Heat water over the fire until it bubbles. Kills invisible creatures that cause dysentery and parasites.
| Disease | Impact |
|---|---|
| Dysentery | −15 |
| Parasites | −10 |
Lead a neolithic tribe from the Stone Age toward civilization — using nothing but your voice and the knowledge of 10,000 years trapped inside your head.
You don't know how it happened. One moment you were stuck in traffic, checking your phone — the next, you woke up naked on damp earth, surrounded by people with sun-darkened skin and mud-stiffened hair, speaking a language that existed in no dictionary.
The first months were pure survival. Learning to eat what they ate. Mimicking gestures. Sleeping on the ground, feeling cold that cut through to the bone. Slowly, word by word, gesture by gesture, the language started to make sense.
But something was wrong — or perhaps, strangely right. The seasons passed. Children grew. The young aged. But you… didn't. You could get hurt — the scar on your arm where the boar caught you was proof of that. You could, perhaps, die. But time… time simply didn't pass for you.
The elders noticed first. They whispered among themselves, watched with a mixture of fear and reverence. When the last of the old ones fell, the tribe's eyes turned to the one who never aged. To the one who had seen more seasons than anyone who ever lived.
They placed you beside the central fire. No one voted. No one argued. You simply WERE the eldest. The wisest. The leader.
And now, with the knowledge of 10,000 years of civilization trapped inside your head — but with no tools, no books, no Google — the only thing you can do is speak. Teach. Guide.
The tribe listens. What you say next… changes everything.
A deep simulation where every person, disease, crop, and tool is individually modeled.
Speak naturally — the system understands intent through 3 layers: keywords, embeddings, and LLM classification.
Every person has a name, age, gender, fertility, hearth. Birth, aging, death — all emergent.
Health, Agriculture, Engineering, and Society — each with unique actions and synergies.
Unique terrain, biomes, climate, rivers. Every game a different world to explore.
WebSocket multiplayer — compete with AI tribes or rival players on the same world.
Built with Electron — runs natively on Windows, macOS, and Linux.
Send scouts to follow rivers, climb mountains, and explore the unknown. Risk vs. reward — not everyone comes back.
Type what you want to teach your tribe. The game understands intent, not exact phrases.
1 turn = 1 season (Spring → Summer → Autumn → Winter). 4 seasons = 1 year. Max lifespan ~75 years.
Every turn you type a natural language command in the Council Chamber. The system classifies your intent through 3 layers: keyword matching, embedding similarity, and LLM fallback.
Council Chamber — where you type commands
Stats — population, nutrition, research
Food — caloric sources, stockpile, crops
Health — disease prevalence, practices
People — individual names, ages, hearths
Knowledge — agriculture tree, tools, costs
World — map, biomes, climate
Chronicle — history of your civilization
You type a command → system classifies it → action is executed
Disease dynamics: natural drift + environment + season + active practices
Food & Nutrition: gathering output → stockpile → nutrition status
Production: firewood and water supply from workforce
Demographics: aging, births, deaths, new pairs
Tools: items in learning advance 1 season toward completion
Agriculture: active experiments gain research points
Religion: influence grows +1.5 per turn passively
All actions across 4 categories. Speak naturally — the system understands intent.
Heat water over the fire until it bubbles. Kills invisible creatures that cause dysentery and parasites.
| Disease | Impact |
|---|---|
| Dysentery | −15 |
| Parasites | −10 |
Scrub hands clean before eating and after handling waste. Breaks the chain of sickness.
| Disease | Impact |
|---|---|
| Parasites | −9 |
| Wound Infection | −8 |
| Dysentery | −5 |
| Respiratory | −3 |
Combined with Boil Water: extra Parasites −10, Dysentery −8 per season.
Move those showing illness to shelters at the edge of camp. Respiratory −18, Dysentery −5.
Dig deep holes far from camp for all waste. Parasites −15, Dysentery −10.
Cremate bodies to prevent contagion. Respiratory −10, Dysentery −8. Requires firewood.
Wash wounds with clean water. Wound Infection −8, Parasites −2. Requires water.
Combined with Boil Water: extra Wound −20, Parasites −5 (one-time).
Begin cultivating discovered plants. Advances all agriculture knowledge nodes.
Work the earth before planting. Advances soil preparation knowledge.
Carry water to crops. Advances irrigation knowledge.
Pull weeds, protect plants. Advances weeding and plant care.
Teach your tribe to craft advanced tools. Each one boosts specific activities.
| Tool | Bonus | Time | Prereq |
|---|---|---|---|
| Cordage | Firewood +15%, Game +10% | 2 seasons | — |
| Throwing Sticks | Small Game +20% | 1 season | — |
| Digging Sticks | Roots +30% | 1 season | — |
| Wood Wedges | Firewood +25% | 1 season | — |
| Bark Vessels | Water +30% | 2 seasons | — |
| Woven Baskets | Fruits +30%, Eggs +30% | 2 seasons | — |
| Snares | Small Game +40% | 1 season | Cordage |
| Fish Traps | Fishing +50% | 1 season | Cordage |
| Carrying Yoke | Water +25% | 1 season | Cordage |
| Dew Traps | Water +10% | 2 seasons | — |
| Bone & Antler | Fishing +15%, Game +15% | 1 season | — |
| Deliberate Knapping | Game +25%, Firewood +20% | 2 seasons | — |
| Clay Recognition | Storage +40%, Water +15% | 1 season | — |
| Bone Needles & Hide | Cold Protection +30% | 2 seasons | Bone + Cordage |
Your tribe starts with these — knowledge so basic every person already has it.
| Tool | Enables |
|---|---|
| Fire Mastery | Cooking, Cold 55%, Large Game |
| Sharpened Sticks | Roots, Fishing, Small Game |
| Hammerstones | Nuts, Shellfish, Marrow |
| Rough Edges | Butchering, Firewood, Greens |
| Simple Carriers | Water, Fruits, Eggs, 15k kcal |
| Uncured Hides | Cold Protection 35% |
Establish spiritual authority. Influence starts at 30/100, grows +1.5/season. Enables edicts.
Sacrifices elders and the sick. Frees ~1,230 net kcal each. Costs 8 influence. Requires 10+ influence.
Four diseases plague the tribe. Without guidance, they grow relentlessly every turn.
| Disease | Drift | Type |
|---|---|---|
| Dysentery | +0.2 | Waterborne |
| Parasites | +0.25 | Fecal-oral |
| Wound Infection | +0.15 | Open wounds |
| Respiratory | +0.1 | Airborne |
| Season | Resp. | Parasites | Wound |
|---|---|---|---|
| Winter | +2.5 | — | −0.5 |
| Summer | −1.5 | +0.5 | +0.3 |
| Spring | — | +0.3 | — |
| Autumn | — | — | — |
| Practice | Dysen. | Parasit. | Wound | Resp. | Needs |
|---|---|---|---|---|---|
| Boil Water | −2.5 | −1.8 | — | — | Firewood |
| Wash Hands | −1.0 | −1.8 | −1.2 | −0.4 | Water |
| Quarantine | −0.8 | — | — | −3.0 | — |
| Dig Latrines | −1.5 | −2.5 | — | — | — |
| Burn Dead | −1.0 | — | −0.5 | −1.5 | Firewood |
| Clean Wounds | — | −0.3 | −1.5 | — | Water |
Every person is individually simulated — name, age, gender, hearth, fertility.
| Group | Age | Vulnerability | kcal/day | Work |
|---|---|---|---|---|
| Infant | 0-4 | 2.5× | 800 | 0.0 |
| Child | 5-12 | 1.3× | 1,400 | 0.15 |
| Youth | 13-17 | 0.8× | 1,800 | 0.65 |
| Adult | 18-44 | 1.0× | 2,000 | 1.0 |
| Elder | 45-75 | 2.0× | 1,600 | 0.35 |
| Season | Conception Chance |
|---|---|
| Spring | 28% |
| Summer | 22% |
| Autumn | 16% |
| Winter | 11% |
Pregnancy: 3 seasons. Post-partum: 3-6 seasons. Max children/woman: 3-8.
| Status | Threshold | Birth Mod | Death Mod | Disease Mod |
|---|---|---|---|---|
| Surplus | ≥110% | 1.15–1.50 | 0.85 | 0.85 |
| Adequate | ≥90% | 1.0 | 1.0 | 1.0 |
| Scarce | ≥60% | 0.5 | 1.3 | 1.3 |
| Famine | ≥40% | 0.1 | 2.0 | 1.7 |
| Starvation | <40% | 0.0 | 3.0 | 2.0 |
Two critical resources. Shortages directly impact health, cooking, and survival.
Biome: Tropical 1.3, Temperate 1.15, Savanna 0.5, Tundra 0.1, Desert 0.05.
Why: Fuels cooking (raw food → disease), hearth fires (cold), boiling water.
Why: Water supply = hygiene factor → Wash Hands / Clean Wounds effectiveness.
Boil Water — biggest disease impact
Wash Hands — hits all 4 diseases + synergy
Dig Latrines — Parasites −15
Make Cordage — unlocks Snares, Fish Traps, Yoke
Quarantine — Respiratory −18 (winter killer)
Digging Sticks — fast +30% roots
Woven Baskets — boosts 6 food sources
Ignoring production: Health practices need firewood/water to work.
Overpopulation: Below 60% kcal/capita → Famine.
Winter unprepared: Respiratory +2.5/turn. Quarantine first.
Early culling: Need 10+ influence or edicts are refused.
Boil Water + Wash Hands: extra Parasites −0.8, Dysentery −0.6/turn.
Cordage → Snares + Fish Traps: Game +40%, Fishing +50%.
Wedges + Cordage: Firewood +40% combined.
Press ~ or Shift+` to open the Developer Console.
Unlocks ALL agriculture knowledge instantly — every propagation technique mastered.
Summons a 21st Century Advisor who analyzes data and recommends optimal actions.
Reveals the entire world map instantly — removes all fog of war.
Frequently asked questions about CivEconomy: Future Leader.
The First Era (Stone Age) is fully complete — all 12 core systems are built, interconnected, and playable, from first fire to organized agriculture. Early Access lets us build future eras (Bronze Age, Iron Age, and beyond) alongside the community, so every new system reflects what players actually want.
We estimate approximately 12 to 18 months. What gets built next — new eras, trade, diplomacy, warfare logistics, and deeper social structures — will be shaped directly by community feedback. The natural language command system also gets smarter the more people play.
CivEconomy: Future Leader is available on Steam for $6.99 USD for Windows and macOS. Regional pricing applies automatically.
Both! The Desktop app runs fully offline and single-player. There's also optional multiplayer where you compete with AI tribes or other players on the same world.
No! The keyword matching system works instantly without any AI. Ollama (local LLM) is optional and adds embedding similarity + LLM classification for more natural commands.
Yes! The NLP system understands commands in both English and Portuguese. You can type "ferver agua" or "boil water" — both work.
Five biomes: Tropical Forest, Temperate Forest, Savanna, Tundra, and Desert. Each affects food availability, firewood production, climate, and disease dynamics.
Say "found a religion" to create one with a random name. Influence starts at 30/100 and grows +1.5/season. Higher influence unlocks edicts like sacrificing the sick. Below 10 influence, edicts are refused.
CivEconomy is available on Steam for Windows and macOS. Minimum specs are modest: a dual-core CPU, 4 GB RAM, and 8 GB storage.
There's no hard cap. You start with ~15-20 people. Growth depends on food, health, and birth rates. Top players have reached 200+ population. But more people means more kcal needed — balance is key.
Out now in Early Access for Windows and macOS. Your commands shape civilization.