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Universal Civilization Sim

  • 5 Devlogs
  • 14 Total hours

A simulator that allows you to tweak properties in the drake equation and dark forest theory and view the resulting civilizations.

Ship #1

UniCivSim
This is my first ship and I'm excited. This is UniCivSim short for Universal Civilization Simulation (Genius name I know), it's meant to approximate dark forest theory, which is a theory of how interstellar civilisations interact based in game theory and it ends with claiming that civilisation have two options their either
- Destroy any other civilisation they encounter
- Hide from all other civilisations

The main aspect of this that I couldn't approximate is information. In dark forest theory lack of information is what means the benevolent civilisations are better off hiding then going out searching for others like then.

In my civilisation simulator they have the benefit of perfect information, when two civs meet their interaction is instantly determined by their behaviour.

This leads to an interestingly different conclusion, the simulations always end with only benevolent empires remaining which paints quote a hopeful picture of the far future.

Anyway I hope you enjoy playing around with the factors and thank you for rating my project.

  • 5 devlogs
  • 14h
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4h 7m 51s logged

V1.0 ON MY CIVILIZATION SIMULATOR!

It’s been a while since I posted a devlog on this project. I’ve been working on getting this to a minimum viable product for release so that’s bug fixing, core features and packaging.

Features

  • More complex civilisation behaviour
  • Improved settings screen
  • Full screen

Notes

Honestly my heart was never really in this project, I was mainly trying to build the courage to work on hardware which I think I’ve secured (You can hopefully expect some rocketry based stuff from me in future) but I have done my best to build something I can be proud of.

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4h 59m 9s logged

V0.6 on my Civilization Simulator

On the latest release we now have a settings menu that allows you to adjust the factors affecting the simulation.

New Features

  • A settings menu that launches on startup and allows you to adjust the simulation.
  • A text file that stores the variables for easy editing

Planned Features

  • Implement more behaviors for civilizations encountering one another based off of more varied factors such as benevolence, malevolence and desperation
  • Clean up UI and add a setting menu to tweak the factors of the simulation
  • Add dialogue elements to easier understand what is going on
  • Package into an exe application

One step closer to first ship!

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59m 27s logged

V0.5 on my Civilization Simulator

In this latest version we now have civilizations that are spawned randomly based on the variables for the Drake equation

  • The average rate of star formation in our galaxy
  • The fraction of those stars that have planets
  • The average number of planets that could support life that actually develop life at some point.
  • The fraction of planets that develop life that go on the develop intelligent life
  • The fraction of civilizations that develop a technology that releases detectable signs of their existence into space
  • The length of time for which such civilizations release detectable signal into space.

In this implementation we don’t use the rate of star formation as we already decide seperatly how many stars we will include in our simulation.

Current Features

  • We can create a randomly generated star map in a window
  • We can create civilizations in some of those stars based off of the drake equation
  • We can have those civilizations expand at a factor of the speed of light accelerating and related to their level of technology
  • We can have those civilizations interact in a way that is loosely based on dark forest theory

Planned Features

  • Implement more behaviours for civilizations encountering one another based off of more varied factors such as benevolance, malevolance and desperation
  • Clean up UI and add a setting menu to tweak the factors of the simulation
  • Add dialogue elements to easier understand what is going on
  • Package into an exe application
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2h 11m 26s logged

I reprogrammed the rendering to go from tkinter to pygame, this will be a better basis for future functionality.

The plan currently is to keep it simple so, when generating a star we’ll run odds for whether there’s a civilization there based off your options for the drake equation. From there we’ll spawn a sprite that expands at some factor of the speed of light, when it collides with another sprite we’ll run a random chance at first we’ll base this fully off dark forest theory so they’ll always destroy each other, which destroys the other will depend on age and a randomly determined factor called desperation.

Once I have the basic system working I want to add more complex behaviors where civilizations can merge or co-exist✨

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