Total Comp × Team Performance
A toy simulation: comp mix affects who joins, who stays, and how the team performs over time.
Headcount: —
Avg perf: —
Total output: —
Churn/tick: —
Comp knobs
Cash
Equity / upside
Mission
Culture + work/life
Great coworkers
Great coworkers is emergent here: it rises when the team is strong & stable, and falls with churn.
Simulation
Underperformance tolerance
Lower = less tolerant (more aggressive firing). Higher = more tolerant (slower firing).
Speed (ticks/sec)
Tick
Model notes
  • There are always 1000 roles; open slots are immediately refilled each tick.
  • Each employee has a performance draw and personal weights over comp factors (summing to 100%).
  • Someone joins/stays if their weighted “total comp” meets their required level (based on performance).
  • Even if everyone is happy, there’s baseline churn that increases with individual tenure (“life happens”).
  • Each tick: voluntary exits (chance grows with comp shortfall) → firings (chance grows with underperformance) → hiring (fills open roles with delay).
Team flow (enter / stay / exit)
happy
unhappy
size = performance
Performance distribution & output
Team performance distribution (histogram)
Total output over time