Round 3 · simulation 27 · mcts-m2.m2-bra-greedy-marginal

Round 2029

Round 3 of 20 in simulation 27 of Brazil, greedy, 20 years: 5 actions, and the index +0.098 to 11.87.

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
11.87 (+0.098)
In: 11.77
Rank by index
30
In: 30
Domains at Tier 1
0
In: 0
Credits carried
39
In: 26
Each domain's mean score and tier coming in and going out
DomainInOutChangeTier
Critical Technology8.958.950.0006
Strategic Infrastructure13.8013.800.0003
National Security9.429.420.0005
Human Capital12.4612.90+0.4466 → 4
Information & Influence12.0412.21+0.1745
Governance & Integrity12.1112.110.0009
Financial Strength13.1313.130.0009
Production & Innovation11.8812.14+0.2608 → 6
Trade & Investment12.1812.180.0007

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 386, plus 26 carried in. Maintenance 277. Spent 97 on actions (build 77, buy 19). 39 carried over.

  • BuildDigital & AI Competence19 credits for 1.70 levelshighest_marginal_returnahead of Technical & Vocational Skills by 2 per cent
  • BuildTechnical & Vocational Skills19 credits for 1.73 levelshighest_marginal_returnahead of Lifelong Learning & Reskilling by 3 per cent
  • BuildLifelong Learning & Reskilling19 credits for 1.84 levelshighest_marginal_returnahead of Technology Adoption & Diffusion by 7 per cent
  • BuyTechnology Adoption & Diffusion19 credits for 1.82 levelshighest_marginal_returnahead of Foundational Education by 3 per cent
  • BuildFoundational Education19 credits for 1.18 levelshighest_marginal_returnahead of Research Talent & Knowledge Creation by 0 per cent

Tiers. Human Capital Tier 6 to 4; Production & Innovation Tier 8 to 6.

The groups that moved most in 2029, and what moved them
Moved mostChangeInvestedDecayEventsGraph
Technology Adoption & Diffusion+1.82+1.820.000.000.00
Lifelong Learning & Reskilling+1.15+1.150.000.000.00
Technical & Vocational Skills+1.08+1.080.000.000.00
Digital & AI Competence+1.06+1.060.000.000.00
Alliances & Security Cooperation+1.04+1.040.000.000.00
Foundational Education+0.73+0.730.000.000.00