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Worlds - History Simulator

A world generator, and human history simulator · By DrTardigrade

Open FAQ (post your questions here) Sticky

A topic by pengin1209 created Sep 09, 2019 Views: 9,085 Replies: 335
Viewing posts 1 to 129
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Not necessarily an official Frequently Asked Questions board, just a place for people to ask questions about development. (Including myself.)

Just to start it off, how far into history will the polities be able to go? Right now in version 3.2.1 they only seem to invent very simple tribal systems and agriculture. Will certain factors cause civilizations to advance faster than others?


Hey, thanks for creating this!

To answer you question: My hope is that polities will be able to reach at least the 'present day' in technological and cultural terms. Although, depending on what technologies become available, 'present day' polities and cultures within the game could end up being a combination of 'modern' and 'primitive' techs. Also, I want to be as flexible as possible with technological and cultural development. That is, there will not be definitive "advanced" techs. Just different knowledge types that work better for the cultures that possess them, given their circumstances. 

So, for example, cultures far away from oceans might never develop oceanic navigation or create even simple boats, but they might never need that knowledge anyway. Instead, they could end up developing better road making technology or even inventing and using railroads before everybody else. They might even come up with some fantasy type technology like airships. Though that will possibly require for player-made mods to be added to the game.

Regarding speed of advancement: The intention is that communication between different cultures, the advancement of record keeping (writing, data storage), and education will help some polities gain knowledge faster than others who either isolate themselves, do not promote education, or do not have physical means to retain knowledge. Nevertheless still, that will be highly dependent on the type of knowledge and the context where it develops. It might even be possible to suppress or promote certain knowledge types through policies and edicts, regardless of any other factor.

Another question, will religions be added to the game and will the be procedurally generated? (With factors like doctrines and spread) or will they be preset. I think that this will be important due to the major effects religion has had on our history.

Developer (2 edits)

Of course, religions will be added and they will be procedural! That's a goal a little far in the future though. I want to start with simple belief systems akin to animism and shamanism, which are more naturalistic and closer to physical reality (in a mystical sense). If you have read about how I generate languages and names in the game, you'll see that I use an element system that is tied to the biomes and the environment. This element system could easily be expanded upon to be used in the creation of  simple nature-worshiping belief systems.


Are there plans to add natural disasters? Such as volcanos, plagues, hurricanes etc. Given these have had such a substantial impact on history it seems reasonable to add them but I can see how it may be unrealistic to do.

Developer (2 edits) (+1)

There's nothing concrete. But I do want to add natural disasters at some point. Yet I don't want disasters to be simple pop-up events that just modify some superficial stats here and there. For example, earthquakes and volcanoes should affect medium sized areas and settlements might be affected differently depending on how close to the epicenter they are. Tsunamis on the other hand should devastate entire coastlines but leave inland mostly unaffected. Plagues should spread over time and over entire continents, lasting decades or even centuries.

The disasters will possibly have to be introduced separately from each other, though. So releases might introduce just one single disaster at a time. Nevertheless, each one will be meaningful.


Will a trade system be implemented? (with goods such as food, luxury goods, metals, and so on.) And if so how will trade routes work?


I don't have very specific details. But I do have plans to implement trade and I have some thoughts on how to go about it:

  • Routes will appear only between permanent settlements (or outposts) and can be either maritime or terrestrial. These routes are not necessarily trade focused. People and knowledge will move through these routes too. Settlements will appear on any terrain cell where urban development occurs, but that's a different discussion altogether...
  • Resources for the most part will be abstract and somewhat generic. There will be some basic countable resource types like foodstuff, metals, wood, stone, and wares (and maybe other types). Those resources will be produced by most settlements in different quantities, with some settlements specializing on one type of resource or another. There will also be special resources will be even more abstract, lets say for example, jade, boats, or horses, which can be produced only by some settlements and can be traded away. These special resources will possibly be not quantified. That is, a settlement producing horses will not generate 'X' quantity of horses. Instead, a settlement that 'produces' horses will receive certain bonuses and benefits from it. Other settlements receiving horses through trade will also get those benefits, though the benefits might get scaled depending on multiple factors (trade distance, environment). By the way, the plan is for all unique resources (and maybe some generic resources too) to be moddable. So modders will be able to add more special resources to the game and set their bonuses and restrictions.

So here's the tricky part of implementing trade: The game does not update all terrain cells at the same time, nor updates each cell at a regular pace. Some cells update very frequently while others update ever so rarely. This is what helps the simulation run fast. For trade (and production) to work on such a system, many things will have to be abstracted away. One of them will be accumulation. Resources will not accumulate (nor dissipate) over time. Instead, each cell, when updated, will set a 'production rate' which will define how much resources they can use and trade away at any given time. Trade between settlements will be a continuous thing, where a settlement A will continuously receive 'x' quantity of a specific resource from settlement B until settlement B updates and calculates a new production rate for that specific resource. At which point, settlement A will start receiving 'y' amount of resources instead.

Just be aware that all of these ideas are in flux. I might end up going for a very completely solution once I start working on trade. But be sure that I will add trade to the game in one way or another.

How do I check Tech trees if they exist?

Developer (1 edit)

There won't be tech trees at all. Discoveries and knowledges will be tied to events which might or might not happen depending on environmental and historical circumstances. You can check which discoveries and knowledges have been made by enabling the respective overlays. Also, in the next version you'll be able to mod those discoveries to improve them or add more of them.

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Will there be or is there a war system between tribes?


Yes, of course! Inter tribal conflict will be the focus of version 0.3.4. You can take a look at the roadmap of what's to come in the next following versions here.

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What do the numbers for language mean? Or do they mean nothing at all? Also will the language system be updated?  Like with if a region is separated for a long time the languages will break up, but still be mutually intelligible? Also any ideas for ethnic groups or cultures? Also will there be politics/political parties? Kinda like clans but less based on family. And any ideas on how those would work?


The numbers are just Ids to identify them. I mean to give languages actual names but I haven't gone through that. My plan is to rewrite languages in version 0.3.7 and actually make them evolve. I haven't tough about the details though. So I can't tell you how that's going to work.

As far as the game goes, cultures and ethnic groups are pretty much the same thing. And you could say a tribe is both an ethnic group and a form of government. Once I get to implement different forms of government though I might split up the concept of ethnicity from national allegiance.

There will be political parties, though right now that's too far in the future to even think about. They will be based on the faction system though, which is how clans are defined right now. Every clan is it's own faction, noble houses will be factions, and so political parties will to be factions.

Hey, can this be made into a MacOS friendly game? 


It will. The game is almost halfway through the Patreon goal for it so I can see that happening soon.


Hi, will you add cities ?


Of course! But that will probably have to wait till I start working into trade mechanics where settlements are going to be really important.

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Will we be able to edit the world while the simulation is running?


Yes. I plan to allow world editing after the simulation starts in a future version. Hopefully you'll even be able to modify or add new cultures and polities. But that feature is still somewhat far away.


About the Preferences: Authority, Cohesion, Isolation, What do they do for a tribe? What does it mean if one is high or low?


All of these have an effect on events and leader decisions. Cohesion influences how likely is a large tribe to split (higher values means less likely). Isolation influences how well they can get along with neighboring tribes and the chance of merging with one of them (high values means more likely). Authority effects the capacity of a leader to influence a decision. For example, under high authority preference, a leader can more easily prevent a tribe from splitting if they wish so. With low authority it's much less likely they can do anything about it.

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a few things 1. do you think you will add in a way to slow it down under 1000 years a sec like maybe 10 or 5 years do you feel about making the devoplment around certain inventions speed up or caused religion or the relgion adapting to more modern tech 3. will imperialism and colonialism be in the game 4. are you satfised with the random name generator because the names look like  a druken native welsh speaker trying to speak Dutch back words 5. will there be animals and how much will they play a factor into development because in real history the reason native Americans were so technoglicly behind was really because of there lack of cattle horses and other usful Eurasian wildlife and the huge role that horses played in building the Mongol empire 

  1. I'm not sure if I understand this question. You can already slow down the game all the way to 1 day per sec using the time controls and the number keys. The speeds you can choose are, 1 day, 7 days, 30 days, 1 year, 10 years, 100 years, 1000 years, and unlimited.
  2. Once I get to work on religions I'll think about how to make other inventions influence it (the printing press is a good example)
  3. Imperialism and colonialism will be in the game in a very abstract way. You might not even recognize them as such.
  4. I'm not satisfied with the random name generator. But future iterations of it might look the same to you. Consider this sentence in actual Georgian:

"q'vela adamiani ibadeba tavisupali da tanasts'ori tavisi ghirsebita da uplebebit. mat minich'ebuli akvt goneba da sindisi da ertmanetis mimart unda iktseodnen dzmobis sulisk'vetebit"

It might look like gibberish for someone who is completely unfamiliar with the language. There's no way I can make random languages look intelligible for native English speakers unless I restrict them to look like simple variations of languages they are already familiar with.

5. There will be animals but they'll be pretty much the same as any other resource ("wood", "stone", "horses", etc). The benefits they provide will be defined through mod files. So you can give a culture with access to horses, and related technologies, a huge military advantage over cultures that do not have access to horses.

thanks even if you don't include these features I cant thank you enough this is really the epidemy of a game I wanted but never could find

Will we be able to change a Tribe/Kingdom/Empire/Natiom/Religion/City's name eventually?


Possibly yes. But not in a direct way. You'll be allowed to select a new name for a list of possibilities or to construct your own using a list of available words. This is because all words need to be translatable into the culture's language.
This is just an idea though. I might come up with something completely different once I get to it.


Will events like diseases exist? Like the black plague or the spanish flu?


Yup, but I haven't thought too deeply how that's going to work.

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Is there a release date for the update that contains more civilization types (Kingdoms, Empires etc.) and wars?


As far as I know it will be update 0.4


0.4, besides Tribes, will have at least Chiefdoms and Kingdoms. More advanced forms of government will come after 0.4

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I was asking for a specific date, not a version.

And what about wars? So far all my tribes do is just sit there, doing nothing after colonising.


There are no dates set for any version. It's hard to predict how much work is going to go into each one. I'll start working on wars after this upcoming release.

Ah okay, thanks

Will you be able to take control of tribes/countries?


Not directly. Everything will be done through factions like in the current version (a clan is a type of faction in the game). Every polity will have at least one dominant faction. And if you control the dominant faction then you'll control the polity too. The idea is that you will have to care not just about administering a polity, but also maintaining power. The decisions you make might cause your faction to lose dominance which then you'll need to regain. You can also try breaking your faction from its parent polity to join another one or form it's own.

Very interesting, thanks!

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will more advanced technologies come after 0.4 or if not what are the approximate dates for new technological releases


I'll say that technologies are secondary to other features in the game. I'll introduce technologies as they become necessary for other features. For example, to introduce sea migration I had to add boat making as a discovery and shipbuilding as a knowledge. To introduce farming as an activity, I had to add plant cultivation as a discovery and agriculture as a knowledge.

So, the next feature I'll be working on is warfare (0.3.4). Which means that I'll have to introduce some warfare related discoveries (weapon types) and knowledges (tactics?). For the economy and trading features (after 0.4) I'll do the same (coinage?).

okay thanks :)

How much progress have you made for the next update?


You can check the blog and the roadmap to see the progress. I'm basically done with all the features for the next release. But there's at least one month worth of cleanup work that I need to do (plus a halfway done mini-feature I'll talk about later). It has been somewhat slow given that the last version came five months ago. But I can only work during the weekends (plus a little bit here and there over the rest of the week).

Every week I make a new post here on explaining how much I got done since the last one.

Alright, thanks!


First, would like to say that I love the game and the dedication you've put into it. How historically accurate do you want it to be (like in terms of where civilizations form and stuff like that)?

Developer (2 edits)

Well, when I first started this project I wanted it to be the most accurate world history simulation ever. Since then I have tempered my expectations quite a bit. I still want the game to be accurate but within reason. Yet, more than being realistic, I want things to be sensible. That is, what happens within the game has to make some sort of sense and be the logical consequence of past events. I want to remove the game-y aspect of typical 4x or Grand Strategy games where the main focus is on streamlined and balanced gameplay... This is a simulation/sandbox game, not a strategy or competitive one. As I mentioned before, there will be no tech trees nor min-maxing of techs and units. Also, there will be no cheap imitation of real history; There will be no real historical figures, cities, wonders, nor weird mix-and-match combinations of these. No Aztecs building the Hanging Gardens or the Taj Majal, nor Japan founding Christianity or giving birth to Shakespeare. I want civilizations and cultures to evolve organically even if not being entirely realistic, and create their own unique wonders, giving birth to their own heroes, and founding original religions.

Sorry for the soapboxing. Hope this rant makes sense.

It was actually really informative, appreciate the in-depth answer. I prefer that style of accurate, but no cheap imitation


I understand the thought behind this. And I have seen some games where there is more alt history, but it isnt like a civ game. In one of them you can have the birthplace of colonization be in Malaysia, but Shakespeare is still english. Paradox Interactive is a lot more into it. Still grand strategy, with a bit of an alternate history thing. And you can, as a player, do a world conquest as Bhutan in 1945.


Yeah, I used to play EU4 a lot, and I would always try to go for the alternate history scenario. I find it kind of boring just trying to recreate the historical path for most nations. Although I appreciate the restrictions they inserted to prevent wild a-historicity. What I didn't like though is that most of those limitations are quite arbitrary. I really hated the tech cost multipliers previously assigned to culture groups. They improved greatly on this with the addition of Institutions, but still I found it a bit nonsensical that some institutions like the renaissance could only start on the Italian states for example... why? I don't see any reason it couldn't have happened in the far east first. But, oh well. Still love the game though.

how do i open the game


Which version of the game did you download?

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never mind figured it out

So I really enjoy this game but recently I have not been able to get in the only thing I have to go off of is this message "The code execution cannot proceed because UnityPlayer.dll was not found reinstalling the program may fix this problem." I have tried to reinstall it multiple times but it always has the same message, is anyone else experiencing this problem or is it just me, and more importantly is there a way to fix it?

So apparently unityplayer.dll cannot run on my PC (Windows 10)  Is there any solutions for this?


That's weird. Is your Windows 10 version 64bit? Also, make sure both the .exe and unityplayer.dll files are unblocked (right-click on them and mark the unblock checkbox on both of them)

so I messed around a little and got a new message to pop up saying that the directory name was invalid. Do you know what that means?


I would suggest re-downloading and  unzipping the game to a completely different folder and try again. I suspect you might have corrupted your original install and that folder might no longer be usable.

Will there ever be a version of this game for, say, the Mac? I'm really curious about this game but I don't have right OS to run it.


Yes, there will be a Mac (and Linux) version at some point. I don't want to make promises but it's possible there will be a Mac version for 0.3.4 next year.

Oh, thank you. I was worried that i'd never get to try the game.

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Will the game support mods? Like modders can add inventions, cultures names etc. to the game?


More or less. I plan to add modding support for a lot of things. But it will take some time. In the following release there will be limited modding support for adding biomes and discoveries. You can find out more in the previous devlogs!

Will there be stuff like Revolutions? To watch the spread of ideologies like Liberalism and Communism and the reactions by the old regimes would be quite an interesting thing to see!


General revolts will be a thing and they could happen for many reasons. Though that feature is still far away. Toward 0.4 I'll be adding basic conflicts and slightly more advanced forms of governments (chiefdoms and kingdoms), which are going to be the base for many other things to come.



Hi! Just wanna say thanks for making this game, it looks right up my alley. It is similar to Galimulator, a galactic civilization simulator I think you'd enjoy. Anyways, I'd like to know if technologies or knowledges can be forgotten if not used for long enough. For example, if a nation becomes landlocked deep in the continent, would it forget its seafaring days? I'd also like to let you know that me, along with many others, have seen this game because of a Youtuber named Drew Durnil(video link) so if you are confused as to why several people are asking questions so soon, that's why. I hope to continue to follow development and can't wait for more!


Yeah I love Galimulator! It's a very amazing game.
Technologies (or rather, discoveries) can be forgotten. For example, if you observe how discoveries spread using the discovery overlay, you'll notice that landlocked human groups that had the shipbuilding knowledge begin to lose it over time (though it takes quite some time). To hold a discovery, a groups must actively use it (or rather, use the knowledge associated with that discovery)

Will there be a mobile edition?


It's not planned, but I might give a try to porting the game to mobile at some point in the future.

Hi. Will there be in the future vassals/puppet states?


More or less, yes. A powerful polity will be able to impose its will upon weaker polities through military or economic means, and force them to ally with them, share resources, or even replace their government. Though I'm still not sure how all of this is going to work. Hopefully I'll be able to touch on that before the release of version 0.4


I like a lot the idea of the game,  it is the tipe of game I love, and Ive never finf something like this. I hope you will be able to continue on it and make the game a lot better, you are doing a great job :D


Thank you!

Are you planning to release this game on steam?


At some point in the long future yes, hehe. Though first I want to make this into a more playable game instead of just a very limited sandbox.

Will languages have names ?


Yep! By version 0.3.7 they will

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Will we in the future have the ability to download a randomly generated map? (Preferably in the same style as the maps you can "insert")

I mean like, I want to edit maps in, but I cannot download any regenated maps and drawing your own can b quite hard as darkness and brightness tints of gray really make weird heights sometimes, it's hard to find the perfect balance between darkness and brightness.


There's an export function (in options) in the game that will convert a map into an image. But I haven't made it so that it export greyscale heightmaps directly. It's on my list of ToDos.

Hi, first of all I have always wanted a game like this and can't wait to see how it advances, secondly I was just wondering, considering how the modern form of humans have been around for 200000 years but we have made more advancement and seen incredible population growth in the last 200 years than in all the rest of human history with factors like globalisation, do you intend to keep this exponential growth in the game or is it going to be more linear? I have no preference as I think it could work well either way. 


Well, it all depends on the power of the simulation. Exponential growth is just a result of its underlying behavior. In some worlds, the population grows exponentially while in others it stagnates. Knowledge should also grow exponentially, but I did put a limiting factor on knowledge growth that is based on what discoveries become available. The more discoveries are made, the farther this limit expands. So, if the population stops making discoveries, knowledge growth eventually stagnates.

One thing to note is that the passage of time slow downs as more and more things start to happen in the world. So it might seem that growth slow downs and becomes linear.

Sounds good, thank you!

Will there be an increase in speed of what happen in the game ? Because in real life in 1000 years most countries disappear, but in the game tribes change territories every 1000 years, I think what happens in 1000 years in the actual game should be changed to 10 years.

Developer (1 edit)

My hope is that with the inclusion of more politics-related mechanics like government changes, successions, and wars, polities will appear and disappear more quickly. Also, many of the events that currently occur in the game are tailored to happen less frequently than they would occur in real life. The reason being that increasing their frequency would actually slow down the game. But that's something temporary and it will moddable eventually. So you'll be able to adjust how frequently polity-shaking events happen.

How do I use my own images to generate worlds?


First, you need to copy your image to the "Heightmaps" folder within your installation of "Worlds". Then, inside the game, on the "Generate New World" dialog, check the "Use Heightmap Image for Terrain". This will open an image preview and a button to load an image file. Click the "Select" button to open a file selection dialog. From there you can choose the image file you copied to the heightmaps folder. Click the "Load" button to return the the World Generation dialog. If your image is valid, a preview of it should appear on the small image preview window. Then you can click on the Generate button to generate a world using the image.

I recommend that the images are grayscale so that they map correctly into terrain. Lighter colors will turn into high terrain. Darker colors will turn into low terrain. To be certain you get the sea level right, make sure that the areas that are supposed to be above sea level have a greyscale value higher than 0.5 (assuming perfect white is 1.0 and perfect black is 0.0).

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Will there be nations stronger than others, and if yes, will there be some ranking of the countries ? And do you plan to add some sort of historical calender, like we are in 2019, they should have their own counting of years.


Well, there could be many types of strength. Economic strength, military strength, etc. For every dimension a nation could evolve in, there will nations that will do better than others. At some point I'll create some kind of stat visualization that you'll be able to use to compare countries.

In regard to calendars, I wanted to let cultures come up with their own calendars with different starting points, and different sets of months and days. Like on Earth we have/had different calendars, Roman, Hebrew, Julian, Gregorian, Mayan, Imperial Japanese, etc. But it is a niche feature that involves quite a bit of work. I'll probably leave it as a community choice feature that will have to be voted in.

Will there be support for higher resolution maps?


I want to support bigger maps. But they get very slow performance-wise. I'll eventually support them but it's not a high priority

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Hello, and thank you for this really promising project. Going to be a long way, but the journey's the important part, or something :p

First of all.. this is probably a really stupid question, so please forgive me. But when you look at a map, like mine, year 379k, there are several polities, colored by a color. In General data. Then most of the world is covered in red pixels. What are they?

First I thought, obviously, "people live there". But they clearly live on non-red pixels too. Cannot be a "many people live here" either. 

Then a few notices, not necessarily criticisms: 

When the first tribal polity appeared in my game, it had a whole lot of members, don't recall exactly, 200,000?

This seems a lot. A "tribe" of 200k people? Norway, a kingdom who did wars and foreign policy, had maybe 500k people in year 1000. Old Kingdom of Egypt, sure, maybe, but a "tribe"? 

Also, while I get that one square on the equator is 10,000sq km, and the population density is 1-3 people per, this still means a very huge population that has spread to every corner of the map, and yet most haven't contacted anyone. 

Related to population: Agriculture was developed in my world like a 100k years ago. (IRL,  it has existed in our world for maybe 10k years) It has appeared as several small dots all around the map. After a very long time it finally started to spread, and as I expected, the polity that had it spread like a kudzu, but that's only in one "invention" spot, all others are still 1 pixel after 200k years or so. Should they not spread far more quickly to overcome foragers? Not "automatically", of course, but still - they clearly aren't failing experiments in farming either, since that one pixel has been farmed for tens of millennia. (Generally speaking, I think things take very very much time to happen in years)

Of course, I think answer to these is  "it will work better later" and I get that completely!

Developer (2 edits)

It's not a stupid question at all, the General overlay can be quite confusing. The red coloration indicates the level of organization of the humans living in a cell. The redder the cell, the more disorganized. Grayer cells tend to be more organized and that's why tribes appear on those cells. The whole reason I made it that way is for presentation purposes. When a simulation starts, I want it to be obvious where humanity starts with a bright red color. But I don't want that intense red near cells belonging to polities in order to make polity territories be more apparent (specially if they are red tinted themselves). 

Because no more advanced forms of government have been implemented yet, all polities are currently tribes. So that's why you'll see tribes with huge territories and/or populations. Also, I purposefully let tribes grow big for gameplay reasons. If tribes where to be more realistic they would be minuscule, which would translate to having millions of colored dots on the map, which would be confusing and unattractive.

Regarding the expansion of agriculture. It is still a work in progress. But you could justify the behavior in multiple ways. Maybe the group that discovered agriculture is very isolated or the people around it just don't want to accept the new discovery. Mechanically though, the biggest reason the discovery doesn't spread might be that the simulation is ignoring that cell. Within the game, cells that are considered to be "stable" are not updated very frequently. This allows the simulation to run much faster because it doesn't need to bother with those cells that much. This also means that some interesting things that happen in those cells, if they do not spread quickly, might never spread at all because the cell in which they happen will not get updated again in a very long time.

One last thing. Foraging itself is not necessarily worse than agriculture. Agriculture appeared as an alternative to foraging only in areas that became grasslands or steppes after the last ice age came to an end and humans could no longer satisfy their needs only through foraging in those areas. But subsistence agriculture is nowhere as good as agriculture practiced by more evolved societies. So, many primitive societies preferred instead to keep foraging (or complement it with farming) as it was just better than farming by itself in areas with high vegetation density.

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Thank you for you answer doctor water bear. 

This might not be a correct thread for that, but I'd like to give two UI feedbacks - first, I'd love to have a button shortcut for switching between previous and current overlay view. Say if I want to swap between region and polity view. 

In addition, while info bloat is a thing, I'd hope for some kind of info spreading between overlays. 

Some few examples: if you look at a region, show "this region belongs to polities X and Y" or "this language is spoken in polity X (or by peoples X and Y" or the region view would show their human population too.

Thank you!

Will nations have more natural name after going beyond the level of tribes ? Something like what we have actually.

Developer (3 edits)

Well, what people normally use as nation names are just made-up conventions in their own language. Actual nation names rarely sound "natural" for an English speaker. For example, China's official name is Zhōnghuá Rénmín Gònghéguó (lit. 'People's Republic of China'). Japan's is Nihon-koku (lit. 'State of Japan'). The Aztec Empire's was Ēxcān Tlahtōlōyān (lit. 'Triple Alliance'). 

I will improve nation names to make them represent the nation's government type and such. But don't expect them to sound as simple or or as "natural" as 'China', 'Japan', or 'Aztec Empire'.

You have a point, I never tought of it like that.

So I have another question, will nations names always be related to elements (like People of the fire) as they are with tribes ?

Developer (2 edits)

Nope, that's just what I could implement so far. Eventually I want nations to be named after regions, people, events, religions or even ideals. But I have to take baby steps. Possibly what comes next is nations named after people

so will we ever have more options of customizing a nation or at least have more influence over it 


Yes, but it will take some time before I get to that. Eventually you'll be able to use the editor to customize nations and everything.

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is there any way to influence how territory shifts with modding? This would be for a mod that adds war technology. I've looked at the documentation and haven't found anything. thanks!

also is condition to test if a cell of group has a discovery?


I don't think it's possible to influence territory shifts with modding yet but someone might figure out a creative way to do so. On the other hand, one of the first things I'm going to tackle in 0.3.4 is decision modding. Decisions are events that force a faction or polity leader to make choices that influence a tribe. By making that moddable it will be easier to add events that have an effect on territorial expansion.

There's currently no condition to detect if a group has a discovery. That was an oversight from my part tough. I will try to add one for the 0.3.3 fix-up release.


alright I've been looking forward to this update for at least a month. Thanks for making the game :)

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Hi again, I've a question about rainfall. 

When creating a world, you tend to get a good-looking place with many deserts and I am not claiming that your algorithms in creating climate zones are bad or wrong. However, even  with the standard rainfall average being 990mm/yr, which I believe is the same as with Earth, the non-desert areas seem to get completely insane amount of yearly rainfall. 

I'm sure you know, but as an example London, considered gray in weather, has 601mm yearly rainfall, Chicago next to some big lakes has 993, Manaus in the middle of the Amazon has 2300 and Bergen at the Atlantic coast has similar. Yet the standard for a "grassland" unless right next to a desert seems to be over 1000. forest (not rainforest) around 1800, a swath of northern taiga in my current world has has a rain/snowfall of 2700 (Yakutsk in our world has 240), rainforests have vast areas of 4000+ rainfall and so on. I don't know if it's wrong, but it feels super high given how few places in our world reach over 3000. My town in a super-forested northern zone has 450 yearly rainfall, you can't really even find places like that in many maps. 1800 grassland, one square of 200 next to a desert and then it crashes to 0. There does not seem to be such a place as a "dry woodland". 

To finish, I hope a screenshot is okay to add. 

Quite a place - one kilometer higher up than Lhasa, and it rains 2x what it rains in Jakarta, equal to the western coast of Borneo.


I don't remember what I used as reference for my rainfall model but it seems to be way off according to your info and some other info I found. I'll try to adjust the base mod biomes to be more realistic in a future version. Thanks!

I can't get the game to run. It says it is missing a file. I forgot what it was called though.

It says i'm missing the UnityPlayerdll. How do I get that to work?


Make sure to unzip all the contents of the zip file you downloaded into a new folder. Do not overwrite any existing folders. If the zip file doesn't contain the UnityPlayer.dll file then you might need to redownload the game from

Thank You!

Also should I extract all the files?


Yes, you need to. Otherwise you'll have the same issue as before.

It still says i need the unityplayer.dll and I downloaded it over 5 times

Developer (2 edits)

Can you verify that the unityplayer.dll file appears within the extracted folder and within the zip file? If it is there, right click on it, select properties and check the option to unblock it (in the extracted folder). Also, give it a try using the 32bit version of the game if you can't make the 64bit version work.

I'm sorry I have been asking so many questions. I am just a stupid 12 year old. I will try it.


YES I GOT IT TOM WORK YAY! Thanks for the help :D. Sorry if I confused you.


I'm glad to hear that! Hope you have a great time!

So right now thousands of years go by without much change. Will changes happen quicker ever? I think it shouldn't take a thousand years for borders to change somewhere. Also, how do you install mods?

Developer (1 edit)

As more features get added into the game, things will change faster, including polity territories. 0.3.4 for example will add more tribal aggression which will hopefully make territorial changes happen more frequently.

Mods, depending on how get distributed by their creator, must be copied into the Mod folder of your game, decompressed. The folder structure of the installed mod should appear similar to one of the default mods (take for example the 'base' mod)


Do you already have an idea when version 0.3.4 will arrive?


I can only say that it will probably be ready early next spring. But other than that I can't give specific dates. Too soon to tell how much time it's going to take.

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oi, its me again so I really love the new update but after giving it some thought, I feel like the time scale of the game is to big I mean it feels weird seeing the world stagnate for over 40,000 years. I mean the roman empire lasted for ruffle 2500 years the dark ages lasted for almost 1000 , the age of imperialism lasted 400 years the Victorian era lasted for 36 years , the time period between  the start of the great war and world war 2 was only 31 years,  in fact the timeline between these events Is 2698 years at max speed that's roughly 2 1/2 seconds I would recommend scaling it down to 100 years a second but at the speed of 1000 years, also more control over pacific nations along with the ability to just customize stuff in general to go off on a bit of a tangent the small things you included like translations languages regions discoveries contact etc. are the reason why I love this game so much and probly the thing I want most the next update are small details like that and customizability with said details all so ethnic groups, but hey I barley know much about programming outside of a vicy 2 mod so take this with a grain of salt . still love the game though these are merely suggestions I didn't  even know I wanted a game like this


The stagnation is mostly due to the game still lacking a lot of planned content. As I add more stuff you'll see the world change more rapidly. Also, as more and more things happen, the game will slowdown naturally (mostly because the CPU has to take care about more and more things). I will try though to set a mechanism to automatically slowdown the game when interesting things happen.

Also, I'll eventually add more customization options. But that will have to wait for the game to have more content. Otherwise it will not be very meaningful to allow players to customize things.

Thanks for the feedback!

Is it possible to create knowledges? I'm making a mod and I want to add magic_usage as a knowledge, but it keeps telling me it can't find a knowledge with that ID when I create a new world.
Here's my Discoveries.json:

  "discoveries": [
      "id": "magic_practice",
      "name": "magic practice",
      "gainConditions": ["[NOT]group_has_knowledge:magic_usage", "[ANY_N_CELL]cell_layer_value:ether,1"],
      "holdConditions": ["group_has_knowledge:magic_usage,0.1"],
      "gainEffects": ["add_group_knowledge:magic_usage,30", "add_group_skill:magic_using"],
      "lossEffects": ["remove_group_knowledge:magic_usage", "remove_group_skill:magic_using"],
      "eventTimeToTrigger": 912500

and here's the log:

Running Worlds 0.3.3 (WindowsPlayer Release)...
Trying to generate world with seed: 1505703510, Altitude Scale: 0.75, Sea Level Offset: 0, River Strength: 0.5, Avg. Temperature: 13.7, Avg. Rainfall: 990
Exception: Discovery: Unable to find knowledge with Id: magic_usage
    Discovery.InitializeOnKnowledgeCondition (Condition c) (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    Discovery.InitializeOnConditions (Condition[] conditions) (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    Discovery.Initialize () (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    Discovery.InitializeDiscoveries () (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    Manager.LoadMods (System.Collections.Generic.ICollection`1[T] paths) (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    Manager.TryLoadActiveMods () (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    Manager.GenerateNewWorld (System.Int32 seed, UnityEngine.Texture2D heightmap) (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    Manager+<>c__DisplayClass238_0.<GenerateNewWorldAsync>b__1 (System.Object state) (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    Rethrow as Exception: Unhandled exception in GenerateNewWorld with seed: 1505703510
    Manager+<>c__DisplayClass238_1.<GenerateNewWorldAsync>b__2 () (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    ManagerTask.Execute () (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    Manager.ExecuteNextTask () (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    Manager.ExecuteTasks (System.Int32 count) (at <784177d30daf4cbc97a28bc9f0f49829>:0)
    StartGuiManagerScript.Update () (at <784177d30daf4cbc97a28bc9f0f49829>:0)


Oh. Sorry, knowledges aren't moddable yet. But they will be at some point. You'll have to stick to the three that come as default for now.

Will polities have flags ?


At some point they will. In 0.3.5 I want to introduce banners, which are going to work kind of like proto-flags. But It's sort of a complex task that is not a huge priority. So I might push it for later if it becomes a huge time consumer.

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Will polities be able to change the language of the other polities they have conquered ? I think it should take some times (like 200 years), also, will polities be able to have many languages ?


Languages will evolve and spread independently of polities for the most part, but some polities might force vassals to adopt their culture which in turn will make them take up their language.

I'm not sure if I will make it so that a polity can have more than one language. It all depends on how technically feasible it would be to do so. What I don't want to happen is is that a single language splits up into thousand languages each occupying a single cell. So I have to make sure languages don't split up too much and to do that it's easier to tie them to cultural entities like polities.

Hello. I was wondering why, when I extract the files to play the game, it doesn't work and just prompts me to extract them again. I was wondering if this was an issue on the game's part or if I'm missing a step.


What's the error message that you are getting? Make sure to right-click on the executable (worlds.exe) and open the preferences. Then unblock the application by checking the "Unblock" box. This is a temporary issue that should be solved in future releases.

Will there be any kind of large scale events that change the ways that factions work sometime soon (Industrial Revolution, Age of Exploration etc.) If so, if there were any political updates like wars and alliances it would make almost every new world play out differently and make things very interesting. 


I don't think there will be concrete events that delimit eras as such, because I want a world's history to progress 'organically'. Instead, what I would like to do is add some kind of age transition detection logic that would tell the player whats happening in the world without explicitly changing something about it. For example, if sailing becomes widespread, then the game would say that the world has entered the 'Age of Sailing'. Likewise if farming becomes common then game would say that world has started an agricultural revolution.

Those are just some ideas though. I have no idea how I would implement that yet.

Will numbers (used to quantify the time and number of citizens of a polity) have a more clear wirting in the futur like 1.000.000 instead of 1000000 ? Beacause it's pretty hard to distinguish.


Yeah. I couldn't do it for this release but I hope to make that tweak on the next one.

so how is the update coming along


It's going a little bit slower than I expected but the new modding system is shaping well. Still, there is a lot of work to be done.

Will this game always stay free ?


Yes! Though donations are always welcomed.

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1. because the version name is, is this game in beta?

and 2,maybe you could add a mode where the map is the real world and each polity has real world borders (also, you could make the starting year 2020, and the fastest speed 1 year/sec)like i said in the last comment i made, you could add the faster land conquering thing. Idk if that would be hard to implement but i would like to see it added to the game. :)

I just realized that there are a lot of disputed areas in the world, maybe for those areas you could make it go to nobody?

(1 edit)

will this game become as complex as like dwarf fortress (look it up if you dont know what im talking about) the most complex game in the world  or will it be more simplistic?


The goal is to increase the complexity of this game little by little. It might reach the complexity of DF, but it will take a while. Also, I'm trying to keep into consideration performance and stability. I don't want this game to become too slow or eat up all of your RAM.

are you planning in the future to hire developers?


My first goal is be able to work full time on the project. Once I earn enough from the project to allow myself to do that, then I'll consider hiring other people to help. :)

is this game so realistic that it can run accurate human simulations?


Not really. I'm trying to make the simulation realistic, yet simplifications need to be made for algorithmic and performance reasons. Also, my lack of knowledge on many areas prevents me from being accurate when modeling certain things, like population dynamics. Although I try to do so whenever possible.

(2 edits)

how long do you think this project will take to complete? years,decades,centuries?


Years, possibly a decade or two. But being an open source project, people will be able to continue working on it even if I declare it finished. So development might go on forever.

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how much money do you need to get on patron to make development full time and how much to start hireing developers?


That's something I would not feel comfortably discussing in an open forum. But it would have to be quite a lot more than what I currently earn on Patreon.

Anyway. Don't worry about that. Even if I work only on my spare time I'm pretty sure I'll be able to progress quite a bit in the span of two or three years.

when did you get the idea of making this game?


I got this idea a long time ago, probably around 2008, soon after discovering Dwarf Fortress. I got inspired mostly from playing Legends Mode. From there I made a couple of unsuccessful attempts into a creating a game like this. Though I never published them and I don't even preserve the code, except for a couple of pieces of code that I copied into this game directly from my previous attempt and from an unrelated game project that I also never published.

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1.what is the game engine that your using and why your using it?                                                                                     2.can this game tell stories like dwarf fortress?                                                                                                                     long do you estimate the game will take to go on steam?                                                                                            4.will this game be on consoles like PS5 and XBOX or any future consoles?                                                                5.why dont you want to put a price on this game when you are getting complex simulations for free? do i make the text look good and not all over the place?                                                                                              7.what are the selling points of the game?                                                                                                                                               8.what are the differences between this game and dwarf fortress?                                                                                         9.what is stopping you from making this game a full time job?                                                                             many kilometers does a cell have in the game?                                                                                                                      11.who came first the chicken or the egg?                                                                                                                                     you plan to add prehuman thing like dinosaurs to the game?                                                                  you plan to add galactic civilizations or aliens?                                                                                                 you like pizza with pineapple or with milk?                                                                                                                               15.why dont you make a youtube channel where you can post your devlogs witch gets you more attention and attention = money and money means you can speed up game development?


Oh boy, too many questions. I'll try answering as best as I can...

  1. what is the game engine that your using and why your using it?
    1. I'm using Unity3d. Why? because at the moment I started is what I had more experience with and I could more easily export previous code I made to it. Also, it has improved a lot since I started using it. It's far from perfect but I don't hate it.
  2. can this game tell stories like dwarf fortress?
    1. I hope it will. I have already seen people generate narratives from play-throughs even though the game is still very barebones.
  3. how long do you estimate the game will take to go on steam?
    1. I long time. I want it to be at least halfway done before that. users are more tolerant of projects like these that are far from done. and, as far as I know, offers better tools so far for indy developers like myself.
  4. will this game be on consoles like PS5 and XBOX or any future consoles?
    1. I don't think so. The UI is not console friendly and probably will never be.
  5. why dont you want to put a price on this game when you are getting complex simulations for free?
    1. Because I don't feel like putting a price tag on an incomplete game.
  6. how do i make the text look good and not all over the place?
    1. Above the reply dialog there's a text editor toolbar. 
  7. what are the selling points of the game?
    1. It will be a unique exploration of what humanity could be, in game form. Also, see the game intro page :P
  8. what are the differences between this game and dwarf fortress? 
    1. I will not attempt to simulate individual fortresses, dwarves, nor cats that get drunk by drinking alcohol from their pawns. Everything will be more abstract.
  9. what is stopping you from making this game a full time job?
    1. Money. Costs of living are quite high where I live. Also I'm saving for future life goals (buying a house, car, etc)
  10. how many kilometers does a cell have in the game? 
    1. Depends on the latitude, but at the equator a cell will be 10037.53 Km^2 more or less
  11. who came first the chicken or the egg?  
    1. The egg evolved before the chicken, so the egg
  12. do you plan to add prehuman thing like dinosaurs to the game?
    1. Maybe they could be added through mods. But they will fall beyond the scope of the base game
  13. do you plan to add galactic civilizations or aliens?
    1. Same answer. They might be added in the future through mods.
  14. do you like pizza with pineapple or with milk?
    1. I don't like milk, so I'll got with pineapple.
  15. why dont you make a youtube channel where you can post your devlogs witch gets you more attention and attention = money and money means you can speed up game development?
    1. I tried. But making decent youtube videos take quite a long time. I can write an post in an hour or so. But a youtube video can take me half a day or more depending on how much editing is needed. I usually only post a video whenever I make enough changes to warrant a showcase.
(20 edits)

1.currently do you have a youtube channel?                                                                                                                                      2.when the game is complete will you put a price on the game?                                                                                   the future will there be climate change?                                                                                                                       the future will civilizations be able to colonize other planets?                                                                                      5.will there be nuclear bombs and if so will it have a lasting impact on the environment relations etc...


1. Yes the youtube channel is

2. No, but I might create a 'premium' version that would have a price once I 'finish' the base game.  No real plans for any of that though.

3. Yes. But that's something far off in the future.

4. That would fall out of scope for this game. I would like to create a space colonization game but that's a different thing altogether.

5. Yes and yes. But again, that's far off in the future.

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just subscribed with notifications on btw

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1. do you plan to add music to the game?                                                                                                                                          2.did you think the game will become this popular or more popular?                                                                              3.what are your top 10  favorite games?                                                                                                                                          4.will this update be released this year?


1. Yes

2. No idea. Hope it becomes more popular

3. I wouldn't say these are my current favorite games. But these are that I have enjoyed the most (also they show how old I am). In no particular order: Master of Magic, Sim City, Sim Earth, Dwarf Fortress, Legend of Zelda: Link to the Past, Half Life, Starcraft, Minecraft and Europa Universalis III

4. I hope it does. But it's becoming more bigger and ambitious every week. If it comes to that. I might split the next update into two separate updates.

how old are you?


I'd rather keep some information private :P

maybe not the right place to put this, but when I open the game (on my Mac) and click on anything but "exit game", nothing happens.


It might no longer work with the most recent MacOS Catalina upgrade. But try following the instructions on the readme file that comes with the download. Hopefully that allows you to play the game.

A friend is working on a solution for MacOS but it might take a while.

(76 edits) you plan  to add plate tectonics and evolution?                                                                                                          2.will this game be better than dwarf fortress?                                                                                                                             3.d o you think that this game will ever be as popular as dwarf fortress? if so then how long do you think it will take?                                                                                                                                                                                                              4.will already in game features overtime get more complex like basins migration etc.. due to computer hardware getting better?                                                                                                                                                                              5.will you make in the future more games like where you control a nation trough time from like the stone age to the modern age and be able to colonize planets, galaxys the universe or you want just to focus on this game?                                                                                                                                                                                 6. will you complete this game in your lifetime?                                                                                                                            7.why will you not add to this game aliens, human colonization etc..                                                                              8.when will you do a face reveal?                                                                                                                                                 you love your smoll community?                                                                                                                                 you know how dwarf fortress works?                                                                                                                                11.will this game be easy to learn?                                                                                                                                             12.will you make a subreddit so we can post memes?                                                                                                             13. can this game be in schools so that students learn about human history in a fun way?                                  14. do you like me asking so many questions?                                                                                                                     15.does covid-20 affect you or development?

Developer (1 edit)

1. That honestly would be a post full-game release feature. The main goal of this game is to simulate human history. That's already an extremely ambitious goal on itself. So I want to keep the scope to just that.

2. Ha, I don't think so. First, my game is going to be different. So it would be a better game for some people and worse for others. That's completely subjective. Second. Toady is years ahead of me in development. By the time "Worlds" reaches version 1.0, DF will become sentient and we will realize we were all part of a simulation running on a computer build within DF.

3. I'm not sure. I don't want to speculate about that. Maybe it will become less popular over time. That doesn't matter. It's the game I wanna make.

4. Not sure. Even with hardware becoming better, I'm not getting better at programming myself. So the game might run faster on better hardware. But the quality of simulation won't increase just because of that. Besides, there's tons of people that cannot afford to play on the best hardware and I want to provide them a fun experience even if they don't have the best hardware.

5. Time will tell.

6. Time will tell.

7. Adding aliens and stuff would be too much complexity to add. Simulating humans is hard enough.

8. I'm not necessarily hiding. But I enjoy privacy.

9. It's easier to communicate with smaller communities. Less stressful.

10. No clue.

11. As of now there's nothing to learn. it's just a toy. If it becomes too difficult I'll make it easier to play.

12. There's already a subreddit: Though there isn't much activity.

13. I don't necessarily want to teach people about history. What I want to discover and test is the mechanics behind history, and test theories such as big man theory, cyclic theories, geographical determinism, etc. But in the end this is just a crude simulation. So I don't hope to gain any kind of insight.

14. I don't mind the questions. Though I don't always have time to answer them. I still appreciate the effort you put into them. The lack of formatting... not so much :P

15. No, neither Covid-19 :P (honestly, be safe everybody) 

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1.why is your first goal to reach 4.0?                                                                                                                                                2.why dont you try to focus on improving your dev skills so you can make the game better and faster?  3.why dont you try to contact some youtubers so they can promote your game?                                     you like working on the game?                                                                                                                                                        5.why dont you try to hire some generous devs that will work for free?                                                                   6.will this game have frequent small updates or infrequent big updates                                                                        7.when will we know when the game is complete?                                                                                                                      8.will the game have complex cells witch shows the number of houses in a cell how many km or miles of paved  road, dirt road, aqueducts the number of dams, the number of wood dams etc... and these things affect the cell in many different ways ?                                                                                                                                     your number one priority of making this game realism and simulation?                                                             10.did this game get inspired by dwarf fortress?                                                                                                                      11.if you die before you complete the game what will happen to the game?                                                      you like your community?


1. You mean game version 0.4? That's because I haven't planned far ahead and things can change a lot before I get there. I want to be free to changes plans if needed.

2. I'm improving my dev skills by making the game, and by working on my full-time job. But practice takes time anyway. So game progress will get faster over time.

3. No. First of all. I dislike self promoting (though I do have to do it from time to time). Second, spending time self-promoting is time I don't spend working on the game. I'd rather have youtubers find me on their own (and there a few who already did!). Also. I don't want to get too much attention too early. I want the game to be more complete before hitting the big leagues. Being patient is all that maters.

4. Yes. It can get frustrating at times. But when things start to work out it's very rewarding.

5. Because looking for devs takes time too. And I have very little free time to spend on making the game (besides taking some time for myself too). I want to make the most of it.

6. Infrequent big updates. But the game is open source. Anybody can get the latest build and try building it.

7. When it's complete.

8. Possibly not. At least not for version 1.0. But maybe in a post 1.0 update.

9. My priorities have changed since I started. I aimed fully for realism at first. But now I'm focusing more on enjoyability. Realism is second, though, and it's always important. But I want the game to be enjoyable more than anything.

10. Partially by DF's Legends Mode. But Europa Universalis III was also a strong inspiration as other 4X games.

11. The game is open source. Anyone can continue working on the game regardless of what happens to me.

12. Yes! I mean, I like knowing there are people that enjoy what I do or are inspired by it. And the community ideas and suggestions allow me to gauge what to focus on and what's important.

i know that finding devs takes time but in the long term it can save you years

1.where can i get mods?


Some mods can be found on the official thread:

Others can be found on the unofficial Discord: (hope the link still works)

1.will the game have complex geopolitics and complex politics?


Hopefully. I want to introduce spheres of influence, treaties, pacts, alliances, etc.

As a mediocre developer of the mod, I will ask: will it be possible to register other discoveries or resources not in neighboring cells, but in the region, for example, under the conditions of discoveries ? It would also be great if it was possible to give bonuses from discoveries depending on the conditions in the cell; it is extremely unpleasant that now, due to bonuses, discoveries cannot propagate :(

To top it off, it would be great if some resources could appear in the cell independently of the biome - the lack of this can be a heavy load on the generation process and memory, when availability can introduce such an aspect as a "finite resource"


The first one is a good suggestion. Though I might need to try to limit it if a region is too big. Otherwise, it will slowdown the machine every time the condition has to be checked.

Regarding discovery dependency on bonuses, what I want to do is for discoveries to be distributed by a polity instead of just by cell groups. That way the discovery can propagate regardless of conditions not being met across all cells.

Regarding independent resources, have you tried using layers? layers are custom stuff that you can add to your world and make independent of biomes. They can represent resource availability and you can use them as conditions for discoveries. For your discoveries to detect layers you can use the "cell_layer_value" condition. And to understand how to use and  construct layers read the layer_modding_guide.txt file in the base mod folder. They are similar to biomes but normally not visible. And they can be edited through the map editor too!

I apologize, maybe my translation was not correct and you did not understand me. I meant: it would be possible to fix discoveries so that their distribution would be useful only in those cases when the condition would be true - that is, the propagation of any opening could take place without a condition, for example, "cell_biome_trait_presence: iron, 0.1 [OR ] ([ANY_N_GROUP] group_has_knowledge: agriculture, 18) ", like mine, but it would be in the bonus condition.

Yes, I tried to use layers, but they limit my actions when I use one layer on several resources. But this can be promising if the activities of civilization and discoveries will influence the layer - which is not yet available. This will probably consume too many resources, but combining this with a system in which the availability of a resource in the whole region will be registered, you can get something interesting and not so expensive :)

Anyway, I think it will be interesting. Thanks for the answer )

Developer (1 edit) (+1)

Hopefully I can add later something like dynamic layers that change over time or by the action of groups. It wouldn't be that taxing on the CPU. But it have to wait until I get to work on economies.

If I understand correctly this time, you want discoveries to propagate to a cell regardless of its conditions, but make some of their bonuses to have an effect only if the conditions are met, right? I think it's doable and I'm willing to implement something like that for this release of the next one.

Yes, that's what I meant! I appreciate your responsiveness, thanks for your wonderful simulator :)

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Is there a plan to add axial tilt and seasons and general orbital mechanics to the game's climate physics? 


I would be something cool to add. But there are no plans at the moment. I might add that to a future feature poll :)

1.when will you make a discord server?


There's already an unofficial discord linked here:

I'm not going to create an official one since I'm not familiar enough with Discord to manage it.

Although now it is too early to talk about an integral system of goals-desires of artificial intelligence of formations, nevertheless, I have an idea that I would like to share - I am extremely interested in this project )

So, why some countries or tribes will be at enmity or cooperate with others: in my concept, the leaders will have fundamental needs, such as economic - whether it is the desire to increase the number of workers or feed them, or the military - maybe protection from the growing strength of the neighboring association. And all these needs are in a hierarchy, that is, the primary task, for example, will be to feed your population (or reduce the number of sufferers), and only after that the question will be raised of how to build a defense network from an evil neighbor; the tasks are first of all basic, and after that something relatively difficult, or, as I can interpret this, labor-freedom-power - that is, a pyramid (image below), similar, perhaps, to Maslow's Pyramid, at the foundation of which is economics, and at the top there is massive expansion.

So, sometimes the needs that are in the "foundation" of this pyramid will be limited in their fulfillment, and in this case it will be necessary to resort to more sophisticated goals of their fulfillment. Conversely, without fulfilling the needs from the “bottom”, it will be suicidal to take action from the “top”. That, without taking into account the possible additions in the form of personality traits of the ruler (a coward, say, will be afraid to resort to military expansion, having a low priority for these actions), means that the actions of the AI will be more reasonable and logical, as well as interesting, much dynamic.

Unfortunately, I understand how difficult it will be, but I hope that in future updates we will come closer to something like this :)


This priority pyramid model is very interesting :)

I hope this won't be disappointing, but most of the AI logic will actually be handled through the Decision Mod system. Which means that the mod scripts will do most of the work instead of the simulation itself. And, unfortunately, the system itself will be very simplistic during its first iterations.  

Once I publish the system on the next update you'll see how it works, but it is mostly a weighted random choice system, where the AI picks which decision to take at any point randomly. Though the choices are weighted using mathematical "expressions" defined by the mod writer. So those expressions could end up being quite complicated, and technically, you can strip the randomness away by forcing the weight to be 0 for any choice you won't want the AI to make at any given time.

In theory, a very clever mod creator would be able to implement your pyramid-oriented goal system trough very complex choice weight-defining expressions. But it will be quite the feat.

In any case, I hope to expand the system over time to allow for models such as yours to be implemented without much hassle.

Wow, I may be too optimistic, but I'm encouraged by your words! I will look forward to that day :)

How long do you think it will take until 0.3.4 is out?


There's still quite a bunch of things I want to add for 0.3.4 so it's hard to tell. I'm working on the second of five big features planned for 0.3.4. The first one was a planning mess and took me 6 months to "complete", but hopefully the rest will take much less than that.

will there be diffrent terrain for each time you load a new map like purple grass, blue mountains etc...


That would require modding. For now, the biomes from the default mod are designed to be similar to those of Earth. But other mods, like the "weird biomes" mod that comes with the game, can introduce new biomes of any kind with different properties, including any kind of color.

I currently don't have any plans to add procedural biomes (biomes that are unique to each world) but that's certainly something I could consider to add in a future release.

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are you considering adding a mode where you can play the game like in galimulator? and what age range is this game in?


I don't think I will add a "play-mode" as such. My intention is to add gameplay elements little by little (decisions are the first gameplay element I have added so far). But the "game" will still mostly remain a toy/simulation with no clear gameplay or objectives for the most part. Very likely, the second element I will add is some sort of control mechanism for wars, but I have yet no idea what shape that will take.

I have some other fun ideas for gameplay elements, but these will have to wait until underlying stuff gets into the game first.

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1.what age range is this game in?                                                                                                                                                          2.will this game be fun to play and if so why?


1. The range goes basically from the birth of humanity to whatever ages I (or mods) get to implement. So far it doesn't go farther than prehistoric (before the invention of writing) ages.

2. Can't really say. Every person has a different impression of what is fun. Some people enjoy the game for what it is even though it has almost no gameplay. Some others will never enjoy this type of game, and that's fair. So I hope a lot of people get to enjoy it. But if only a few do, that's ok.

no i mean in the sence of what age do you need to be to be able to play the game.


Oh, I have no idea. I have never thought about that. I think anybody who is able to play  games like Dwarf Fortress or Europa Universalis would be able to play this game just fine.

will in the future stages of the game will nations be able to create diffrent tanks with diffrent attributes


I haven't finalized details on any of that. But I don't expect to implement a unit designer at first because I would need to allow that to be used by every AI nation and it would be too much for the simulation to handle without the game slowing to a crawl. But I'll try to add some sort of army/navy customization. Besides that, culture and technology will obviously have an impact on the military strength of each nation.

you said ''at first'', does that mean that in the distant fututre of the game you will be able to to implament  a unit designer?


The reason I said it like that is because I might decide in the future to add a unit designer. But it is not a promise. I would like to add some sort of customization for armies and navies. But it has to be something that works well within the very abstract scope of the game.

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how will you make the AI not suck and actually be smart?


Hah, the actual answer is that I'm not planning to make and AI that doesn't suck. In fact, I'm not planning on making any kind of AI. It's hard to explain, but, if I do things correctly, the game won't need an AI at all (or what you normally think of as an AI).

You have to consider something. I'm not making a competitive game. You are not playing against AI opponents. These will be simulated nations and cultures with "goals" and needs that do not necessarily involve conquering the world or wiping out the opponent. I think the "AIs" of "Worlds" will be more similar to the AIs of individual dwarves in DF, or that of individual characters in CK 2/3, than to the AIs of civilizations in Civilization 5 or nations in EU4. And thus, they will likely make many choices that might seem to make no sense at all because they are not trying to "win" the game.

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what map projection are you going to use for the game and why are you going to use it?


So far I only support two projections. A flat cylindrical projection, which is the default, natural one, and a spherical projection, which is just a mapping of the cylindrical projection on top of a sphere.

The reason I use the cylindrical projection is because it's the one that more closely represents the logical model which the simulation uses. Each square in the map matches a logical cell in the simulation's data model.

I use the spherical projection because it looks cool and it gives me an idea how the world would actually look like if it where a real planet. It also gives me an idea of how screwed up my model is the closer the data cells are to the poles.

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1. how will wars be in this game?                                                                                                                                                           2. how accurate will this games simulations be, comperd to like CK3?


1. They will be very abstract. You won't be able to direct individual armies. But you will receive events and decisions you'll be able to act upon which will direct the course of a war. The reason for the abstraction is that I want the simulation to move as quickly as possible, so the less I need to simulate, the faster it will run.

2. I have no idea how accurate CK3 is. And I don't know much about medieval history to evaluate the accuracy of CK2, which I played. I hope the game's demographic and economic models become more accurate over time, but my main goal is to add all the basic components first, regardless of accuracy.

how will you define continents and will regions be defined as in real life or in a diffrent way?


I'm not really sure how regions are defined in real life. There seem to be multiple conflicting criteria, and different cultures might redefine regions and might not recognize regions defined by other cultures.

My approach to defining regions is more practical in nature. With regions used to mark easily identifiable features like areas that share a single biome. I think this would match in most instances what most modern cultures would do, but not exactly.

Continents are going to be tricky. The obvious approach would be to define any landmass surrounded by water as a continent. But that would make a continent of every single island. So a secondary criteria would be for that landmass to be at least of a certain size. But then how would I group together landmasses separated by water that do not met the criteria to be defined as continents by themselves? I have no clue yet. But I will think of something eventually.

why have you decided to make the game really abstract?


There are three main reasons. The first one is performance. If you make things too detailed you make the simulation work extra hard trying to simulate every single detail. The second one is maintenance. The more complex and detailed the simulation, the harder it is to fix all the issues when they appear. The third one is practicality. It's easier to add more detail later, when most of the bigger features are in, than the other way around. This means that I can always come back to the game later and flesh out the details.

how will u fix the distorsion problem when u are in the globe mode the furter north or south u are the more distorted it becomes?


I have no idea yet. One approach would be to redesign the map to have less cells close to the poles. but that would be too costly as a feature. I'll probably figure out something not as elaborate when I get to it.

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1. will this game be technologically groundbreaking?                                                                                                                  2. do you research every mechanic you add in the game so it is realistic?                                                                        3. will the games abstractness make it less realistic and less enjoyable?


1. I don't think so. It's not my goal to break new ground technology-wise. I'll be happy just by getting to the point the game can be considered "good"

2. Yes, but only to a point. I don't try to go too deep before implementing a mechanic because it can take months just to understand the basics of any of the subjects. And sometimes it's very difficult to find the kind of data I need. I do sometimes go deep into a particular subject. What I'm currently doing though is doing background research on very specific subjects that I haven't even started working on, nor I plan to work on in quite a while. But my hope is that when I start working on those things I will have enough background info to create a decent implementation.

3. Not necessarily. A good abstract model can be very realistic. Enjoyability is more subjective though. Someone who dislikes abstractness will not like the game no mater how realistic it is. Also, ignoring the abstractness of it, realism can work against enjoyability. Many things in real life are dull and boring. And trying to replicate those perfectly in a game will just make the game boring. Abstractness is frequently used in games to remove the dull parts of life itself.

how could realism make a game about recreating human history less enjoyable?


The history of game-building shows that it can easily make a boring mess of mechanics based on realism out of a game - which, frankly, I, as a normal person, and not a masochist, would like not to see in this abstract simulation. In addition, his task lies not in the complete display of all the processes that underlie our history, but in a simulation close to them, which will be able to depict it quite simply and believably.

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yes i know that games can have a lot of boring mechanics but were talking about a game that is trying to recreate human history not a game about building a city, its supposed to be realistic.


We compensate for the abstractness by approaching the plausibility of the result - accuracy and realism are not necessary to simulate something believable enough, on the contrary, they are only a hindrance. "In simulation, the prostate and the plausibility of the simulated actions play an important role, and hundreds of other nuances can only slow down the process itself, without introducing anything new, without making it better. That is why the developer faces a difficult task - he must create something accurately enough, but at the same time simple "- and I probably agree with this statement.

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you want it to be believable but how far you want it to be believable? believable to only ordinary people or you want it to be believable to even experts?


I would never ever ever make make the game believable enough for experts. But I think you are hitting into something important. Believability is not the same as realism. Something can be believable without being realistic. Therefore, I think what I really want to achieve is believability instead of realism. And that can be done with some level of faking.

Just to give an example, the terrain generator doesn't simulate plate tectonics to generate terrain, it mostly uses variations on the Perlin noise algorithm. Yet, it's still kind of decent, if I say so myself... I could implement plate tectonics to make the terrain more realistic. But that would make the terrain generation process much slower without increasing believability that much. So I prefer to keep the "faked out" terrain algorithm that I currently use (at least for the time being, because I do really want to implement plate tectonics at some point).

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why have you decided to use 2d cell terrain generation instead of something else?


As opposed to 3d terrain generation? It's way simpler to work with, and cellular automata algorithms can be implemented quite easily on them.

and why not use like triangle cell generation or any other shape for a cell like hexagons and why do you use cell and not a other form of terrain generation?


I chose square grids mostly because I didn't know better. If I knew, I would probably had gone with an hexagonal implementation, which makes it easier to do spherical surfaces. On the other hand, it's easier to apply certain maths over square grids than over triangular or hexagonal grids.

One reason to use cells is that, beyond terrain generation, it's very practical to implement cellular automata-like algorithms in cell grids. I can simplify population migrations, territorial expansions and other things by implementing them as cell-oriented state machines instead of, lets say, field theories, which can be very math intensive or, agent-oriented simulations, which might be more realistic, but also way more CPU intensive.

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what is the seed of this image ? Worlds - History Simulator by DrTardigrade and this imageWorlds - History Simulatorthis image you use on the itch banner for the game and the first one is an image i see everywhere for the game, im asking this because (in my opinion) these 2 images are the most recognizable images in all of worlds so it would be nice for me and for other people to know the seeds of these 2 images so we can play them.


Uh. I tried to find which seeds I used but I can't find them anymore :(

Regardless, by the next release there will be some changes to the algorithm which will make it impossible to recreate those worlds. So it's likely I will update the images and banner accordingly.

Are there going to be guilds in Worlds?

Developer (1 edit) (+1)

You mean like medieval or merchant guilds? It's very possible, but I can't be certain. 

There's this entity type that I use called "factions". Factions are meant to be generic and to represent any kind of possible formal group: Clan, House, Family (in the Italian renaissance merchant sense), Guild, Political Party, Syndicate, Corporation, etc. Of these I have only implemented "clans" so far. And that's likely to be the case for a while since I have yet to develop a framework to add more faction types. But I hope once I introduce kingdoms at least I'll be able to add some modding support for distinct faction types to move away from clans as a default faction type.

Thanks for letting me know. Have a great day you wonderous human being.

Will there be weapon discoveries? Like discoveries that will give that kingdom/clan better warriors.


Yes, though maybe not weapons specifically but more like general warfare or technological improvements, like formations and tactics. I hope to be able to introduce at least one or two examples for the next release

Wow, it would be great to have the ability in moding to influence firepower, maneuverability and other attributes, including the desire to fight.

Thanks. That seems really awesome and hope you can accomplish this game. It's really cool.

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1.will your political bias affect game development?                                                                                                        2.what is your political preference?


Biases are always going to be present even if I wanted to avoid them. Just like in the game, in real life, the culture we were raised with, or exposed to, will influence anything we do, consciously or unconsciously.

Saying that, I'm going to try to avoid vocally expressing any kind of political viewpoint either here or in the game. Although it could be said that the statement above is political in nature, so ¯\_(ツ)_/¯

Are there going to be more stats for leaders? Also how is your day?


Possibly. The, reason there are only two stats for leaders is because I haven't found a need to add more. I likely will make stats moddable. So modders will eventually be able to add more leader stats as needed.

My day has been good. Hope yours has been good too!

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Если открытия дают разные бонусы при разных условиях, как я предлагал ранее, в будущем мы могли бы связать определенные характеристики правителей с бонусами от самих открытий. Так, например, харизматический правитель, если бы у него было обычное радио, мог бы влиять на моральный дух армии и желание сражаться, популярность своей фракции и важность своей личности. Думаю, это хорошая идея, и если она появится в ближайшее время, было бы интересно.

Have a great day to all of you!


I'm surprised how good was Google's translation from Russian to English :)

Once you see the new modding system, you'll have a very good idea of how leader stats will effect outcomes of decisions (and other things). So the scenario you describe with leader charisma and the discovery (or invention) of radio will eventually be possible. 

One thing I wish to eventually add is for leader stats to be influenced by the culture and the polity's government system. For example, democracies will tend to have charismatic leaders, but also have other higher stats that correlate with the cultural preferences of the polity's population. In monarchies and other types of governments were leadership is inherited, new leaders will instead tend to have similar stats to those of their predecessors.

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Ha, that's right, Google pleases with its work, although it is difficult for them with large texts :( And you know, in a sense it is incredibly cool and delightful from the aesthetic point of view - how we, with the help of a translator, can exchange ideas almost without hindrance. networks, which will allow you to completely get rid of the language barrier (which, alas, exists; even if you know a foreign language, the framework of your native language will only interpret what you want through this language, as if you have attached something else over your outfit).

As you promised, the next update will be a mod developer's paradise. This is important, but more interesting for the future, it would be possible to organize selection systems, which in different systems have different characteristics for obtaining, so to speak, influence. And if in a democracy there is frank populism and charisma (although elections imply the most favorable outcome for the voter - these are, by the way, the promised benefits), then for the monarchy, for example, conditional firmness of character and, depending on what traps, education, strength or... suppose the world is magical - magical abilities.

If you are familiar with the simulation of evolution, which in some way represents political and cultural transformation - biological adaptation is what I mean. I want to say that we can imagine culture as the habitat of a personality-politician - this is a possible way of representing politics. Here and in the new faces "of the people" - in freer systems, and traditionally genetically determined aspirants to the monarchy.

Oh, delighted with the immensity of these possibilities! Hope to catch a glorious day of the so-called implementation of the current roadmap ;)

Could there be cities?


There will be cities, but it is far in the future. The first step will be to implement permanent settlements, but for that I need to implement a basic economic system. Because, without economics, there's no way division of labor can develop. And, without division of labor, there's no reason for people to agglomerate together.

could i be one of your beta testers?

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It would be handy to get a preview of the game to develop the mod.


I wanted to release a preview version exclusive for mod developers when I "completed" the decision feature, but the system was not as robust as I hoped. Now it's on a much better shape. So it's very possible I'll release a preview this time around once I'm done with tribal expansion. The system is still very incomplete. But it's usable, and I would like to get feedback on it.


Sure, though you will have to remind me once I complete the next feature (tribal migration). Otherwise I'll forget.

how could i message you about the beta test?


Just send me an email to drtardigrade2020 - at -

Will there be criminal empires in this game? Also are you having a good time?


There will be "criminal" factions: crime syndicates, pirates, raiders, etc. I have no idea how I'll implement them. nor how much power they will be able to acquire. They might be able to take over an entire country and rule it as a kleptocracy. Or maybe they will straighten up and become legitimate governments. I hope to allow for any kind of possibility.

It's a regular work weekend. But other than that, I'm having a good time :)


Cool. I hope you will always have a good day.


I made an account to comment and say that I like how much King12346 writes to you and that you respond to all his questions. I read this thread at like 3 am and it made me laugh.

Developer (1 edit)

Haha, yeah. I think it is important to keep the community engaged and to respond to every question whenever possible. But it helps that I don't receive much attention at this moment. If this game blows up (again) I might not be able to keep up. But we will see :)

Edit: Although, to be honest, I'm limiting my responses mostly to It's hard to keep up with other social media. So you won't see me as active on Reddit or Discord as I am here.

I finally got to 3.5 mill years. This took many a minutes. What can you do with a world like that?

Developer (1 edit) (+1)

Right now, not so much. But, if my wildest dreams for this game ever become true, you would see multiple complex civilizations rise and fall, multiple climate or nuclear disasters that bring humans to the cusp of extinction, humans leaving the planet and maybe coming back, or maybe being fully replaced by artificial intelligences or whatnot.

In reality though, it's very likely I will only work on this game until civilizations can reach the modern age. Then I will leave it open for other developers and mods to expand on it.


That's really cool. I hope you can get it done. Also how is your day


Good so far! How about yours?

Good. Have a great day you amazing guy.

how did you come up with the name DrTardigrade?

Developer (1 edit)

That nickname was given to me by someone else and I kept it. That's all


That's awesome and adorable.

Hi, is it possible that before the next update you could include the option to see population density on a log scale? Because right now it's only useful to see the 10 most populous cells or so. Just the option to see it on a linear scale and a log scale would help with giving you two ways to visualize population.


That's a good idea. I'm not sure if I'll get time to implement it on this update but I will add it to the TODO list. I'll probably get to it when I start working on tables and histograms.

how deep you want the story telling side of this game to be, so deep that you can read in a battle every move an archer does or to read every line an officer of an army says to his men or just nothing or at least some lines about who is winning in a battle?

Developer (2 edits)

I think I will leave most of that to the player's imagination. The problem with adding flavor text is that, if you add too little of it, it quickly becomes repetitive and annoying.
What I do plan to add, eventually, is some sort of generative text for unique events. So you might not get a play-by-play of a battle, but you might get instead a short narrative blurb of a grand battle. Think of epic poems written about ancient battles that rarely go into detail and instead exaggerate things but are nevertheless fun to read.


Perhaps you want to achieve a similar result for interpreting your simulation processes? -


Yeah something like that. It will require quite a bit of work.

Rest assured, we and I, in particular, as a person from Eastern Europe and experienced in patience, will wait :)

How's your day so far?

The day off cannot but differ in its positiveness. Thanks for asking.


Good. I hope it stays that way you wonderful person.

Just like you )

: )

Will there be death tolls in wars? Like, you have one tribe that has wood spears but there are thousands of them. Then you have the other tribe which has swords and spears with shields but there are only a few hundred. So if the smaller tribe could only send 150 men while the other tribe could send 400 men. Would there be a counter of how many men or women were lost in the battles? Also, I hope you are having a great day.


There certainly will be death tolls in battles. But I haven't thought about the details. The first implementations will be rather simple, with technology, tactics and training working as factors that increase or decrease the effectiveness of armies. A much better prepared force will suffer less casualties in battle than a less prepared one and will have a better chance of being victorious even if confronting a larger force. Later on, I want the terrain and other more complex factors, like force combinations, to influence the outcomes too.

That sounds bloody amazing. Have a great day.

will your religious preferance affect game developmeant?



why? you dont have any?


This is called tolerance.


Like I said before, my beliefs, be them philosophical, scientific, political, or religious, will have an impact in the game whether I want it or not. But my aim is not to proselytize or propagandize. For me, this is game is more than anything, an experiment. I want to see if I can make a game that explores many ideas that I have and see the results. It is also a way to incentivize myself to learn more about subjects that I have an interest in, like history, anthropology, and linguistics.
Asking if my religion will affect development of the game is not a fair question to ask, because, even if the answer is yes, it shouldn't concern you. I'm pretty sure if we were to have a discussion about religious beliefs there would be many things that we would disagree with, but that shouldn't matter because hopefully you'll be able separate your playing experience from my personal beliefs.

How is your day my good sir or mam?


Good, it's has been a nice relaxed weekend so far. I had to spend some time wrapping up the work from last weekend and finish some modding documentation, but that's done and now I'm moving on with tribal expansion.

Cool. Have a great rest of your day.

Will there be any newer technology and when the tribes get advanced enough and become full fledged civilizations, will they build infrastructure and buildings? Will there be specific technologies that helped advanced the tribes? Such as Metal works, Pottery, Masonry, Engineering, calendar, Mathematics, Writing, trapping (fishing and hunting), furnaces (getting more efficient ways to cook/melt stuff) and many, many more that helped us moved from huts in a tribe to buildings in a city.  


Yes, to all :)

Discoveries will be kind of easy to add with the current mod system. The problem is that I need to add more to the framework to add elaborate concepts like inventions and infrastructure. For example, I want to add dams, aqueducts, roads and bridges. But these will require for me add a way for cells to be altered: forests need to be cleared away, deserts need to be able to be converted into fields, and valleys need to be flooded. On the other hand, inventions will be needed to introduce certain types of buildings, like,  workshops and mills. Workshops will add tools that not only will increase economic output, but also will help with infrastructure projects by making them go faster. Mills will increase food production from farms, and they will be able to be powered in different ways, using animals, running water, or even electricity.

How's your day?


A bit tiring but good so far!

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have you gotten a trademark on your game?

Developer (1 edit)

No. Even if I were to get one, I don't have the resources to protect it, so it would be a waste of time and money.

How's the game going?


Its' going. Currently working on the weekly progress update. Still lots of work left to do.

Deleted 215 days ago
Developer (1 edit)

A folder called "Saves" should be on the same path where you uncompressed the "Worlds" zip file. If the folder is not present, then it probably was deleted by accident by something else. Look in your computer's trash folder and see if you can find it there and restore it. Otherwise, the saves have been lost permanently.

In any case, if you save another world, a new "Save" folder should be created. If it doesn't, then there's something wrong with your game's installation. Also, make sure not to run the game from within the zip archive.

my bad, i had actually found out it sligtly before you said it but thanks. About unzipping, i had played the game while itw as zipped

will you make an official discord?


I don't think so. The unofficial one seems active enough and I don't have time to take care of an official one.

How is it going?


Excellent! I'm fixing some minor issues with polity territories. How about you?


My going is good. It is good that your going is excellent. I hope you keep being excellent.

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1.will you incorporate mods into the official game?                                                                                                    to install mods?


1. There's always going to be at least the "Base" mod, which is needed for the game to work. I might end up integrating some community mods eventually. But I think it is still to early to consider that.

2. I though I added a guide for that already but I can't find it. Anyway, it will depend on the mod, but most mods can just be unzipped into their own folders within the "mods" folder in the game's root location.


Good day. I didn't know where I could write in order to share this, but two days earlier, due to my personal interest, I received information from the official group about updating an interesting project. This project, be sure - otherwise I would not have written - is very similar to yours; from a recent update, which is still in beta test, it brought some interesting mechanics. And even though its author is somewhat subjective and with his own prejudices, I liked it, which I could not share with you. Excuse my tactlessness, but, like a keen fanatic, I had no right to stop myself. 

So, I was presented with a not revolutionary, not progressive and not even a new idea about a strategy with the distribution of classes, the roles of the population with clicker elimination, but this was not an obstacle - the project is indeed curious, and it lured me. I think now, it would be interesting to you too, because it has the same mechanics that have already been named more than once; take a look if you have an idea for the next updates about population cells?


Sorry for the late response. Didn't see this post until today. I think I have played that game before. It's an interesting idea and it's inspiring. I should give it a second look.

Hah, I thought you didn't like it. No problem, thanks for answering)

Indeed, its mechanics attracts, but frustrates, a bias based not even on a scientific approach, but on an ideological one.


Yeah. Most civ-style games have a strong ideological bias (Most likely an Eurocentric one). But it's hard to make an unbiased game. Even a "scientifically" inspired game will have a inherent bias because the game designer has to accept scientific knowledge/dogma at the time of development to be correct and final, which is rarely the case.


Which is also true because everything is just an interpretation, and the subjective cannot achieve objective cognition (- this is my interpretation of Kant's interpretation of cognition).

what would you do with $


No idea. Possibly create a game studio and hire people to work on this game and other ideas I have. heh

how would you feel if someone gave you $


I would not accept it a first. Specially if it's an anonymous donation. I would need to make sure its legit and if there's any strings attached.

and when you realize its legit them what would you do?


Very specific questions, heh... I'm not really sure. When it happens, if it ever happens, I'll figure out.

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Hi, I would like to chat, I have a lot of modding questions


Yes, i would like to chat with you.


Please refrain from trolling other users


Hi, if you have modding questions please create a new post and I'll answer there. Or reach me through Discord. I'll be glad to answer them.

Question: Considering the wording of the latest update, might the newest update come out soon?


Oh, I just realized how poorly I worded that. No, I meant to say that I hoped to have the Action Script feature done in a couple of weeks. That's just a minor part of one feature of three I still have to complete. I'm nowhere near done unfortunately :(

It's fine.

When will you add UI scrolling?

Can layers interact with each other?



I'll try to add UI scrolling for the next release.

Right now, layers do not interact nor have dependencies on each other because of the way they get loaded into the game. I'll try to add layer dependency in a future release.

War still depends on many other features that I have to work on. Like the upcoming tribal aggression

Thanks for the answer!

how many MB will the next update add to the  game?


I have no clue. But it's likely not going to be a lot. What usually inflates a game is multimedia content (images, sound, video) of which, besides a few new icons here and there, I don't plan to add any. The code itself, although it has grown perhaps a thousand lines or more, won't add to the game more than a few KBs once compiled.

how many lines of code does the game have?


That's a good question. I can't count them at this moment but the total size of the code (just pure code, no art, no mod scripts, nor anything else) is ~5MB. Assuming 25 characters per line (that's 25 bytes per line) then the game has roughly ~200,000 lines of code as of today....

So regarding the disasters that you said you may add at a later date, how might they work is time is sped up? I understand that when time is sped up, things become less realistic, and that is especially true for events that occur on a short timescale (<1 year.)

Developer (4 edits) (+2)

I haven't though to much about it yet. But, depending on the scale of the disaster it could very easy to simulate. "Small" scale disasters that could happen frequently, like riots or fires, can be handled very much like I handle typical events, just a quick update of stats on a single cell without even notifying the player unless they are observing the affected tribe. Large scale disasters like volcanoes or tsunamis that would affect multiple cells would be more rare, so I could afford to simulate them more carefully and slow the simulation for a bit while they occur. I highly doubt players will complain if the game slows down to show them a huge event happening :)

how many people have decided to become alpha testers?


So far I have gotten 83 responses. Much more than I expected!


Of course not everybody is reporting bugs. So not all of them will get into the credits :P

can it be on android (in future,now  or never?)


It's not a priority. But it could potentially appear on Android and iPhone in maybe two or three years.

do you consider a kickstarter?


No, it would be a very terrible idea for this kind of open ended project. It would force me to define a very strict scope and schedule and which would have a very very low chance of success. Besides the fact that I would have to spend 100% of my time just advertising it.

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1. has anyone besides you thought of this idea for a game before?                                                                                  2. will there be custom government types? if not then how many government types do you want to implement into the game? republics, constitutional monarchies etc.


1. There's other projects with very similar ideas. Of the top of my head I can think of WorldBox and Song of the Eons.
2. For 3.6. I plan to add at least chiefdoms. But the intention is to make government types moddable. So modders will be able to add new government types.

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what is the big difference between worlds and song of the eons that will set them apart?

Developer (2 edits)

I think they are going for more fantasy like worlds? I couldn't tell you more since I don't follow that closely. Though I must say, what they have done so far looks pretty cool.

I must add, I would keep an eye on Worldbox. They are following a very different approach more focused on fun than realism, but with every update they are adding more and more complexity. I wouldn't be surprised if they end up with a very advanced simulation game eventually.