GAME DETAIL
CivEconomy
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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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
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均数値一覧
| 観測日時 | 値 |
|---|---|
| 09/20 10:57 | 1人 |
| 09/20 23:02 | 0人 |
| 09/21 11:07 | 0人 |
| 09/21 23:09 | 0人 |
| 09/22 11:17 | 0人 |
| 09/22 23:19 | 0人 |
| 09/23 11:25 | 0人 |
| 09/25 07:08 | 2人 |
Steamフォロワー推移
2件以上で集計 直近7日変化を見やすくするため、縦軸は観測範囲に合わせています。
履歴1件・推移判定待ち
数値一覧
| 観測日時 | 値 |
|---|---|
| 09/20 10:59 | 48人 |
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売後注目度の基礎指標 発売済みタイトルのため、現在プレイヤー数・ピーク値・Steamフォロワー数を組み合わせて勢いを観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 2人 | 最終観測:2026年9月25日 07:08(7時間前) |
| 24時間ピーク | データ蓄積中 | 推移集計中・直近7日 8件 |
| Steamフォロワー数 | 48人 | 最終観測:2026年9月20日 10:59(5日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 初回観測済み・直近7日 1件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
ジャンル
機能カテゴリ
注目ポイント
発売直後 発売から30日以内
更新あり 直近14日以内にSteamストア更新
価格変更 直近14日以内にSteam価格情報の変更
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