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Click the game above and it runs right here in your browser. No download, no installer, no account needed. Deon Butler built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Civ Forge yet. Play it, then tell Deon Butler what you would add next.
Civ Forge was built by Deon Butler with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Civ Forge opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a mobile-friendly 3D turn-based civilization builder titled "Civ Forge". Use a compact 8x8 square island grid floating in a blue ocean, viewed from a high angled perspective with a Three.js-like stylized low-poly presentation: orthographic-looking/perspective camera above and in front of the board, soft shadows, pale blue sky/ocean background, fog, and gently lit colorful block terrain. The camera should look at the center of the board; the whole world has a very subtle slow rotation/idle motion. Terrain tiles are square raised blocks with four types: green plains, darker green forest, brown hills with greater height, and blue water. Water tiles cannot be built on. Generate terrain deterministically from grid coordinates with a natural mixed pattern, while ensuring the starting areas are land. The board is surrounded by a round/cylindrical ocean base. The player and rival each begin with one settlement and nearby claimed land, positioned on opposite sides of the map (player around grid coordinate 2,2 and rival around 7,7 in one-based terms). Each settlement claims non-water tiles in its surrounding one-tile radius, including diagonals. The player starts with Food 62, Stone 42, Gold 24, Population 5; the rival starts with Food 58, Stone 38, Gold 22, Population 5. The player begins with a farm on a nearby owned forest/plains tile and another nearby development chosen as a mine if a hill is available, otherwise a farm. The rival receives a similar starting farm and mine/farm. Visually tint terrain according to ownership: player land blue, rival land coral/red, and neutral land slate/gray, blended with the underlying terrain color. A selected tile is highlighted gold and slightly raised/scaled. Core interaction: tap/click a board tile or a building on it to select and inspect it. The HUD must show the selected tile's terrain, owner (Your land, Rival land, or Neutral land), building (or Empty), and contextual guidance. Build buttons operate on the selected tile and are disabled unless the action is legal and affordable. The player may build a Settlement only on empty neutral land adjacent to at least one player-owned tile; it cannot be placed on owned land, rival land, water, or a tile with a building. A settlement costs 30 food and 20 stone, then claims all eligible nearby non-water neutral tiles. Farms cost 12 food and 4 stone, require an empty player-owned tile, and are legal on plains or forest but not hills. Mines cost 8 food and 10 stone, require an empty player-owned hill tile. Markets cost 8 food and 12 gold and work on any empty player-owned land. Monuments cost 18 food, 14 stone, and 16 gold and work on any empty player-owned land. Each tile can contain at most one building. Represent buildings as simple readable low-poly models placed on top of the tiles: settlements are small pale hexagonal/cylindrical town cores with a conical roof colored blue for the player or red for the rival; farms are tan plots with three green crop rows; mines are gray rocks with a brown mine support; markets are pale stalls with colored blue/red roofs; monuments are tall off-white polygonal towers topped with a glowing gold gem. Keep player and rival building colors distinguishable. At the bottom, provide a dark translucent rounded action panel with five build buttons and a prominent gold-accented "Next Turn" button. Show exact costs: Settlement 30 food · 20 stone; Farm 12 food · 4 stone; Mine 8 food · 10 stone; Market 8 food · 12 gold; Monument 18 food · 14 stone · 16 gold. Include a legend for Your land (blue), Rival land (coral), Neutral land (slate), and Selected tile (gold). On mobile, make the five build controls a two-column responsive grid and keep the Next Turn button wide. At the top-left, show a dark translucent rounded HUD panel titled "Civ Forge", a pill reading "Turn 1 / 20", and four resource cards for Food, Stone, Gold, and Population. Below them show selection details and scores in the format "You [score] · Rival [score]" plus the last turn's yields. Put a dark translucent council-report/toast panel at the upper-right on desktop (relocate it above the bottom controls on mobile) for messages such as tile descriptions, build results, insufficient resources, invalid placement explanations, and turn reports. Turn loop: the game lasts through turn 20. Pressing Next Turn calculates yields for both factions, adds them to resources, charges population upkeep of 2 food per person, and then grows population by one if food remains at least 12 and population is below capacity. Capacity is 2 + 4 per settlement + 2 per monument. If food falls below zero, reduce population by one but never below 2, and restore up to 6 food as specified by the rule. Yields per owned tile are: settlement +6 food and +2 gold; farm +8 food on plains or +6 food on forest; mine +9 stone and +1 gold; market +1 food and +7 gold; monument +3 gold. Empty owned forest gives +1 food and empty owned hills gives +1 stone. Display the last yields in the report. After the player phase of each turn, the rival AI takes exactly one action, prioritizing: found a settlement if an affordable neutral frontier exists and it has fewer than four settlements; otherwise build an affordable mine on an owned empty hill; otherwise an affordable farm on an owned empty plains/forest tile; otherwise an affordable market; otherwise, only after turn 8, an affordable monument. The rival uses the same placement and cost rules, claims around new settlements, and reports its action. Recompute scores after actions. Score each civilization as population + 6 per settlement + 5 per monument + 2 per developed non-settlement building + floor((food + stone + gold)/20). At the end of turn 20, stop input, show a Final score result and announce whether the player wins, the rival wins, or it is a draw. Use clear feedback when a tile is water, rival land, already occupied, outside the frontier, or resources are insufficient. Do not add combat, unit movement, diplomacy, research, or other mechanics not described here.