waiting for HR processing
                Present In 1 View:
                Used By
                • Waiting HR Process Second stage of the three stage Hiring 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 Personnel Simulation #29
                LI,C
                Initial In-Training (Personnel Units )
                = 0
                Description: Initial number of personnel units in training
                Present In 1 View:
                Used By
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #30
                LI,C
                Initial Threat (Steps )
                = 6
                Description: Initial number os steps the terrorists have completed
                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 Personnel Simulation #32
                LI,C
                Initial Waiting Security (Personnel Units )
                = 2
                Description: Initial number of personnel units waiting for security vetting
                Present In 1 View:
                Used ByFeedback 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 (24 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Default Open Loop Personnel Simulation #3
                C
                Ability loss rate per Reassignment (Tasks/(Turn*Personnel Unit) )
                = 1
                Description: The number of ability stripes lost for each personnel unit reassigned each turn
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #9
                C
                Career Length (Turns)
                = 9
                Description: Career length for all personnel units
                Present In 1 View:
                Used By
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #11
                C
                Decision: Capacity for Infrastructure Acquisition (Tasks/Turn )
                = 6
                Description: Capacity devoted to the three-stage acquisition chain. A value of 6 will permit 2 infrastructure units per turn to be acquired to replace two breakdowns. We assume here that there will always be at least one infrastructure unint at work to enable each personnel 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 has happened) is allocated to production.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #12
                C
                Decision: Capacity to HR Hiring (Tasks/Turn )
                = 6
                Description: Amount of capacity to devote to the HR hiring chain. The model will allocate this quantity, if available, before allocating any capacity to production.
                Present In 1 View:
                Used By
                • Capacity to Acquire Personnel 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 Personnel Simulation #13
                C
                Decision: Info From Sharing (Steps/Turn )
                = 0.1
                Description: Average number of steps per turn worth of information obtained from sharing info with other agencies.
                Present In 1 View:
                Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #14
                C
                Decision: Reassign Personnel (Personnel Units/Turn )
                = 2
                Description: Rate of personnel re-assignments each turn as determined by the players.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Decision Open Loop Personnel Simulation #15
                C
                Decision: Train Personnel (Personnel 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 1 View:
                Used By
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #20
                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 Personnel Simulation #24
                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 Personnel Simulation #25
                LI,C
                Initial Ability (Tasks/Turn )
                = 38
                Description: Initial number of ability stripes on all the personnel at work
                Present In 1 View:
                Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #26
                LI,C
                Initial At-Work (Personnel Units)
                = 22
                Description: Initial number of personnel units at-work
                Present In 1 View:
                Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #27
                LI,C
                Initial Empty Billets (Personnel Units )
                = 2
                Description: Initial number of unoccupied billets.
                Present In 1 View:
                Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #28
                LI,C
                Initial HR Process (Personnel Units )
                = 2
                Description: Initial personnel units waiting for HR processing
                Present In 1 View:
                Used By
                • Waiting HR Process Second stage of the three stage Hiring 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 Personnel Simulation #29
                LI,C
                Initial In-Training (Personnel Units )
                = 0
                Description: Initial number of personnel units in training
                Present In 1 View:
                Used By
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #30
                LI,C
                Initial Threat (Steps )
                = 6
                Description: Initial number os steps the terrorists have completed
                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 Personnel Simulation #32
                LI,C
                Initial Waiting Security (Personnel Units )
                = 2
                Description: Initial number of personnel units waiting for security vetting
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #35
                C
                Max Capacity (Tasks/Turn )
                = 44
                Description: There are 28 personnel units in the game. If all are at work, and each supports 2 tasks per turn, the maximum capacity possible is 56 tasks per turn. However, we must reserve 6 personnnel units to fill the hiring pipeline, so the maximum capacity that can be producing is 44 tasks per turn.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #37
                C
                Max Steps per Turn (Steps/Turn )
                = 3.5
                Description: This is an estimate for the most likely maximum number of steps per turn that will be defeated every turn if all personnel units are in an at-work status and their capacity is positioned optimally on the game board. Equivalent to one ULTRA requirement card or 4 LOW requirement cards per turn.
                Present In 1 View:
                Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #38
                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 has happened) is allocated to production.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #40
                C
                New Ability per Graduate (Tasks/(Turn*Personnel Unit))
                = 1
                Description: The ability that one round of training will confer on one personnel unit.
                Present In 1 View:
                Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #41
                C
                PDN Delay (Turns )
                = 3
                Description: Delay time for the production pipeline
                Present In 1 View:
                Used By
                • Delayed PDN Delay representing the time it takes for the production pipeline to work
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #44
                C
                Personnel moved per task (Personnel Units/Task)
                = 1
                Description: Number of personnel units a single task will move at each stage.
                Present In 1 View:
                Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #54
                C
                Time in Training (Turns)
                = 1
                Description: Time it takes to complete a round of training.
                Present In 1 View:
                Used By
                • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #59
                C
                Turn (Turns)
                = 1
                Description: 1 Time Unit = 1 Turn in the game simulation
                Present In 1 View:
                Used By
                • Capacity At Work Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Max Ability loss rate Limit of loss if there is little total ability
                • 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.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                • entering training Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Top(Type) Flow (11 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Default Open Loop Personnel Simulation #10
                DE,F,A
                completing training (Personnel Units/Turn)
                = DELAY FIXED(
                entering training, Time in Training ,0 )
                Description: The rate at which personnel units finish their training. Those who retired while training are not included.
                Present In 1 View:Used By
                • Gaining Capability Rate at which personnel earn additional ability by taking training
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 15 (24.6%) (+) 8  [3,14] (-) 7  [11,16]
                Default Open Loop Personnel Simulation #18
                F,A
                entering training (Personnel Units/Turn)
                = MIN("
                Personnel At-Work"/Turn ,"Decision: Train Personnel")
                Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Present In 1 View:Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
                Feedback Loops: 24 (39.3%) (+) 12  [3,15] (-) 12  [2,16]
                Default Open Loop Personnel Simulation #22
                F,A
                Gaining Capability (Tasks/(Turn*Turn))
                =
                completing training*New Ability per Graduate
                Description: Rate at which personnel earn additional ability by taking training
                Present In 1 View:Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 6 (9.8%) (+) 3  [10,14] (-) 3  [12,16]
                Default Open Loop Personnel Simulation #23
                F,A
                HR Processing (Personnel Units/Turn)
                = MIN(
                Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn)
                Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                Present In 1 View:Used By
                • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                • Waiting Security Final capacitated delay in the Hiring chain
                Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
                Default Open Loop Personnel Simulation #24
                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 Personnel Simulation #33
                F,A
                Losing Capability (Tasks/(Turn*Turn))
                = MIN(
                Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements))
                Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Present In 1 View:Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 5 (8.2%) (+) 0  [0,0] (-) 5  [3,13]
                Default Open Loop Personnel Simulation #45
                F,A
                Producing Intelligence (Steps/Turn)
                = MIN(
                Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing")
                Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #46
                F,A
                Recruiting (Personnel Units/Turn)
                = MIN(
                Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn)
                Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
                Default Open Loop Personnel Simulation #48
                F,A
                Retiring from At-Work (Personnel Units/Turn)
                = MIN(
                Total Retirement Rate,"Personnel At-Work"/Turn)
                Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 28 (45.9%) (+) 9  [8,15] (-) 19  [2,16]
                Default Open Loop Personnel Simulation #49
                F,A
                Retiring from In-Training (Personnel Units/Turn)
                = MIN(
                Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn)
                Description: Rate at which personnel units retire from the in-training state after their 9 turn career
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 17 (27.9%) (+) 6  [8,13] (-) 11  [2,14]
                Default Open Loop Personnel Simulation #51
                F,A
                Security Vetting (Personnel Units/Turn)
                = MIN(
                Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage)
                Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Present In 1 View:Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                • Waiting Security Final capacitated delay in the Hiring chain
                Feedback Loops: 52 (85.2%) (+) 23  [5,15] (-) 29  [2,16]
                Top(Type) Auxiliary (24 Variables)
                Module
                Group
                Type
                Variable Name And Description
                Default Open Loop Personnel Simulation #1
                A
                Ability loss rate from reassignments (Tasks/(Turn*Turn))
                = "
                Decision: Reassign Personnel"*Ability loss rate per Reassignment
                Description: One of two sources of ability loss
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #2
                A
                Ability loss rate from retirements (Tasks/(Turn*Turn))
                =
                Total Retirement Rate*Average Ability
                Description: Second source of ability loss
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 4 (6.6%) (+) 0  [0,0] (-) 4  [4,13]
                Default Open Loop Personnel Simulation #4
                A
                Average Ability (Tasks/(Turn*Personnel Unit))
                =
                Total Ability/Total Workforce
                Description: The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                Present In 1 View:Used ByFeedback Loops: 37 (60.7%) (+) 15  [9,15] (-) 22  [4,16]
                Default Open Loop Personnel Simulation #5
                A
                Capacity allocated to each stage (Tasks/Turn)
                =
                Capacity to Acquire Personnel*Fraction allocated
                Description: The amount of Hiring Capacity for each process in the pipeline.
                Present In 1 View:Used By
                • HR Processing Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                • Recruiting Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                • Security Vetting Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #6
                A
                Capacity At Work (Tasks/Turn)
                = "
                Personnel At-Work"*Average Ability/Turn
                Description: Capacity generated by all the working personnel units. This is the total number of tasks the system can perform per turn.
                Present In 1 View:Used By
                • Capacity to Acquire Personnel 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 has happened) is allocated to production.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #7
                A
                Capacity to Acquire Personnel (Tasks/Turn)
                = MAX(MIN(
                Capacity At Work,"Decision: Capacity to HR Hiring"),0)
                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 By
                • Capacity allocated to each stage The amount of Hiring Capacity for each process in the pipeline.
                • Capacity to Produce All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production.
                Feedback Loops: 42 (68.9%) (+) 18  [5,15] (-) 24  [7,16]
                Default Open Loop Personnel Simulation #8
                A
                Capacity to Produce (Tasks/Turn)
                = MAX(
                Capacity At Work-Capacity to Acquire Personnel-"Decision: Capacity for Infrastructure Acquisition",Min Capacity)
                Description: All remaining capacity (after allocation to the acquisition chain and to the personnel hiring chain has happened) is allocated to production.
                Present In 1 View:Used ByFeedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #10
                DE,F,A
                completing training (Personnel Units/Turn)
                = DELAY FIXED(
                entering training, Time in Training ,0 )
                Description: The rate at which personnel units finish their training. Those who retired while training are not included.
                Present In 1 View:Used By
                • Gaining Capability Rate at which personnel earn additional ability by taking training
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 15 (24.6%) (+) 8  [3,14] (-) 7  [11,16]
                Default Open Loop Personnel Simulation #16
                DE,A
                Delayed PDN (Dmnl)
                = DELAY3I(
                Fraction of Max Capacity, PDN Delay, 0)
                Description: Delay representing the time it takes for the production pipeline to work
                Present In 1 View:Used By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #18
                F,A
                entering training (Personnel Units/Turn)
                = MIN("
                Personnel At-Work"/Turn ,"Decision: Train Personnel")
                Description: Rate at which personnel units are placed into training by players. This rate is limited by the number of personnel units availble for training after retirements.
                Present In 1 View:Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                • completing training The rate at which personnel units finish their training. Those who retired while training are not included.
                Feedback Loops: 24 (39.3%) (+) 12  [3,15] (-) 12  [2,16]
                Default Open Loop Personnel Simulation #21
                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 Delay representing the time it takes for the production pipeline to work
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #22
                F,A
                Gaining Capability (Tasks/(Turn*Turn))
                =
                completing training*New Ability per Graduate
                Description: Rate at which personnel earn additional ability by taking training
                Present In 1 View:Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 6 (9.8%) (+) 3  [10,14] (-) 3  [12,16]
                Default Open Loop Personnel Simulation #23
                F,A
                HR Processing (Personnel Units/Turn)
                = MIN(
                Personnel moved per task*Capacity allocated to each stage,Waiting HR Process/Turn)
                Description: Rate of HR doing its processing. The rate is limited by the availability of recruits and the capacity allocated to the processing.
                Present In 1 View:Used By
                • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                • Waiting Security Final capacitated delay in the Hiring chain
                Feedback Loops: 38 (62.3%) (+) 17  [7,15] (-) 21  [2,16]
                Default Open Loop Personnel Simulation #33
                F,A
                Losing Capability (Tasks/(Turn*Turn))
                = MIN(
                Max Ability loss rate,(Ability loss rate from reassignments + Ability loss rate from retirements))
                Description: Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Present In 1 View:Used By
                • Total Ability Total number of ability stripes on the board. This includes the stripes on personnel units in training. 1 Stripe = 1 Task per turn.
                Feedback Loops: 5 (8.2%) (+) 0  [0,0] (-) 5  [3,13]
                Default Open Loop Personnel Simulation #34
                A
                Max Ability loss rate (Tasks/(Turn*Turn))
                =
                Total Ability/Turn
                Description: Limit of loss if there is little total ability
                Present In 1 View:Used By
                • Losing Capability Rate of capability loss from both reassignments and retirements. Limited by the amount of ability present on the board.
                Feedback Loops: 1 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #36
                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 By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 1 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #45
                F,A
                Producing Intelligence (Steps/Turn)
                = MIN(
                Max Step Defeat Rate, Max Steps per Turn*Rel Capacity Lookup(Delayed PDN) + "Decision: Info From Sharing")
                Description: Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                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 (1.6%) (+) 0  [0,0] (-) 1  [3,3]
                Default Open Loop Personnel Simulation #46
                F,A
                Recruiting (Personnel Units/Turn)
                = MIN(
                Personnel moved per task*Capacity allocated to each stage,Empty Billets/Turn)
                Description: Rate at which empty billets are assigned to recruits. The rate is limited by the availability of empty billets and the capacity to assign them.
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Waiting HR Process Second stage of the three stage Hiring chain. All transitions between stages are limited by available capacity at that flow.
                Feedback Loops: 24 (39.3%) (+) 11  [8,15] (-) 13  [2,16]
                Default Open Loop Personnel Simulation #47
                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 By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback Loops: 0 (0.0%) (+) 0  [0,0] (-) 0  [0,0]
                Default Open Loop Personnel Simulation #48
                F,A
                Retiring from At-Work (Personnel Units/Turn)
                = MIN(
                Total Retirement Rate,"Personnel At-Work"/Turn)
                Description: Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 28 (45.9%) (+) 9  [8,15] (-) 19  [2,16]
                Default Open Loop Personnel Simulation #49
                F,A
                Retiring from In-Training (Personnel Units/Turn)
                = MIN(
                Total Retirement Rate-"Retiring from At-Work","Personnel In-Training"/Turn)
                Description: Rate at which personnel units retire from the in-training state after their 9 turn career
                Present In 1 View:Used By
                • Empty Billets Number of empty billets that are ready to fill via the HR capacitated pipeline.
                • Personnel In-Training Number of Personnel Units taking training. Those in training are not available for doing work.
                Feedback Loops: 17 (27.9%) (+) 6  [8,13] (-) 11  [2,14]
                Default Open Loop Personnel Simulation #51
                F,A
                Security Vetting (Personnel Units/Turn)
                = MIN(
                Waiting Security/(Turn),Personnel moved per task*Capacity allocated to each stage)
                Description: Rate of security vetting of applicants. The rate is limited by the availability of applicants and the amount of capacity allocated to security vetting.
                Present In 1 View:Used By
                • Personnel At-Work Number of personnel units int the at-work status. These are the only units that contribute to capacity. Retirements from this stock occur before personnel enter training.
                • Total Retirement Rate The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                • Waiting Security Final capacitated delay in the Hiring chain
                Feedback Loops: 52 (85.2%) (+) 23  [5,15] (-) 29  [2,16]
                Default Open Loop Personnel Simulation #57
                DE,A
                Total Retirement Rate (Personnel Units/Turn)
                = DELAY FIXED (
                Security Vetting, Career Length , "Initial At-Work"/Career Length)
                Description: The only attrition in this model is from retirements in a fixed length career system. Whatever came in 9 turns ago is leaving now.
                Present In 1 View:Used By
                • Ability loss rate from retirements Second source of ability loss
                • Retiring from At-Work Rate at which personnel units retire from the at-work state after their 9 turn career. We assume a preference for personnel at-work because players are not likely to put personnel about to retire into training.
                • Retiring from In-Training Rate at which personnel units retire from the in-training state after their 9 turn career
                Feedback Loops: 29 (47.5%) (+) 12  [8,15] (-) 17  [7,16]
                Default Open Loop Personnel Simulation #58
                A
                Total Workforce (Personnel Units)
                = "
                Personnel At-Work"+"Personnel In-Training"
                Description: Total personnel units on the board but not in the hiring pipe. Represents the current total workforce on the payroll.
                Present In 1 View:Used By
                • Average Ability The average number of tasks per turn that a single personnel unit can do. This assumes the ability stripes are distributed equally among personnel units.
                Feedback Loops: 27 (44.3%) (+) 12  [9,15] (-) 15  [7,16]
                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 Personnel Simulation #47
                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 By
                • Producing Intelligence Expected rate at which intelligence production will thwart the terrorist advance due to the actual capacity produced by the simulation.
                Feedback 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 (59)

                Module
                Group
                Type
                Variable
                DefaultOpen Loop Personnel SimulationAAbility loss rate from reassignments (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationAAbility loss rate from retirements (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationCAbility loss rate per Reassignment (Tasks/(Turn*Personnel Unit) )
                DefaultOpen Loop Personnel SimulationAAverage Ability (Tasks/(Turn*Personnel Unit))
                DefaultOpen Loop Personnel SimulationACapacity allocated to each stage (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationACapacity At Work (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationACapacity to Acquire Personnel (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationACapacity to Produce (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationCCareer Length (Turns)
                DefaultOpen Loop Personnel SimulationDE,F,Acompleting training (Personnel Units/Turn)
                DecisionOpen Loop Personnel SimulationCDecision: Capacity for Infrastructure Acquisition (Tasks/Turn )
                DecisionOpen Loop Personnel SimulationCDecision: Capacity to HR Hiring (Tasks/Turn )
                DecisionOpen Loop Personnel SimulationCDecision: Info From Sharing (Steps/Turn )
                DecisionOpen Loop Personnel SimulationCDecision: Reassign Personnel (Personnel Units/Turn )
                DecisionOpen Loop Personnel SimulationCDecision: Train Personnel (Personnel Units/Turn )
                DefaultOpen Loop Personnel SimulationDE,ADelayed PDN (Dmnl)
                DefaultOpen Loop Personnel SimulationLEmpty Billets (Personnel Units)
                DefaultOpen Loop Personnel SimulationF,Aentering training (Personnel Units/Turn)
                Default.ControlCFINAL TIME (Turns)
                DefaultOpen Loop Personnel SimulationCFraction allocated (Dmnl)
                DefaultOpen Loop Personnel SimulationAFraction of Max Capacity (Dmnl)
                DefaultOpen Loop Personnel SimulationF,AGaining Capability (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationF,AHR Processing (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationC,FIncreasing Threat (Constant) (Steps/Turn)
                DefaultOpen Loop Personnel SimulationLI,CInitial Ability (Tasks/Turn )
                DefaultOpen Loop Personnel SimulationLI,CInitial At-Work (Personnel Units)
                DefaultOpen Loop Personnel SimulationLI,CInitial Empty Billets (Personnel Units )
                DefaultOpen Loop Personnel SimulationLI,CInitial HR Process (Personnel Units )
                DefaultOpen Loop Personnel SimulationLI,CInitial In-Training (Personnel Units )
                DefaultOpen Loop Personnel SimulationLI,CInitial Threat (Steps )
                Default.ControlCINITIAL TIME (Turns)
                DefaultOpen Loop Personnel SimulationLI,CInitial Waiting Security (Personnel Units )
                DefaultOpen Loop Personnel SimulationF,ALosing Capability (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationAMax Ability loss rate (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationCMax Capacity (Tasks/Turn )
                DefaultOpen Loop Personnel SimulationAMax Step Defeat Rate (Steps/Turn)
                DefaultOpen Loop Personnel SimulationCMax Steps per Turn (Steps/Turn )
                DefaultOpen Loop Personnel SimulationCMin Capacity (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationCNew Ability per Graduate (Tasks/(Turn*Personnel Unit))
                DefaultOpen Loop Personnel SimulationCPDN Delay (Turns )
                DefaultOpen Loop Personnel SimulationLPersonnel At-Work (Personnel Units)
                DefaultOpen Loop Personnel SimulationLPersonnel In-Training (Personnel Units)
                DefaultOpen Loop Personnel SimulationCPersonnel moved per task (Personnel Units/Task)
                DefaultOpen Loop Personnel SimulationF,AProducing Intelligence (Steps/Turn)
                DefaultOpen Loop Personnel SimulationF,ARecruiting (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationA,TRel Capacity Lookup (Dmnl)
                DefaultOpen Loop Personnel SimulationF,ARetiring from At-Work (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationF,ARetiring from In-Training (Personnel Units/Turn)
                Default.ControlASAVEPER (Turns )
                DefaultOpen Loop Personnel SimulationF,ASecurity Vetting (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationLThreat Level (Steps)
                DefaultOpen Loop Personnel SimulationCTime in Training (Turns)
                Default.ControlCTIME STEP (Turns )
                DefaultOpen Loop Personnel SimulationLTotal Ability (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationDE,ATotal Retirement Rate (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationATotal Workforce (Personnel Units)
                DefaultOpen Loop Personnel SimulationCTurn (Turns)
                DefaultOpen Loop Personnel SimulationLWaiting HR Process (Personnel Units)
                DefaultOpen Loop Personnel SimulationLWaiting Security (Personnel Units)



                Top

                Undocumented Variables (0)

                Module
                Group
                Type
                Variable



                Top

                Supplementary Variables (0)

                Module
                Group
                Type
                Variable



                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 (7)

                Module
                Group
                Type
                Variable
                DefaultOpen Loop Personnel SimulationLEmpty Billets (Personnel Units)
                DefaultOpen Loop Personnel SimulationLPersonnel At-Work (Personnel Units)
                DefaultOpen Loop Personnel SimulationLPersonnel In-Training (Personnel Units)
                DefaultOpen Loop Personnel SimulationLThreat Level (Steps)
                DefaultOpen Loop Personnel SimulationLTotal Ability (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationLWaiting HR Process (Personnel Units)
                DefaultOpen Loop Personnel SimulationLWaiting Security (Personnel Units)



                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 Personnel 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 (10)

                Module
                Group
                Type
                Variable
                DefaultOpen Loop Personnel SimulationACapacity to Acquire Personnel (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationACapacity to Produce (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationF,Aentering training (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationF,AHR Processing (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationF,ALosing Capability (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationF,AProducing Intelligence (Steps/Turn)
                DefaultOpen Loop Personnel SimulationF,ARecruiting (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationF,ARetiring from At-Work (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationF,ARetiring from In-Training (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationF,ASecurity Vetting (Personnel Units/Turn)



                Top

                Complex Variable (Richardson's Rule Threshold = 3) (9)

                Module
                Group
                Type
                Variable
                Complexity
                DefaultOpen Loop Personnel SimulationACapacity to Produce (Tasks/Turn)4
                DefaultOpen Loop Personnel SimulationLEmpty Billets (Personnel Units)4
                DefaultOpen Loop Personnel SimulationF,AHR Processing (Personnel Units/Turn)4
                DefaultOpen Loop Personnel SimulationLPersonnel In-Training (Personnel Units)4
                DefaultOpen Loop Personnel SimulationF,ARecruiting (Personnel Units/Turn)4
                DefaultOpen Loop Personnel SimulationF,ARetiring from In-Training (Personnel Units/Turn)4
                DefaultOpen Loop Personnel SimulationF,ASecurity Vetting (Personnel Units/Turn)4
                DefaultOpen Loop Personnel SimulationLPersonnel At-Work (Personnel Units)5
                DefaultOpen Loop Personnel SimulationF,AProducing Intelligence (Steps/Turn)5


                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 Personnel SimulationDE,F,Acompleting training (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationDE,ADelayed PDN (Dmnl)
                DefaultOpen Loop Personnel SimulationLEmpty Billets (Personnel Units)
                DefaultOpen Loop Personnel SimulationLPersonnel At-Work (Personnel Units)
                DefaultOpen Loop Personnel SimulationLPersonnel In-Training (Personnel Units)
                DefaultOpen Loop Personnel SimulationLThreat Level (Steps)
                DefaultOpen Loop Personnel SimulationLTotal Ability (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationDE,ATotal Retirement Rate (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationLWaiting HR Process (Personnel Units)
                DefaultOpen Loop Personnel SimulationLWaiting Security (Personnel Units)



                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 Personnel SimulationDE,ADelayed PDN (Dmnl)
                DefaultOpen Loop Personnel SimulationCFraction allocated (Dmnl)
                DefaultOpen Loop Personnel SimulationAFraction of Max Capacity (Dmnl)
                DefaultOpen Loop Personnel 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 (55)

                Module
                Group
                Type
                Variable
                DefaultOpen Loop Personnel SimulationAAbility loss rate from reassignments (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationAAbility loss rate from retirements (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationCAbility loss rate per Reassignment (Tasks/(Turn*Personnel Unit) )
                DefaultOpen Loop Personnel SimulationAAverage Ability (Tasks/(Turn*Personnel Unit))
                DefaultOpen Loop Personnel SimulationACapacity allocated to each stage (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationACapacity At Work (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationACapacity to Acquire Personnel (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationACapacity to Produce (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationCCareer Length (Turns)
                DefaultOpen Loop Personnel SimulationDE,F,Acompleting training (Personnel Units/Turn)
                DecisionOpen Loop Personnel SimulationCDecision: Capacity for Infrastructure Acquisition (Tasks/Turn )
                DecisionOpen Loop Personnel SimulationCDecision: Capacity to HR Hiring (Tasks/Turn )
                DecisionOpen Loop Personnel SimulationCDecision: Info From Sharing (Steps/Turn )
                DecisionOpen Loop Personnel SimulationCDecision: Reassign Personnel (Personnel Units/Turn )
                DecisionOpen Loop Personnel SimulationCDecision: Train Personnel (Personnel Units/Turn )
                DefaultOpen Loop Personnel SimulationDE,ADelayed PDN (Dmnl)
                DefaultOpen Loop Personnel SimulationLEmpty Billets (Personnel Units)
                DefaultOpen Loop Personnel SimulationF,Aentering training (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationCFraction allocated (Dmnl)
                DefaultOpen Loop Personnel SimulationAFraction of Max Capacity (Dmnl)
                DefaultOpen Loop Personnel SimulationF,AGaining Capability (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationF,AHR Processing (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationC,FIncreasing Threat (Constant) (Steps/Turn)
                DefaultOpen Loop Personnel SimulationLI,CInitial Ability (Tasks/Turn )
                DefaultOpen Loop Personnel SimulationLI,CInitial At-Work (Personnel Units)
                DefaultOpen Loop Personnel SimulationLI,CInitial Empty Billets (Personnel Units )
                DefaultOpen Loop Personnel SimulationLI,CInitial HR Process (Personnel Units )
                DefaultOpen Loop Personnel SimulationLI,CInitial In-Training (Personnel Units )
                DefaultOpen Loop Personnel SimulationLI,CInitial Threat (Steps )
                DefaultOpen Loop Personnel SimulationLI,CInitial Waiting Security (Personnel Units )
                DefaultOpen Loop Personnel SimulationF,ALosing Capability (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationAMax Ability loss rate (Tasks/(Turn*Turn))
                DefaultOpen Loop Personnel SimulationCMax Capacity (Tasks/Turn )
                DefaultOpen Loop Personnel SimulationAMax Step Defeat Rate (Steps/Turn)
                DefaultOpen Loop Personnel SimulationCMax Steps per Turn (Steps/Turn )
                DefaultOpen Loop Personnel SimulationCMin Capacity (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationCNew Ability per Graduate (Tasks/(Turn*Personnel Unit))
                DefaultOpen Loop Personnel SimulationCPDN Delay (Turns )
                DefaultOpen Loop Personnel SimulationLPersonnel At-Work (Personnel Units)
                DefaultOpen Loop Personnel SimulationLPersonnel In-Training (Personnel Units)
                DefaultOpen Loop Personnel SimulationCPersonnel moved per task (Personnel Units/Task)
                DefaultOpen Loop Personnel SimulationF,AProducing Intelligence (Steps/Turn)
                DefaultOpen Loop Personnel SimulationF,ARecruiting (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationA,TRel Capacity Lookup (Dmnl)
                DefaultOpen Loop Personnel SimulationF,ARetiring from At-Work (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationF,ARetiring from In-Training (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationF,ASecurity Vetting (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationLThreat Level (Steps)
                DefaultOpen Loop Personnel SimulationCTime in Training (Turns)
                DefaultOpen Loop Personnel SimulationLTotal Ability (Tasks/Turn)
                DefaultOpen Loop Personnel SimulationDE,ATotal Retirement Rate (Personnel Units/Turn)
                DefaultOpen Loop Personnel SimulationATotal Workforce (Personnel Units)
                DefaultOpen Loop Personnel SimulationCTurn (Turns)
                DefaultOpen Loop Personnel SimulationLWaiting HR Process (Personnel Units)
                DefaultOpen Loop Personnel SimulationLWaiting Security (Personnel Units)



                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 (1)

                Module
                Group
                Type
                Variable
                Units
                DefaultOpen Loop Personnel SimulationACapacity At Work (Tasks/Turn) LHS Units: (Task/Turn)
                RHS Units: (Task/Turn*Turn)
                Complete RHS Units: ( ( Personnel Unit * Tasks/(Turn*Personnel Unit) ) / Turn )


                Top

                Feedback Loops (61|61 Maximum Length: Unlimited)

                Module
                Group
                Type
                Variable
                Loops
                 + 
                 - 
                 +/- Ratio 
                 ? 
                Loops (IVV)
                 + 
                 - 
                 +/- Ratio 
                 ? 
                DefaultOpen Loop Personnel SimulationF,ASecurity Vetting (Personnel Units/Turn)52 (85.2%)23 [ 5,15]29 [ 2,16]0.790 [ 0, 0]52 (85.2%)23 [ 5,15]29 [ 2,16]0.790 [ 0, 0]
                DefaultOpen Loop Personnel SimulationACapacity allocated to each stage (Tasks/Turn)42 (68.9%)18 [ 5,15]24 [ 7,16]0.750 [ 0, 0]42 (68.9%)18 [ 5,15]24 [ 7,16]0.750 [ 0, 0]
                DefaultOpen Loop Personnel SimulationACapacity At Work (Tasks/Turn)42 (68.9%)18 [ 5,15]24 [ 7,16]0.750 [ 0, 0]42 (68.9%)18 [ 5,15]24 [ 7,16]0.750 [ 0, 0]
                DefaultOpen Loop Personnel SimulationACapacity to Acquire Personnel (Tasks/Turn)42 (68.9%)18 [ 5,15]24 [ 7,16]0.750 [ 0, 0]42 (68.9%)18 [ 5,15]24 [ 7,16]0.750 [ 0, 0]
                DefaultOpen Loop Personnel SimulationLPersonnel At-Work (Personnel Units)42 (68.9%)19 [ 3,15]23 [ 2,16]0.830 [ 0, 0]42 (68.9%)19 [ 3,15]23 [ 2,16]0.830 [ 0, 0]
                DefaultOpen Loop Personnel SimulationF,AHR Processing (Personnel Units/Turn)38 (62.3%)17 [ 7,15]21 [ 2,16]0.810 [ 0, 0]38 (62.3%)17 [ 7,15]21 [ 2,16]0.810 [ 0, 0]
                DefaultOpen Loop Personnel SimulationLWaiting Security (Personnel Units)38 (62.3%)17 [ 7,15]21 [ 2,16]0.810 [ 0, 0]38 (62.3%)17 [ 7,15]21 [ 2,16]0.810 [ 0, 0]
                DefaultOpen Loop Personnel SimulationAAverage Ability (Tasks/(Turn*Personnel Unit))37 (60.7%)15 [ 9,15]22 [ 4,16]0.680 [ 0, 0]37 (60.7%)15 [ 9,15]22 [ 4,16]0.680 [ 0, 0]
                DefaultOpen Loop Personnel SimulationDE,ATotal Retirement Rate (Personnel Units/Turn)29 (47.5%)12 [ 8,15]17 [ 7,16]0.710 [ 0, 0]29 (47.5%)12 [ 8,15]17 [ 7,16]0.710 [ 0, 0]
                DefaultOpen Loop Personnel SimulationF,ARetiring from At-Work (Personnel Units/Turn)28 (45.9%)9 [ 8,15]19 [ 2,16]0.470 [ 0, 0]28 (45.9%)9 [ 8,15]19 [ 2,16]0.470 [ 0, 0]
                DefaultOpen Loop Personnel SimulationATotal Workforce (Personnel Units)27 (44.3%)12 [ 9,15]15 [ 7,16]0.800 [ 0, 0]27 (44.3%)12 [ 9,15]15 [ 7,16]0.800 [ 0, 0]
                DefaultOpen Loop Personnel SimulationLPersonnel In-Training (Personnel Units)26 (42.6%)11 [ 9,15]15 [ 2,16]0.730 [ 0, 0]26 (42.6%)11 [ 9,15]15 [ 2,16]0.730 [ 0, 0]
                DefaultOpen Loop Personnel SimulationF,Aentering training (Personnel Units/Turn)24 (39.3%)12 [ 3,15]12 [ 2,16]1.000 [ 0, 0]24 (39.3%)12 [ 3,15]12 [ 2,16]1.000 [ 0, 0]
                DefaultOpen Loop Personnel SimulationF,ARecruiting (Personnel Units/Turn)24 (39.3%)11 [ 8,15]13 [ 2,16]0.850 [ 0, 0]24 (39.3%)11 [ 8,15]13 [ 2,16]0.850 [ 0, 0]
                DefaultOpen Loop Personnel SimulationLWaiting HR Process (Personnel Units)24 (39.3%)11 [ 8,15]13 [ 2,16]0.850 [ 0, 0]24 (39.3%)11 [ 8,15]13 [ 2,16]0.850 [ 0, 0]
                DefaultOpen Loop Personnel SimulationF,ARetiring from In-Training (Personnel Units/Turn)17 (27.9%)6 [ 8,13]11 [ 2,14]0.550 [ 0, 0]17 (27.9%)6 [ 8,13]11 [ 2,14]0.550 [ 0, 0]
                DefaultOpen Loop Personnel SimulationDE,F,Acompleting training (Personnel Units/Turn)15 (24.6%)8 [ 3,14]7 [11,16]1.140 [ 0, 0]15 (24.6%)8 [ 3,14]7 [11,16]1.140 [ 0, 0]
                DefaultOpen Loop Personnel SimulationLTotal Ability (Tasks/Turn)11 (18.0%)3 [10,14]8 [ 3,16]0.380 [ 0, 0]11 (18.0%)3 [10,14]8 [ 3,16]0.380 [ 0, 0]
                DefaultOpen Loop Personnel SimulationLEmpty Billets (Personnel Units)10 (16.4%)5 [ 8,13]5 [ 2,12]1.000 [ 0, 0]10 (16.4%)5 [ 8,13]5 [ 2,12]1.000 [ 0, 0]
                DefaultOpen Loop Personnel SimulationF,AGaining Capability (Tasks/(Turn*Turn))6 (9.8%)3 [10,14]3 [12,16]1.000 [ 0, 0]6 (9.8%)3 [10,14]3 [12,16]1.000 [ 0, 0]
                DefaultOpen Loop Personnel SimulationF,ALosing Capability (Tasks/(Turn*Turn))5 (8.2%)0 [ 0, 0]5 [ 3,13]0.000 [ 0, 0]5 (8.2%)0 [ 0, 0]5 [ 3,13]0.000 [ 0, 0]
                DefaultOpen Loop Personnel SimulationAAbility loss rate from retirements (Tasks/(Turn*Turn))4 (6.6%)0 [ 0, 0]4 [ 4,13]0.000 [ 0, 0]4 (6.6%)0 [ 0, 0]4 [ 4,13]0.000 [ 0, 0]
                DefaultOpen Loop Personnel SimulationAMax Ability loss rate (Tasks/(Turn*Turn))1 (1.6%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]1 (1.6%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]
                DefaultOpen Loop Personnel SimulationAMax Step Defeat Rate (Steps/Turn)1 (1.6%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]1 (1.6%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]
                DefaultOpen Loop Personnel SimulationF,AProducing Intelligence (Steps/Turn)1 (1.6%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]1 (1.6%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]
                DefaultOpen Loop Personnel SimulationLThreat Level (Steps)1 (1.6%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]1 (1.6%)0 [ 0, 0]1 [ 3, 3]0.000 [ 0, 0]
                DefaultOpen Loop Personnel SimulationAAbility loss rate from reassignments (Tasks/(Turn*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 Personnel SimulationCAbility loss rate per Reassignment (Tasks/(Turn*Personnel 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 Personnel 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]
                DefaultOpen Loop Personnel SimulationCCareer Length (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]
                DecisionOpen Loop Personnel SimulationCDecision: Capacity for Infrastructure 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 Personnel SimulationCDecision: Capacity to HR Hiring (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 Personnel SimulationCDecision: Info From Sharing (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]
                DecisionOpen Loop Personnel SimulationCDecision: Reassign Personnel (Personnel 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]
                DecisionOpen Loop Personnel SimulationCDecision: Train Personnel (Personnel 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 Personnel 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]
                Default.ControlCFINAL TIME (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 Personnel 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 Personnel 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 Personnel 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 Personnel SimulationLI,CInitial Ability (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 Personnel SimulationLI,CInitial At-Work (Personnel 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 Personnel SimulationLI,CInitial Empty Billets (Personnel 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 Personnel SimulationLI,CInitial HR Process (Personnel 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 Personnel SimulationLI,CInitial In-Training (Personnel 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 Personnel SimulationLI,CInitial Threat (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.ControlCINITIAL TIME (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 Personnel SimulationLI,CInitial Waiting Security (Personnel 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 Personnel 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 Personnel 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 Personnel 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 Personnel SimulationCNew Ability per Graduate (Tasks/(Turn*Personnel 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 Personnel 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 Personnel SimulationCPersonnel moved per task (Personnel 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 Personnel 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 (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 Personnel SimulationCTime in Training (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.ControlCTIME STEP (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 Personnel 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 (69)

                Cause
                Effect
                Polarity
                Ability loss rate from reassignmentsLosing Capability+
                Ability loss rate from retirementsLosing Capability+
                Ability loss rate per ReassignmentAbility loss rate from reassignments+
                Average AbilityAbility loss rate from retirements+
                Average AbilityCapacity At Work+
                Capacity allocated to each stageHR Processing+
                Capacity allocated to each stageRecruiting+
                Capacity allocated to each stageSecurity Vetting+
                Capacity At WorkCapacity to Acquire Personnel+
                Capacity At WorkCapacity to Produce+
                Capacity to Acquire PersonnelCapacity allocated to each stage+
                Capacity to Acquire PersonnelCapacity to Produce+
                Capacity to ProduceFraction of Max Capacity+
                completing trainingGaining Capability+
                completing trainingPersonnel At-Work+
                Decision: Capacity for Infrastructure AcquisitionCapacity to Produce+
                Decision: Capacity to HR HiringCapacity to Acquire Personnel+
                Decision: Info From SharingProducing Intelligence+
                Decision: Reassign PersonnelAbility loss rate from reassignments+
                Decision: Train Personnelentering training+
                Delayed PDNProducing Intelligence+
                Empty BilletsRecruiting+
                entering trainingcompleting training+
                entering trainingPersonnel In-Training+
                Fraction allocatedCapacity allocated to each stage+
                Fraction of Max CapacityDelayed PDN+
                Gaining CapabilityTotal Ability+
                HR ProcessingWaiting Security+
                Increasing Threat (Constant)Threat Level+
                Initial AbilityTotal Ability+
                Initial At-WorkPersonnel At-Work+
                Initial At-WorkTotal Retirement Rate+
                Initial Empty BilletsEmpty Billets+
                Initial HR ProcessWaiting HR Process+
                Initial In-TrainingPersonnel In-Training+
                Initial ThreatThreat Level+
                Initial Waiting SecurityWaiting Security+
                Max Ability loss rateLosing Capability+
                Max Step Defeat RateProducing Intelligence+
                Max Steps per TurnProducing Intelligence+
                Min CapacityCapacity to Produce+
                New Ability per GraduateGaining Capability+
                PDN DelayDelayed PDN+
                Personnel At-WorkCapacity At Work+
                Personnel At-Workentering training+
                Personnel At-WorkRetiring from At-Work+
                Personnel At-WorkTotal Workforce+
                Personnel In-TrainingRetiring from In-Training+
                Personnel In-TrainingTotal Workforce+
                Personnel moved per taskHR Processing+
                Personnel moved per taskRecruiting+
                Personnel moved per taskSecurity Vetting+
                RecruitingWaiting HR Process+
                Rel Capacity LookupProducing Intelligence+
                Retiring from At-WorkEmpty Billets+
                Retiring from In-TrainingEmpty Billets+
                Security VettingPersonnel At-Work+
                Security VettingTotal Retirement Rate+
                Threat LevelMax Step Defeat Rate+
                Time in Trainingcompleting training+
                TIME STEPSAVEPER+
                Total AbilityAverage Ability+
                Total AbilityMax Ability loss rate+
                Total Retirement RateAbility loss rate from retirements+
                Total Retirement RateRetiring from At-Work+
                Total Retirement RateRetiring from In-Training+
                TurnRetiring from In-Training+
                Waiting HR ProcessHR Processing+
                Waiting SecuritySecurity Vetting+



                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 (20)

                Cause
                Effect
                Polarity
                completing trainingPersonnel In-Training-
                entering trainingPersonnel At-Work-
                HR ProcessingWaiting HR Process-
                Losing CapabilityTotal Ability-
                Max CapacityFraction of Max Capacity-
                Producing IntelligenceThreat Level-
                RecruitingEmpty Billets-
                Retiring from At-WorkPersonnel At-Work-
                Retiring from At-WorkRetiring from In-Training-
                Retiring from In-TrainingPersonnel In-Training-
                Security VettingWaiting Security-
                Total WorkforceAverage Ability-
                TurnCapacity At Work-
                Turnentering training-
                TurnHR Processing-
                TurnMax Ability loss rate-
                TurnMax Step Defeat Rate-
                TurnRecruiting-
                TurnRetiring from At-Work-
                TurnSecurity Vetting-



                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 

                Function-based Polarity Causal Links (1)

                Cause
                Effect
                Polarity
                Career LengthTotal Retirement RateInconsistent



                Top

                View-Variable Profile

                View
                View-Variable Profile
                Personnel Model                                                                                                                                                                                       55 vars (90.2%)

                Top

                List Of 1 views and their 55 Variables

                 
                Personnel Model
                 
                Total: 55 Total:
                Ability loss rate from retirements (In 1 View)     Ability loss rate from retirements (In 1 View)
                completing training (In 1 View)     completing training (In 1 View)
                Increasing Threat (Constant) (In 1 View)     Increasing Threat (Constant) (In 1 View)
                Threat Level (In 1 View)     Threat Level (In 1 View)
                Min Capacity (In 1 View)     Min Capacity (In 1 View)
                Max Ability loss rate (In 1 View)     Max Ability loss rate (In 1 View)
                Personnel In-Training (In 1 View)     Personnel In-Training (In 1 View)
                Personnel moved per task (In 1 View)     Personnel moved per task (In 1 View)
                Initial Empty Billets (In 1 View)     Initial Empty Billets (In 1 View)
                Initial Threat (In 1 View)     Initial Threat (In 1 View)
                Retiring from In-Training (In 1 View)     Retiring from In-Training (In 1 View)
                Decision: Reassign Personnel (In 1 View)     Decision: Reassign Personnel (In 1 View)
                Career Length (In 1 View)     Career Length (In 1 View)
                Waiting HR Process (In 1 View)     Waiting HR Process (In 1 View)
                Rel Capacity Lookup (In 1 View)     Rel Capacity Lookup (In 1 View)
                Average Ability (In 1 View)     Average Ability (In 1 View)
                Capacity to Acquire Personnel (In 1 View)     Capacity to Acquire Personnel (In 1 View)
                HR Processing (In 1 View)     HR Processing (In 1 View)
                entering training (In 1 View)     entering training (In 1 View)
                Decision: Capacity for Infrastructure Acquisition (In 1 View)     Decision: Capacity for Infrastructure Acquisition (In 1 View)
                PDN Delay (In 1 View)     PDN Delay (In 1 View)
                Personnel At-Work (In 1 View)     Personnel At-Work (In 1 View)
                Delayed PDN (In 1 View)     Delayed PDN (In 1 View)
                Decision: Info From Sharing (In 1 View)     Decision: Info From Sharing (In 1 View)
                Ability loss rate per Reassignment (In 1 View)     Ability loss rate per Reassignment (In 1 View)
                Total Retirement Rate (In 1 View)     Total Retirement Rate (In 1 View)
                Losing Capability (In 1 View)     Losing Capability (In 1 View)
                Gaining Capability (In 1 View)     Gaining Capability (In 1 View)
                Ability loss rate from reassignments (In 1 View)     Ability loss rate from reassignments (In 1 View)
                Fraction allocated (In 1 View)     Fraction allocated (In 1 View)
                Max Steps per Turn (In 1 View)     Max Steps per Turn (In 1 View)
                New Ability per Graduate (In 1 View)     New Ability per Graduate (In 1 View)
                Initial HR Process (In 1 View)     Initial HR Process (In 1 View)
                Initial In-Training (In 1 View)     Initial In-Training (In 1 View)
                Decision: Train Personnel (In 1 View)     Decision: Train Personnel (In 1 View)
                Total Workforce (In 1 View)     Total Workforce (In 1 View)
                Max Capacity (In 1 View)     Max Capacity (In 1 View)
                Security Vetting (In 1 View)     Security Vetting (In 1 View)
                Recruiting (In 1 View)     Recruiting (In 1 View)
                Initial Waiting Security (In 1 View)     Initial Waiting Security (In 1 View)
                Capacity to Produce (In 1 View)     Capacity to Produce (In 1 View)
                Capacity At Work (In 1 View)     Capacity At Work (In 1 View)
                Time in Training (In 1 View)     Time in Training (In 1 View)
                Fraction of Max Capacity (In 1 View)     Fraction of Max Capacity (In 1 View)
                Turn (In 1 View)     Turn (In 1 View)
                Max Step Defeat Rate (In 1 View)     Max Step Defeat Rate (In 1 View)
                Waiting Security (In 1 View)     Waiting Security (In 1 View)
                Producing Intelligence (In 1 View)     Producing Intelligence (In 1 View)
                Decision: Capacity to HR Hiring (In 1 View)     Decision: Capacity to HR Hiring (In 1 View)
                Retiring from At-Work (In 1 View)     Retiring from At-Work (In 1 View)
                Initial At-Work (In 1 View)     Initial At-Work (In 1 View)
                Empty Billets (In 1 View)     Empty Billets (In 1 View)
                Total Ability (In 1 View)     Total Ability (In 1 View)
                Initial Ability (In 1 View)     Initial Ability (In 1 View)
                Capacity allocated to each stage (In 1 View)     Capacity allocated to each stage (In 1 View)
                Total: 55 Total:
                 
                Personnel Model
                 

                Source File: E:\Bill\Documents\IB Paper\Submission Package\Open Loop Personnel Simulation.mdl (Mon Mar 02 08:18:52 EST 2015)
                Report Created On Mon Mar 02 12:41:37 EST 2015
                Sdm Doc Tool Version J1.0
                Decision And Information Sciences Division
                Argonne National Laboratory