Each civilization uses a small neural network to choose its actions. An evolutionary algorithm updates the networks between generations.
01Eight worlds, sixteen civilizations
Red and Blue collect resources, produce warriors and settlers, found cities, and fight. Squares use relative movement; hex worlds use six-neighbor movement.
02Survive. Expand. Adapt.
Resources, settlements, combat and survival earn fitness. A civilization wins by eliminating every opposing city and unit. Ultima adds slowing ruins and a bonus for founding a city on a resource.
03The next generation
At the turn limit, or once all worlds finish, the four highest-scoring networks are kept unchanged. Twelve new networks are created from the top eight using crossover and mutation. Fitness measures performance in these matches; a higher score does not always mean a better strategy.
Look closer. Focus any world, open Insights and switch between the two civilizations to see actual neural activations, decisions and events. City influence is decorative, not extra territory or income.
Keyboard shortcuts
Space Pause / resumeN Single turnF Focus / overviewI Insights1–8 Select a world← → Previous / next? This guideEsc Close / overview
1× targets 60 simulation turns per second. Slower devices may run fewer turns, but all eight worlds keep the same rules. The simulation pauses while the tab is hidden.