Round 2 · simulation 10 · cycle-001.e3-bra-greedy-marginal

Round 2028

Round 2 of 20 in simulation 10 of Brazil, greedy, 20 years: 5 actions, and the index +0.076 to 11.61.

Model 0.1.0 · graph 0.2.0 · parameters 0.1.0

State in and state out

The simulation as it came into 2028 (the end of 2027) and as it left it.

Capability index
11.61 (+0.076)
In: 11.53
Rank by index
31
In: 31
Domains at Tier 1
0
In: 0
Credits carried
27
In: 14
Each domain's mean score and tier coming in and going out
DomainInOutChangeTier
Critical Technology8.848.840.0006
Strategic Infrastructure13.5713.570.0003
National Security9.329.320.0005
Human Capital12.0012.27+0.2766
Information & Influence11.6311.80+0.1736
Governance & Integrity11.9811.98−0.0019
Financial Strength12.8612.85−0.01110
Production & Innovation11.6911.95+0.2608 → 6
Trade & Investment11.9111.90−0.0108

Decision, shocks and propagation

What happened in 2028: the credits, the greedy method's decision and its actions, any shocks and upside events, the tier changes, and the groups that moved most, split into what was invested, lost to decay, struck by events and carried through the dependency graph.

Credits. Income 378, plus 14 carried in. Maintenance 268. Spent 97 on actions (build 58, buy 19, partner 19). 27 carried over.

  • BuildDigital & AI Competence19 credits for 1.78 levelshighest_marginal_returnahead of Technical & Vocational Skills by 2 per cent
  • BuildTechnical & Vocational Skills19 credits for 1.81 levelshighest_marginal_returnahead of Lifelong Learning & Reskilling by 2 per cent
  • BuildLifelong Learning & Reskilling19 credits for 1.94 levelshighest_marginal_returnahead of Alliances & Security Cooperation by 11 per cent
  • PartnerAlliances & Security Cooperation19 credits for 2.12 levelshighest_marginal_returnahead of Technology Adoption & Diffusion by 0 per cent
  • BuyTechnology Adoption & Diffusion19 credits for 1.84 levelshighest_marginal_returnahead of Foundational Education by 1 per cent

Tiers. Production & Innovation Tier 8 to 6.

The groups that moved most in 2028, and what moved them
Moved mostChangeInvestedDecayEventsGraph
Technology Adoption & Diffusion+1.84+1.840.000.000.00
Alliances & Security Cooperation+1.06+1.060.000.000.00
Lifelong Learning & Reskilling+0.79+0.790.000.000.00
Technical & Vocational Skills+0.73+0.730.000.000.00
Digital & AI Competence+0.72+0.720.000.000.00
Foundational Education+0.25+0.250.000.000.00