Round 3 · simulation 99 · cycle-001.e3-bra-greedy-marginal

Round 2029

Round 3 of 20 in simulation 99 of Brazil, greedy, 20 years: 5 actions, and the index +0.143 to 12.00.

Model 0.1.0 · graph 0.2.0 · parameters 0.1.0

State in and state out

The simulation as it came into 2029 (the end of 2028) and as it left it.

Capability index
12.00 (+0.144)
In: 11.86
Rank by index
29
In: 30
Domains at Tier 1
0
In: 0
Credits carried
58
In: 37
Each domain's mean score and tier coming in and going out
DomainInOutChangeTier
Critical Technology9.009.03+0.0266
Strategic Infrastructure13.9313.99+0.0633
National Security9.429.420.0005
Human Capital12.5713.08+0.5066 → 4
Information & Influence12.0912.29+0.2005
Governance & Integrity12.2412.30+0.0649
Financial Strength13.1813.21+0.0289
Production & Innovation11.9812.30+0.3206
Trade & Investment12.3412.42+0.0837

Decision, shocks and propagation

What happened in 2029: 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 401, plus 37 carried in. Maintenance 280. Spent 100 on actions (build 80, buy 20). 58 carried over.

  • BuildDigital & AI Competence20 credits for 1.75 levelshighest_marginal_returnahead of Technical & Vocational Skills by 2 per cent
  • BuildTechnical & Vocational Skills20 credits for 1.77 levelshighest_marginal_returnahead of Lifelong Learning & Reskilling by 2 per cent
  • BuildLifelong Learning & Reskilling20 credits for 1.89 levelshighest_marginal_returnahead of Technology Adoption & Diffusion by 7 per cent
  • BuyTechnology Adoption & Diffusion20 credits for 1.86 levelshighest_marginal_returnahead of Foundational Education by 3 per cent
  • BuildFoundational Education20 credits for 1.21 levelshighest_marginal_returnahead of Research Talent & Knowledge Creation by 1 per cent

Earlier events still landing: +3.1 points this round.

Tiers. Human Capital Tier 6 to 4.

The groups that moved most in 2029, and what moved them
Moved mostChangeInvestedDecayEventsGraph
Technology Adoption & Diffusion+1.92+1.860.00+0.050.00
Lifelong Learning & Reskilling+1.21+1.160.00+0.050.00
Technical & Vocational Skills+1.18+1.080.00+0.100.00
Digital & AI Competence+1.12+1.070.00+0.050.00
Alliances & Security Cooperation+1.07+1.040.00+0.030.00
Foundational Education+0.79+0.730.00+0.050.00