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AEON — Feature Bible: WorldBox × Civ VI (the target)

What we're building toward. Left = the two reference games' core features; right = how AEON adopts/adapts each, with the twist that nobody is scripted — civ behavior emerges from evolving NN brains + a memetic culture layer + the player's indirect steering.


A. WorldBox — core features (the god-sandbox half)

WorldBox feature AEON plan
God powers / world editor — terrain brushes (mountain/water/biome), spawn life ✅ have (raise/lower/forest/spawn/food/smite); EXPAND brush set
Disasters — meteor, volcano, tornado, plague, fire, acid, lightning ➕ add as god tools (high-ROI spectacle + selection pressure)
Autonomous living world — creatures act on their own, rise & fall ✅ core (real NN brains, not scripts) — our differentiator
Civilizations — villages→towns→cities, kingdoms, borders 🔨 building now (Settlements workstream)
War & diplomacy — kingdoms fight, ally, raid ➕ partial (combat exists); add alliance/raid/diplomacy
Multiple species — humans/elves/dwarves/orcs + animals + monsters ➕ later (genome already supports subspecies via traits)
Genetics / traits / subspecies / mutation ✅ have (evolving genome → visible traits)
Culture / language / religion / clans 🔨 building now (Culture workstream, light first pass)
Sandbox, no forced goal — pure toy, name & follow units ✅ god mode is pure sandbox; goals are opt-in (nation mode)
Zoom, pixel art, mobile+PC, modding ✅ continuous zoom; 🔨 art upgrade now; modding later

B. Civilization VI — core features (the deep-strategy half)

Civ VI feature AEON plan
4X loop (explore/expand/exploit/exterminate) ➕ emerges via nation mode (lead a people to grow/survive/win)
Tech tree (science) 🔨 building now (Tech workstream — your headline ask)
Civics/culture tree (2nd progression) ➕ fold into Culture/memetics (policies, beliefs)
Eras (Ancient→Information) + golden/dark ages 🔨 Tech eras now; golden/dark ages later
Cities + DISTRICTS + Wonders (Civ 6 signature) 🔨 Settlements + buildings now; wonders later
Tile yields (food/production/science/gold/faith) + Builders ➕ add: settlements work surrounding tiles for yields
Leaders w/ unique abilities + AI agendas (personalities) ➕ EMERGENT: a tribe's "leader" = its policy + dominant evolved traits
Religion (found/spread/theological combat) 🔨 Culture workstream (arise + spread)
Diplomacy (alliances, city-states, grievances, casus belli) ➕ later: tribe-to-tribe stances driven by policy + history
Combat (unit types, promotions, generals, siege) ➕ deepen: tech/era changes weapons; settlements have walls
Victory conditions (Science/Culture/Domination/Religion/Diplo) ➕ nation-mode "destinies" (opt-in goals) — the Civ win-loop
Resources (strategic/luxury/bonus) + trade routes ➕ later: resources gate techs (metals→tools, horses→cavalry)
Fog of war / exploration ➕ optional per-nation (god sees all; nation sees explored)

C. The fusion thesis (what makes AEON neither, and better)

  • WorldBox gives the toy & the spectacle; Civ gives the depth & the goals; the NN gives the soul.
  • In Civ, the tech tree is a menu you click. In AEON, research accrues from a living population and its culture, and a tech you unlock changes what your creatures' brains can actually DO (sailing → they cross water; horses → they move/raid faster; metals → they win fights).
  • In WorldBox, civs develop on rails. In AEON, they develop because evolved brains + spreading memes + your steering pushed them there. Same god-sandbox joy, real causation underneath.

D. "We need more depth for the NNs to learn" — the I/O expansion (integrator task)

The current brain only senses/does survival. To learn CIV behavior it needs richer affordances. Expand brain.js I/O (done during integration, carefully — it touches the hot path):

  • New SENSES: nearest settlement dir/dist, on-own-territory?, tribe tech-era, food in storage, nearest resource & type, season/temperature trend, danger level, leader/policy signal, meme-carried?
  • New ACTIONS: build/contribute-to-settlement, gather (vs eat), trade with kin, flee, follow, adopt-meme/convert, pray (culture).
  • This gives evolution + the player something civ-relevant to optimize — beyond eat & breed.

E. The two UX gaps you hit (priority fixes, integrator/UI pass)

  1. "No info on tools." → every god tool gets a hover tooltip (name + what it does + hotkey), a one-line description in the dock, and a first-use hint. Plus a proper help/legend panel.
  2. "Can't play as a nation." → make it impossible to miss: a Nations list panel (click any nation → "Play as" / "Watch" / "Possess a citizen"), a clear prompt on first tribe click, and fix click-targets so selecting a creature/nation is reliable at any zoom. Nation mode then shows tech/era, settlements, policies, and an opt-in destiny (goal).

F. Build order (so depth lands without breaking what works)

  1. (running now, parallel) Tech tree · Settlements · Culture · Visuals.
  2. Integrate them one at a time (test after each).
  3. Brain I/O expansion (§D) — give NNs the civ-relevant senses/actions.
  4. Nation-mode UX (§E.2) + tool info/help (§E.1) — make agency & tools discoverable.
  5. Disasters, victory/destinies, diplomacy, tile-yields — the remaining Civ/WorldBox depth.
  6. Polish: audio, timelapse capture (shareability), perf scale (WebGL instancing).