Guide a neolithic tribe using natural language. Teach hygiene, craft tools, discover agriculture, found religions. Every person is individually simulated — births, deaths, diseases, and famines emerge from 12 interconnected systems. Your words shape civilization.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“CivEconomy: Future Leader is a deep civilization simulation with interconnected systems that benefit enormously from player feedback. The Stone Age era is fully playable with 12 core systems — demographics, disease, food, agriculture, tools, religion, and more — but the game's roadmap spans multiple historical eras (Bronze Age, Iron Age, and beyond). Early Access lets us build these future eras alongside the community, ensuring every new system reflects what players actually want. The natural language command system also improves with real-world player input — the more people play and type, the smarter it gets”

Approximately how long will this game be in Early Access?

“We estimate Early Access will last approximately 12 to 18 months. During this time, we plan to release at least 2 additional historical eras, expanded diplomacy and trade systems, warfare logistics, and deeper social structures. The timeline may shift based on community feedback and the scope of features requested by players”

How is the full version planned to differ from the Early Access version?

“The full version will include multiple historical eras beyond the Stone Age — including Bronze Age, Iron Age, and potentially Classical era — each with new technologies, resources, and societal challenges. We plan to add trade and diplomacy systems between tribes, warfare and conflict mechanics, deeper social hierarchies and governance, expanded multiplayer features, and more sophisticated AI-driven narrative events. The natural language processing system will also be significantly more refined with a broader vocabulary of recognized command”

What is the current state of the Early Access version?

“The current version includes a complete Stone Age gameplay loop with 12 fully interconnected systems running every turn: demographic simulation with individually tracked people, 4 disease systems with seasonal dynamics, 70+ wild food sources with real nutritional modeling, 15+ craftable tools, an agriculture knowledge tree discovered through experimentation, a religion system with influence mechanics, procedural world generation with biomes and climate, a chronicle system recording your civilization's history, AI rival tribes, early multiplayer support, bilingual natural language processing (English & Portuguese), an in-game tutorial, and a save/load system. The First Era is fully playable from start to finish.”

Will the game be priced differently during and after Early Access?

“Yes, early access will be 30% cheaper”

How are you planning on involving the Community in your development process?

“We'll check all feedbacks. We will also create a new discord channel for better communication, if , of course, this game gain traction”
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About This Game

You woke up 10,000 years in the past. Your tribe is watching. What do you say?

You don't know how it happened. One moment you were checking your phone — the next, you woke up on damp earth, surrounded by people speaking a language that exists in no dictionary.

Months passed. You learned to eat what they ate, sleep where they slept, mimic their gestures until the words started to make sense. But something was wrong — or perhaps, strangely right. The seasons turned. Children grew. The young aged.

You didn't.

When the last elder fell, the tribe's eyes turned to the one who never aged. They placed you beside the central fire. No one voted. You simply were the eldest. The wisest. The leader.

Now, with the knowledge of 10,000 years of civilization trapped inside your head — but 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 Civilization Simulation Driven By Your Words

CivEconomy: Future Leader is a deep civilization simulation where you guide a neolithic tribe using natural language commands. There are no menus to click, no buttons to press — you type what you want to teach your people, and they listen.

Say "boil drinking water" and they learn to purify water. Say "make rope from bark" and they begin crafting cordage. Say "sacrifice the weak" and... well, they'll do that too — if your religious influence is strong enough.

The game processes your intent through multiple layers — keyword matching, semantic similarity, and AI classification — so you don't need exact phrases. Speak naturally. The system understands.

What Makes This Different

This is not a surface-level simulation with pretty numbers. Every system runs real calculations under the hood:

Every person is real. Each tribe member has a name, age, gender, fertility state, and hearth. Births, deaths, aging, and family lineages all emerge naturally from the simulation — not from scripts.

Diseases fight back. Four diseases (dysentery, parasites, wound infection, respiratory illness) grow every turn unless you actively suppress them. Each responds to different practices, seasons, and environmental factors. Ignore hygiene and watch your population collapse.

Food is survival math. Over 70 wild food sources across 5 biomes, each with real caloric values. Your tribe forages based on territory, season, and available tools. Fall below 60% caloric needs and famine sets in — births stop, deaths multiply.

Tools unlock possibilities. From sharpened sticks to bone needles, 15+ craftable tools that each boost specific activities. Cordage alone unlocks snares, fish traps, and carrying yokes. Research takes real time — measured in seasons, not clicks.

Agriculture is discovered, not given. Your tribe doesn't start knowing how to farm. They observe wild plants, experiment with cultivation, and slowly build an agriculture knowledge tree through trial and seasons of effort.

The world is procedurally generated. Unique terrain, biomes, rivers, and climate every game. Settle near a river in temperate forest or struggle in desert scrubland — your biome shapes everything from firewood supply to disease pressure.

Religion is a tool — and a weapon. Found a faith, grow your spiritual influence, and issue edicts. You can sacrifice elders and the sick to free calories for the young. The tribe will obey — as long as your influence holds. Drop too low, and they'll refuse.

A chronicle writes your history. Every major event — first birth, first death, tool discoveries, religious founding, famines survived — is recorded in a living chronicle that tells the unique story of your civilization.

12 Interconnected Systems, Every Turn

Each season (turn), the game simultaneously processes:

Disease dynamics — drift, environment, season, and your active health practices

Food gathering and nutrition — caloric output based on territory, tools, and workforce

Resource production — firewood and water supply vs. demand

Demographics — aging, conception, pregnancy, birth, death, pairing

Tool crafting — items in progress advance toward completion

Agriculture research — active experiments gain knowledge points

Religious influence — passive growth or decay

AI tribes — rival civilizations developing alongside yours

World climate — seasonal effects on every resource and disease

Village thoughts — your people voice concerns, observations, and fears

Advisor analysis — an analytical view of your tribe's strengths and weaknesses

Chronicle recording — history being written in real time

These systems don't exist in isolation. Firewood fuels cooking, which prevents disease. Water enables hygiene. Tools boost food output. More food enables population growth — which demands more of everything. Every decision creates ripples across generations.

Early Access — Honest Talk

Here's where we stand:

CivEconomy: Future Leader launched into Early Access with its First Era (Stone Age) fully complete. That means all 12 core systems are built, interconnected, and playable. You can guide your tribe from a small band of foragers to an organized settlement with agriculture, religion, tool production, and a recorded history.

This is a text-driven game with data panels — not a 3D graphics showcase. If you love deep simulations, spreadsheets-with-soul, or games where understanding the systems IS the gameplay, this is for you. If you want flashy visuals and action, this probably isn't your game — and that's okay.

Future updates will add new eras (Bronze Age, Iron Age, and beyond), trade systems, diplomacy, warfare logistics, and deeper social structures. What gets built next will be shaped directly by community feedback.

The game supports English and Portuguese commands.

What's in the Current Version

Full Stone Age gameplay loop — from first fire to organized agriculture

20+ teachable actions across Health, Agriculture, Engineering, and Society

15+ craftable tools with prerequisite trees and production bonuses

4 disease systems with seasonal dynamics and practice-based suppression

70+ wild food sources with real nutritional modeling

Complete demographic simulation — every person individually tracked

Procedural world generation with biomes, rivers, and climate

Agriculture knowledge tree discovered through experimentation

Religion system with influence mechanics and moral edicts

Chronicle system recording your civilization's history

AI rival tribes developing alongside you

Multiplayer support (early)

Bilingual NLP (English & Portuguese)

In-game tutorial and guide

Save/Load system

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

CivEconomy: Future Leader uses locally-running AI for two optional gameplay features. All AI processing runs entirely on the player's machine — no data is sent to external servers.

Text AI (Command Processing): An on-device language model (Llama 3.2 1B via Ollama) interprets natural language player commands and classifies them into game actions. A keyword-matching fallback system works identically without AI enabled.

Image AI (Chieftain Portraits): An on-device Stable Diffusion 1.5 model generates decorative chieftain portrait images. These are purely cosmetic with no gameplay impact.

Both features are completely optional. The game is fully functional and playable without any AI features active.

System Requirements

Windows
macOS
    Minimum:
    • OS *: Windows 7 SP1 or newer
    • Processor: Dual-core processor (Intel Core i3 or equivalent)
    • Memory: 4 GB RAM
    • Graphics: DirectX 9 compatible graphics card
    • Storage: 8 GB available space
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
    Minimum:
    • OS: macOS 10.13 (High Sierra) or newer
    • Processor: Intel Core i3 or equivalent (or Apple Silicon with Rosetta 2)
    • Memory: 4 GB RAM
    • Graphics: Metal-compatible GPU
    • Storage: 8 GB available space
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
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