A few months ago, I wrote an evolutionary algorithm that initializes 4
isolated societies with variable conditions (such as climate, size, usable
land, etc), tracks their inhabitants, and reports on the results after a
preset period of time. A demonstration using D3.js to present the results of a single simulation
can be viewed here. Certain patterns emerged that really excited me, particularly where the most advanced society by the end of the simulation
was invariably the one that began with the harshest conditions: either the
climate was not ideal for food production (typically cold environments),
disease was more prevalent (in hot climates), and particularly with lands
where space was most limited and so inhabitants would have to fight for
every bit of real estate.
I was so excited about results that I
wanted to create a compelling user experience to share the simulation with
others. I initially planned to add a simple graphical overlay on top of
the simulation so that the user could observe the results outside of the
console, but I ultimately wanted to make something more interactive. This
inspired me to create the game you are about to play. I decided
on using 'shapes' as the 'beings' that we will play as so as to mitigate
some of the otherwise dark themes inherent in evolution and war. You will
control the Circle Kingdom and will be tasked with the job of fighting
against the Polygons.
All beings begin with three attributes at 100: intelligence, strength, and a general health attribute. Attributes are treated as genetic traits and are passed down to offspring. There are four primary drivers of evolution considered in this game:
Turns will generally play out in a similar flow: