Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
An autonomous civilization simulation built with Vanilla JavaScript featuring diplomacy, warfare, dynasties and emergent AI behaviour.
GamesHTMLGitHub @acarbaykOnlineOwner unconfirmed
Have you tried it? One tap is enough. No sign-in needed.
Owners of public repositories under a personal GitHub account can sign in to verify ownership and manage the introduction themselves. No administrator approval is needed.
Sign in, generate a verification file, and commit it to this repository’s default branch within 30 minutes. Files on other branches or forks do not count. Then check the file below to manage the project without administrator approval. Keep the file to retain your access.
If needed, you will go to sign-in. After signing in, return here and press your chosen verification button again.
Run /nomorevibe verify in your project folder to verify ownership and manage the introduction yourself.
Verify in one minuteAsk about other verification options
Loading the full README. The saved excerpt is shown below.
If you found this project interesting, consider giving it a star. It helps others discover the project and motivates future development.
An agent-based civilization simulation built entirely with Vanilla JavaScript, where autonomous individuals create kingdoms, wage wars, establish cities, build dynasties and generate unique histories through their interactions.
This project explores how complex civilizations can emerge from relatively simple autonomous rules.Read the full README ↗If you found this project interesting, consider giving it a star. It helps others discover the project and motivates future development.
An agent-based civilization simulation built entirely with Vanilla JavaScript, where autonomous individuals create kingdoms, wage wars, establish cities, build dynasties and generate unique histories through their interactions.
This project explores how complex civilizations can emerge from relatively simple autonomous rules.
Instead of relying on scripted gameplay or predefined stories, every individual acts independently based on its own needs, relationships and environment.
From these interactions emerge:
Every simulation produces a different history.
Every citizen is simulated independently.
Each individual can:
Kingdoms make strategic decisions based on the current state of the world.
Features include:
Nothing is scripted.
Large-scale events arise naturally from interactions between independent systems.
Examples include:
| Version | Major Improvements |
|---|---|
| V1 | Initial civilization simulation |
| V2 | Technology system & named individuals |
| V3 | Utility AI & specialized roles |
| V4 | Diplomacy, trade and espionage |
| V5 | Reputation, alliances and city management |
| V6 | Dynasties, legitimacy, legends and rebellions |
| V7 | Seeded history, Epstein-style rebellion, personalities, relationships, memory, goals, rulers as individuals, droughts |
Earlier versions are preserved in the versions/ directory.
No external frameworks or game engines were used.
The primary objective of this project is to explore:
Rather than scripting historical events, the goal is to allow believable civilizations to emerge through autonomous decision-making.
This project was developed iteratively over multiple versions, with each iteration introducing new mechanics, improving AI behaviour, and refining the overall simulation.
The focus has always been on building systems that interact naturally, allowing complex behaviours to emerge from relatively simple rules rather than relying on scripted events.
The project was inspired by concepts from:
Development was supported by continuous experimentation, research, technical reading, and iterative refinement throughout the project.
This project was developed using modern software development practices.
Claude Code was used as a development assistant for brainstorming ideas, discussing architecture, reviewing implementations and accelerating iteration.
The overall system architecture, simulation mechanics, implementation, balancing, debugging and feature integration were designed, implemented and continuously refined throughout the development of the project.
Clone the repository:
git clone https://github.com/acarbayk/agent-based-civilization-simulation.git
Open:
index.html
using any modern web browser.
No installation or external dependencies are required.
Released under the MIT License.