ZeroAPI AI Genesis Engine — The emergence of civilization itself. Learn about ZeroAPI AI →
Autonomous Civilization Simulation

Genesis Engine

Not a generated world. A living world. Not a simulation of civilization. The emergence of civilization itself. A platform developers build games on top of.

A world begins with a seed
One campfire
Two settlers with unique personalities, skills & names
Berries, water, wood, flint, fiber — enough to survive
Untouched wilderness with 70+ resource types
Everything after this is cause and effect
23
Simulation Engines
28
AI Actions
70+
Resource Types
Unique Histories
Connecting…

The Living World, Right Now

A civilization is running unattended on a real machine. This page updates live as it rises, governs, wars, and falls — nobody is steering it.

LIVE WORLD
Civilization #—
Era
Age
Population
Settlements
Active wars
Ruling house
Ruler
WORLD NEWS
  • Awaiting dispatches…
HALL OF FAME
GOVERNORS
THE LAWS OF THE WORLD
SYSTEM STATUS
Status
Total uptime
Civilizations completed
Watchdog recoveries
Tick cost
CHRONICLE — fallen civilizations
No civilizations have fallen yet.

Cause and Effect. Never the Same Twice.

Genesis reasons by rules, not dice. Every outcome is the direct result of something that happened before it — no scripted events, no random number deciding who wins a war, no language model inventing the story. Yet every settler is born unique, with its own name, personality, and gifts — so no two civilizations are ever the same. Run it a thousand times and you get a thousand different histories.

Settlers eat real food from real storage. If there's no food, they starve. If they starve, they die. If they die, the settlement shrinks. If the settlement shrinks, the civilization weakens. Every consequence traces back to a cause.

Genesis is not a game. It's a platform that developers build games on top of. The living world runs autonomously in the background. You build the player experience on top of it.

The simulation continuously evaluates itself

Every action creates new state. Every state creates new decisions. Every decision creates new history.

Observe
Analyze
Predict
Act
Learn
Repeat

Deterministic decisions, not language models

Genesis does not use LLMs for runtime decisions. Every settlement and civilization has its own utility AI agent that evaluates real world state — food stores, population, resources, threats, seasons — and picks the highest-scoring action. Every decision is traceable and repeatable.

🏠

Settlement Agent

Each settlement gets its own AI. 23 tactical actions evaluated every 5 ticks: gather food, water, wood, stone, ore, fiber, herbs. Build shelters, farms, granaries, wells, workshops, forges, barracks. Smelt ore, craft tools, produce charcoal, heal settlers, assign builders.

23 Actions · Every 5 Ticks
👑

Civilization Agent

Each civilization gets a strategic AI. 7 actions evaluated every 20 ticks: found new settlements, establish trade routes, fortify defenses, invest in culture, expand food production, declare war, seek diplomatic treaties.

7 Actions · Every 20 Ticks
🧠

Weighted Scoring

Actions are scored using multiplicative weighted considerations with geometric mean normalization. No random tiebreakers — the best action for the current world state always wins. Cooldowns prevent spam.

Deterministic · Traceable
👥

Per-Settler Work Loop

Every settler actively works each tick. Gatherers extract from resource nodes. Farmers produce grain. Builders accelerate construction. Crafters make tools. Healers treat the injured. Warriors patrol. Skills grow with practice.

Individual · Skill Growth

From a campfire to an empire. And back again.

Every civilization follows its own path through these stages. Some skip stages. Some never reach empire. Some collapse early and seed new civilizations from their ruins.

Camp

Survival

  • 2 settlers, 1 campfire
  • Gather food, water, wood
  • Build first shelters
  • Starvation is real
Hamlet

Growth

  • Families form, children born
  • Granary reduces spoilage
  • Farm plots established
  • First professions emerge
Village

Production

  • Workshop & forge built
  • Ore smelting, tool crafting
  • Healers treat the injured
  • Warriors begin patrols
Town

Commerce

  • Market with 21 price types
  • Trade routes to neighbors
  • Caravans carry goods
  • Supply/demand pricing
City

Expansion

  • Territory claimed & contested
  • Colony expeditions launched
  • Diplomacy & treaties
  • Military buildup
Metropolis

Dominance

  • Multi-settlement civilization
  • Alliance networks
  • Cultural influence
  • Technology tier 5
Decline

Collapse

  • Famine, overcrowding, war
  • Mass migration waves
  • Settlements abandoned
  • Routes go unprofitable
Legacy

Ruins

  • Ruins become discoverable
  • History recorded forever
  • Legends formed
  • Era transitions marked
Rebirth

New Dawn

  • Refugees found new camps
  • Old ruins seed new stories
  • The cycle begins again

Every system feeds every other system.

10 execution phases run in deterministic order each tick. Resources feed population. Population drives settlement growth. Settlements drive civilization expansion. Expansion drives conflict. Conflict drives migration. Migration drives rebirth.

🌾

Resource Engine

70+ real resource types across 9 biomes. Water, food (wild & farmed), wood, stone, ore, fiber, clay, animal products, and 20+ processed materials. Every resource has weight, spoilage rate, quality, seasonal availability, and processing chains. Granaries reduce spoilage by 60%.

70+ Resources · 9 Biomes · Spoilage
👤

Population Engine

Every settler is a unique individual with name, age, sex, 7 personality traits, 10 skills, health, hunger, and shelter level. Settlers eat real food from storage each tick. No food means starvation. No shelter in winter means exposure. Skills grow through work. Professions unlock at skill level 0.7.

Individual · Needs · Skills
🏠

Settlement Engine

14 building types: shelter, hut, house, granary, workshop, farm, well, wall, barracks, market, temple, forge, library, tavern. Each requires real resources to build. Builders speed up construction. Buildings decay without maintenance. 6 settlement stages from Camp to Metropolis.

14 Buildings · 6 Stages · Real Costs
👪

Family Engine

Marriage, childbirth, and inheritance. Children inherit personality and skill tendencies from parents, each born with their own natural variance. Family bonds affect loyalty and migration decisions. Orphans are adopted by the community.

Marriage · Children · Inheritance
🚢

Trade & Caravan Engines

Trade routes form between settlements with initialized market prices across 21 resource types. Supply and demand drive price equilibrium. Caravans physically travel between settlements. Ambush mechanics based on territory control. Unprofitable routes are abandoned.

Markets · Caravans · Supply/Demand
🗡

Diplomacy & Warfare

Relations matrix with 7 treaty types, grievance tracking, and 6 diplomatic states from hostile to allied. Civilizations autonomously declare war based on grievances, raise armies from combat-skilled settlers, and equip them with the best available weapons. Deterministic battle resolution based on power ratios.

Treaties · Armies · Battles
🌍

Territory & Expansion

Settlements claim territory when founded. Borders are contested when civilizations expand into occupied regions. Control strength grows with population and military presence. Lost territory changes hands. New settlements generate terrain, resources, and ecology in a spiral expansion pattern.

Borders · Contested · Colonies
🌦️

Ecology Engine

Seasonal weather with real consequences. Droughts dry up water and kill crops. Wildfires destroy buildings and wood resources. Floods wash away food stores. Harsh winters cause exposure damage. Frost reduces food production. Disasters drive migration waves.

Seasons · Disasters · Consequences
📖

History & Narrative

Every founding, war, treaty, discovery, catastrophe, and migration is recorded in a living timeline. Era transitions mark major shifts. Legends form around significant events. Abandoned settlements become discoverable ruins that influence future civilizations.

Chronicle · Legends · Ruins
🙋

Migration Engine

6 push factors (famine, overcrowding, warfare, oppression, disaster, resource depletion) and 6 pull factors (food abundance, opportunity, safety, cultural affinity, family, reputation) drive autonomous migration waves. Refugees flee war zones. Settlers seek better conditions.

Push/Pull · Refugees · Waves

Production & Technology

Processing chains transform raw materials into refined goods: ore to ingots, ingots to tools, wood to charcoal, fiber to rope, clay to bricks. 5-tier technology tree unlocks new capabilities. Tools degrade with use and must be replaced.

Crafting · Tech Tree · Tool Wear
📈

Event & Stewardship

Condition-based events fire when world state crosses thresholds: famine, water crisis, overcrowding, civil unrest, world stagnation. Events resolve when conditions improve. The World Stewardship engine monitors overall health and detects collapse or monopoly scenarios.

Crises · Thresholds · Balance
🏛

Governance & Dynasties

Rulers, heirs, and dynasties with legitimacy and succession. A ruler appoints governors to outlying settlements by merit. Loyalty rises and falls with morale, distance, and war — and when it collapses, a governor can declare independence. Weak breakaways become vassals paying tribute. Coups, dynasty splits, and rebellions all emerge from the AI — never scripted.

Dynasties · Governors · Rebellions

Self-Maintaining World

Genesis runs unattended, indefinitely. A supervisor carries one civilization to its end, archives it, and seeds the next. A watchdog detects a stalled world and self-heals; auto-throttle keeps it real-time under load. The entire world auto-saves and can resume across sessions — built to livestream 24/7.

24/7 · Watchdog · Auto-Save
🏆

Cross-Run Catalog & Hall of Fame

Every civilization that rises and falls is archived forever — its chronicle, dynasty, peak population, and cause of collapse. A persistent Hall of Fame tracks the longest-lived, the largest, and the most storied across every world that has ever run. History is never lost between civilizations.

Archive · Hall of Fame · Persistent

A world you can actually watch.

Genesis renders itself in real time and narrates itself for anyone watching — a stranger should understand who rules, what's happening, and whether it's thriving within seconds.

🌍

The Living World, Rendered

Real Roblox terrain across biomes, a day/night cycle, and shifting seasons. Weather you can see — snow, rain, drought dust, wildfires, floods, erupting volcanoes, quakes. Crops grow through the season, villages light their windows at night, and caravans roll between markets. Built from primitives only — no external assets.

Terrain · Day/Night · Weather
👑

Kings, Crowns & Banners

Settlers are proportioned figures, not blobs — they walk, not teleport. Rulers wear crowns and capes; generals wear helms. Every settlement flies its civilization's crest banner, which flips colour the instant a town is taken by force. Ambient wildlife roams the unclaimed land.

Figures · Regalia · Crests
📺

The Broadcast HUD

A persistent overlay names who rules, the civilization, the era, the population, the active wars, and whether the age is thriving or collapsing — legible in seconds. A Stream Director cuts the camera to the most dramatic event as it happens and captions it on screen.

HUD · Director · Captions
📰

The World News Network

Every founding, war, coup, plague, discovery, and collapse becomes a categorised headline — BREAKING, ROYAL, CRISIS, DISCOVERY, CHRONICLE — on a live ticker and the website feed. The simulation already wrote the story; the news just reports it.

Headlines · Categories · Live Feed
🗺️

The Political Map

Loyalty glows green to red beneath every settlement, so you watch a province turn against its ruler and rebel. War rings mark the civilizations in conflict, and lines tie every vassal to its overlord. The hidden politics, made visible.

Loyalty · Wars · Vassals
📝

Self-Narrating Chronicle

A "State of the World" summary reads the live tensions in plain language. Optionally, a local AI narrates the ongoing age and writes each fallen civilization's obituary — an evolving story for the stream and the archive. Works fully without it; the AI only enriches.

Summary · AI Chronicle · Optional

Control the scale of emergence

Genesis Seed

Two settlers, one campfire, zero intervention. The entire world emerges from cause and effect. The default experience.

Tick Control

Pause, step forward, or run at any speed. 10 execution phases run in a fixed order every tick — rigorous and traceable, and never the same world twice.

Inspector

Click any settler, settlement, or civilization. See their full state: hunger, health, skills, resources, trade routes, diplomacy, history.

World Chronicle

Every founding, war, treaty, migration, disaster, and death is recorded. Browse the full history of the world as it writes itself.

Serialization

Save and load entire world states. Every engine, every settler, every resource node serialized. Resume exactly where you left off.

No prompts. No scripted events. No language model inventing the plot. Just resource nodes, hungry settlers, the math that connects them — and a unique cast of people every time. Everything else — trade, war, migration, collapse, rebirth — is emergent.

The Genesis Engine philosophy

26 engines. 70+ resources.
Never the same twice.

Two settlers. One campfire. 10 deterministic phases per tick. Everything that follows — villages, trade, warfare, collapse, rebirth — is caused, not generated.

Get Notified → Back to ZeroAPI AI

Contact zeroapiai@gmail.com for updates on Genesis Engine.