A world/society simulator with nested hexes, down to the individual person/tree and out to a whole continent. multiple people can form factions (or leave them), trade, go to war, claim territory. forage, chop trees, grow food, research tech trees. hierarchies are emergent based on individual and group choices, "borders" aren't real. buy loyalties are. I'm currently having my mind blown. development is moving stupidly fast. we'll see where it hits the wall of "idea sounds incredible on paper but isn't feasible in software or UI" - haven't gotten there yet!

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vinney...axkl's avatar vinney...axkl
This is what "bug fixes" look like: > Constant raiding over a century drives surviving bands toward higher ambition and vengefulness, while families shrink until none remain to marry, causing extinction. about half of long-running worlds collapse this way, half grow into the thousands. so much cool emergent stuff arising out of a handful of values and motivations at play between the individual and social layers + ecological pressures and technological discovery. View quoted note โ†’
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