Expected player's behavior models in a dynamic balance environment. Each player may find a comfort zone for difficulty, profit, and style of play.
An I - Some MEGA thing controlled by the game(AI). Driving the global game cycle.
The Tree - An entity, which always produces. Needs initial contribution.
Progenitors - Initial entities, defending the rules generated by the I,
Spirits - Unbodied entities. Spectators, influencers.
Creations - Several other entities controlled by players and AI in RPG/RTS style.
Griffers - Demons, which are opposed to the I. Can be controlled after direct donation. Risky and greedy.