Purge for Mac: Free, Open-Source Mac Cleaner
免費開源的 Mac 清理工具,可清理快取、Xcode 垃圾與應用殘留。優先放入廢紙簍,無遙測。可用 Homebrew 安裝,或下載以用於 macOS 13+。
AI 翻譯
尚未偵測到更新。GitHub 發布版本後會顯示在這裡。
個人 GitHub 帳號下公開儲存庫的擁有者可以登入並驗證所有權,自行管理介紹,無需管理員核准。
登入並產生驗證檔案,在 30 分鐘內將其提交至此儲存庫的預設分支。其他分支或分叉儲存庫中的檔案無效。然後在下方檢查檔案,即可無需管理員核准直接管理專案。請保留檔案以維持管理權限。
如需登入,將前往登入頁面。登入後請回到此處,再次點擊所選的驗證按鈕。
在專案資料夾中執行 /nomorevibe verify,即可驗證所有權並自行管理介紹。
一分鐘完成驗證製作者的介紹僅有上面的一句話。 更多詳情請閱讀儲存庫 README。 儲存庫 README ↗
正在載入完整 README。
檢視完整 README ↗Watch AI nations grow their own civilization on a living 3D map.
You don't play a nation in Firstlight. You watch the world. Hundreds of people gather food, farm, build and have children. They form tribes that grow into nations, and every nation has a council AI and a ruler of its own. Nations trade, found religions, invent technology, raise wonders, sign alliances and go to war on land and sea. You can speed up time, read the history as it happens, and step in with earthquakes, plagues or a good harvest.
Firstlight is one HTML file with no build step.
index.html in a modern browser.vercel.json is already set up.Pick a starting era from the Stone Age to the 2000s. You can also enter a world seed to replay the same map.
Every person has a name, an age, hunger, health and four personality traits: aggression, sociability, curiosity and diligence. Each person decides what to do next by weighing their needs against their tribe's plan: forage, hunt, farm, quarry stone, build, trade, think up new ideas, raid, or march to war. Click anyone to see what they're thinking.
People also live everyday lives:
Houses have doors, windows, roofs and decorations in their culture's style: Nordic longhouses with shields and carved gables, desert adobe with wooden beams and awnings, Eastern houses with red pillars and lanterns, Mediterranean villas with shutters and cypress trees, jungle houses with painted friezes, and Steppe yurts. Shutters, awnings and banners use each nation's own color. People wear their culture's traditional dress, and early navies sail Viking longships, Chinese junks and Nile feluccas.
Council AI: every year each nation sizes up its food, housing, neighbors and threats, then picks a plan: grow, expand, fortify, arm for war, pursue knowledge or trade. It learns from how well its last plan worked.
Rulers with personalities: a ruler can be a Warlord, a Merchant, the Wise, or a Builder, and that tilts the nation's choices.
Eleven cultures: Steppe, Nordic, Desert, Eastern, Mediterranean, Jungle, Sahel, Indic, Islander, Arctic and Slavic. Each has its own names, homes, walls, wonders, boats, dress, livestock, festivals and temperament, and each tends to arise in the land that suits it: Arctic peoples in the frozen north, Islanders on islands, Sahel peoples on the savanna. The newer five build mud-brick towns with timber beams and a great mud mosque, red sandstone walls with domed pavilions and a great stupa, thatched round houses with giant stone heads and voyaging canoes, igloos and kayaks that later become brightly painted timber houses, and log houses under onion-domed cathedrals and a red-walled kremlin.
Diplomacy: relations rise and fall with borders, trade and faith. Nations form alliances, declare wars, surrender and pay tribute.
Faiths: nations found religions that spread along trade routes. A shared faith brings nations closer, and a rival faith can start a holy war.
Nations with Sailing send captains and settlers across the sea. When they reach an empty shore, they found an allied colony there. If their ship is sunk, the whole expedition is lost.
Islands dot the open sea, and explorers are drawn to settle them.
Merchant ships sail between harbors, from small trading cogs to container ships stacked with cargo. Each voyage trades goods, spreads ideas and builds friendship, and opens a sea route. Pirates sometimes seize a cargo.
Island communication improves with the ages. Merchant ships carry the news at first. Then come undersea telegraph cables, radio, satellite links and fiber-optic internet cables. You can see cables on the seabed and messages flying through the sky. Linked nations grow friendlier and share ideas each year, and war cuts the link.
Harbor boats: canoes and rafts, then rowboats and sailboats, steamers and tugs, and in modern times ferries, yachts and speedboats work around each harbor. Ferries cross between linked island harbors, and modern navies sail aircraft carriers with jets on deck.
Sea events change with the era. Early fishers glimpse sea serpents and find beached whales. Later come pirate raids, treasure wrecks and icebergs in the shipping lanes. Industrial nations build offshore oil rigs, and in the 2000s you see cruise ships, oil spills, wind farms out at sea and the odd tsunami. Storms bring dark clouds, rain and lightning.
Sea life: whales spout, dolphins leap, fish swirl in shoals and fishing boats work the coast near harbor towns.
Stone Age families live in rock shelters and caves with a campfire and a hide rack out front. Towns then grow from huts to cities, and in the 2000s they pack into compact modern cities: a grid of streets with cars, glass towers that rise tallest at the center, rooftop gardens and antennas.
Out past the town edge, nations with railways build a train station where the line comes in, with platforms and a waiting train. With flight they build an airport with a runway, a terminal, a control tower, hangars and airliners that take off, circle and land.
The space race: modern nations build a launch pad with a service tower and send rockets up in clouds of smoke. They put satellites in orbit, then astronauts, then land on the Moon, build space stations, send probes and reach Mars. The Chronicle notes each first.
Towns grow from huts to cities, and each culture builds its own style of home and wall. Over time they add barracks, granaries, markets, forges, temples, castles, libraries, universities, observatories, arenas, windmills, hospitals, railway stations, statues, radio towers, airfields, data centers, power plants, wind turbines and stadiums, plus three wonders per nation. Port towns build harbors and lighthouses. Roads link trading partners and get paved as the eras pass. Caravans travel the trade roads: pack mules and camels at first, then ox carts, covered wagons and finally trucks with their headlights on at night. They stop when the two nations go to war.
There are 53 technologies across seven eras. They run from Stone Tools, Fire and Agriculture through Bronze, Writing, Castles, Gunpowder, Printing, Steam, Railways, Electricity, Flight and Radio, up to Computers, Robotics, Satellites and Drones. Ideas spread between neighbors and trading partners. You can see what a nation knows on the map:
Night lights: with day and night on, towns light up after dark. Stone Age caves glow with campfires, early towns have a bonfire and torches by the doors and along the walls, the 1800s bring gas street lamps along roads, and modern cities have lit windows, streetlights, car headlights and red warning lights on tall towers. Lighthouses sweep the sea with beams and ships carry lanterns.
Terrain: low coastal plains, rolling hills, deep sea trenches and tall mountains of banded rock with ragged snow caps. Rivers run from the high ground down to the sea or a lake, widening as they go and foaming white where they fall, with fertile land along their banks and roads that bridge them. Inland lakes fill low hollows, and the badlands weather into flat-topped red mesas with stepped cliffs.
The ground is patchy and textured rather than flat color, and the sea turns turquoise in the shallows, with foam where waves meet the shore.
Realistic finish: on Medium and High the picture gets a filmic color grade and a soft glow on bright lights. High also adds ambient occlusion, which shades creases and the ground under buildings.
Close-up ground: zoom in on Medium or High and the land is covered in tufts of grass whose color follows the biome and season (green meadows, golden steppe, tan savanna), thinning on rocky hills. Town grounds are worn to bare earth by feet and carts, packed and cobbled in later eras and paved in modern cities, and the snow there gets cleared. Hill boulders vary in size, sit half buried and are rarer. Distant land fades into a soft haze that grows as you zoom out, and lakes are shallower and sit only in low ground instead of deep pits.
Low for weak devices: Low now has crisp shadows from towns and people (the shadow area follows the camera and tightens as you zoom in), building details, a color grade with a soft vignette built into the normal draw, and baked shading in valleys, all without an extra post-processing pass. A new Lowest setting keeps the old plain look for very old devices, and Auto drops to it if the frame rate stays low.
Biomes: the north is frozen tundra and snowy pine forest, the middle is temperate woodland, and the south turns to savanna, jungle and desert, with swamps along wet coasts. Newer biomes add grassy steppe with birch groves and wild horses, red rock badlands with juniper and rock spires, bamboo forests with pandas, mangrove coasts on stilt roots, and alpine meadows of wildflowers and mountain firs. Each biome has its own ground color, trees (palms and cacti, flat-topped acacias, dense jungle, snowy pines, willows), ground cover and wildlife (camels, zebras, elephants, reindeer). Deserts and tundra grow less food, so fewer people live there.
Everything that happens goes into the Chronicle: wars, battles, sieges, golden ages, rebellions, new faiths, discoveries, wonders and the fall of nations. Charts track the world's population and each nation's rise and fall.
| Action | How |
|---|---|
| Orbit, pan or zoom | Drag, right-drag, or scroll |
| Inspect a person or town | Click it on the map |
| Follow someone | Select them, then Follow with camera |
| Follow an army | Click it in the Armies panel or its map label |
| Speed | Pause, Slow, Normal, Fast or Max |
| Reshape the world | Meteor, Earthquake, Plague, Wildfire, Drought, Harvest, Newcomers, Volcano, Flood or Grow forest, then click the map |
| Meddle with a nation | Golden age, Gift knowledge, Prophet, Broker peace, Sow war, Raise army or Rebellion, then click near a town |
| Graphics | Auto, Low (phones and older PCs), Medium or High. Auto picks a level for your device and steps down if the game runs slowly. Your choice is remembered. |
| Save or load | Save world and Load saved store your world in this browser |
index.html holds both the simulation and the 3D view. three.js r147 loads from a CDN.<script id="sim-core"> is pure logic with no DOM, so it runs headless in Node. Everything that happens goes through sim.emit(), which feeds the Chronicle.The simulation runs headless in Node:
node tests/run.js [era] [seed] [years] # run a world and print stats and history
node tests/ai.js # council AI strategies
node tests/nudge.js # world tools (meteor, plague, ...)
node tests/tools.js # new tools (volcano, golden age, peace, ...)
node tests/war2.js # jets, submarines and anti-aircraft
node tests/sea.js # islands, merchant ships and sea links
node tests/life.js # jobs, marriage, festivals and everyday life
node tests/save.js # save and load round trip
node tests/army.js # armies, battles and sieges in four eras
Natural models: leafy trees have lumpy multi-lobed crowns that darken underneath, pines grow in layered tiers, palms have drooping fronds and coconuts, savanna acacias spread a wide layered canopy, and hill rocks are craggy boulders. Animals have rounded bodies, jointed legs, heads with ears and eyes, tails and antlers, and every ship and boat has a curved hull with a pointed bow.
Observatories: once a nation learns astronomy, its astronomers build on the highest ground near town. Early on it is a raised stone sky platform with a gnomon and a turning armillary ring. Later come white domed observatories whose shutters open at night, with the dome slowly turning and the telescope peering out. By the 2000s there is a great radio telescope dish that sweeps the sky.
Regional crops: farms grow what suits their people and land. Eastern, Indic and Islander towns and wet jungle or swamp lands flood rice paddies with earth dikes and rows of seedlings, Mediterranean towns plant vineyards, desert and Sahel towns grow red-headed millet, Jungle towns grow maize, and cold northern farms grow root crops in dark soil. Everyone else grows golden grain.
River traffic and dams: boats work the rivers that run past a nation's land, and they change with its era: dugout canoes with paddlers, keelboats with a square sail and cargo, white paddle steamers with smoking stacks and a turning stern wheel, then motor barges stacked with containers and, in the 2000s, glass-roofed river cruise boats. From the 1900s a nation dams a nearby river for hydro power, with a concrete wall, a foaming spillway, a power house and a pylon.
Army camps: armies pitch a camp while they muster outside their own town, and a siege camp outside the enemy's walls. Camps have tents that change by era (hide tents, canvas tents, bell tents, military tents), a command tent with the nation's banner, cook fires with smoke and supply carts or trucks. Siege camps bring engines facing the town: a battering ram, a trebuchet with a swinging arm, cannon, and later tanks.
Border walls: when a walled nation of antiquity, the Middle Ages or the 1700s goes to war with a neighbor, it raises a long wall across the border between them, with watchtowers flying its colors, torches at night and a gate on the road. The wall is built in the nation's own style (timber palisade, mud brick, sandstone, stone battlements, log walls) and it stays after the war. From the 1800s it weathers into a broken ruin.
Ruins: when a settled nation falls, its town is left behind as ruins: broken wall stubs, roofless houses in the culture's stone or plaster, and the stump of its wonder with toppled columns, slowly overgrown by bushes and trees. Ruins are kept in saves and stay until a new town is built over them.
Logging camps: every town sends woodcutters into the nearest forest. A tree topples over now and then, leaving stumps and log piles. Early camps have a bark lean-to and axes, then a sawpit with two sawyers and an ox dragging logs, then a sawmill shed with a spinning saw and lumber stacks (with a smoking steam stack in the 1800s), and finally log trucks and a yellow harvester machine.
War beacons: each nation keeps a beacon on the highest ground near town, lit while it is at war, with a fire that glows at night. It starts as a stone cairn with a signal fire, then becomes a watch tower with a brazier, a semaphore tower waving its arms, and finally an air-raid siren with a flashing red light (plus a radar dome in the 2000s).
Terraced hill farms: farming nations cut level terraces into the hills just outside town, held up by earth walls (stone from the 1700s on). Rice lands get flooded paddies with rows of shoots, wine lands get vine rows, and other lands get grain that turns gold in autumn and is covered in snow in winter. Boulders are cleared off them.
Mountain expeditions: from the 1700s each nation sends a roped party of climbers up the highest peak near home, and its flag flies on a summit cairn. A stone mountain hut appears part way up in the 1800s, a cable car with pylons runs from the valley to a summit station in the 1900s, and a weather station joins it in the 2000s.
Refugees: while a town is under siege, its people flee out the far side, away from the attackers: families with bundles on their backs, children and goats, pushing handcarts, then ox carts and horse wagons, and in modern times cars piled with belongings. They gather in a tent camp with a cook fire at the end of the road (white relief tents and a blue flag in the 2000s).
Festival nights: when a nation holds a festival, its sky lights up after dark. Early peoples throw sparks up from a great bonfire; from the Middle Ages on, rockets climb on a glowing trail and burst into coloured rings that light the town below, with more bursts as the era advances. Eastern and Indic towns also release sky lanterns that drift up into the night.
Victory monuments: when a war ends and one side is clearly stronger, the winner raises a monument outside town facing the beaten foe, and the Chronicle records it. It starts as a trophy of captured shields and spears, then becomes a carved victory stone, a triumphal arch, a tall column crowned with a statue, a war memorial with an eternal flame and wreaths, and finally a dark memorial wall with a row of flags. Each nation keeps its four latest, and they are kept in saves.
Oil fields: from the 1800s many nations drill the flat, dry land outside town (deserts, steppe, savanna, badlands and tundra, plus a lucky few elsewhere). Timber derricks with barrels and the odd gusher come first, then steel derricks, nodding pumpjacks and white storage tanks, and in the 2000s a small refinery with a flare stack that burns and glows at night.
Wartime forts: a nation at war fortifies the side of town facing its nearest enemy, with its colors flying. It starts as a timber watchtower behind a palisade, then becomes a stone tower with battlements, a star fort with cannon, an earthwork redoubt with a field gun, a zigzag trench line with a concrete pillbox and barbed wire, and finally an air defense post with a turning radar and missile launcher.
Battlefields: fights out in the countryside leave their mark. The ground is trampled and scorched, gunpowder battles leave craters, and wreckage of the era lies around: broken spears and shields, toppled cannons and overturned carts, then burnt-out tanks and wire. The scars fade over a few years, but a great battle leaves a memorial stone with rows of graves.
Shipyards: harbor towns build a shipyard on the shore beside the harbor. A new ship takes shape on the slipway, first the keel, then the frames, then the planks or steel plates, and then it slides down into the sea before the next one is started. Early yards have timber scaffolding and a swinging wooden crane, and modern ones have a yellow gantry crane rolling along rails over the slip.
Power stations: industrial towns build a power station out of town. In the 1800s it is a brick hall with three tall chimneys and a coal heap, by the 1900s a cooling tower breathes clouds of steam beside a single stack, and in the 2000s some nations run nuclear plants with a containment dome and twin cooling towers. Every plant has a switchyard and pylons.
Quarries and mines: once a town leaves the Stone Age it digs into the nearest hill or mountain outside town. Early towns cut stone in stepped quarries with a swinging wooden crane, later ones drive timbered mine shafts with ore carts on rails and spoil heaps, industrial towns raise winding towers with turning wheels and coal heaps, and modern mines have steel headframes and dump trucks.
Town buildings: towns grow new buildings as they age and get richer: totems and standing stones, wells, pottery kilns, aqueducts, bathhouses, ziggurats, watermills, taverns, monasteries, town halls, schools, banks, factories, water towers, fire stations, museums, parks, shopping malls, solar farms and TV towers.
Weather: some clouds drift in low and grey and drop rain showers as they pass, with the odd lightning bolt. Over snowy lands, high mountains and in winter they snow instead. Deserts stay dry.
Seasons change every year: green summers, autumn colors and snowy winters.
Day turns to night: the sun sets in orange, the sky goes dark and lanterns and windows light up in every town. You can turn this off with Day and night in the panel.
Wild herds of deer and boar graze the wilderness and disappear as towns claim the land.
Sheep, goats, cattle and llamas graze around farming towns, depending on the culture.
Birds circle overhead, chimneys smoke (factory smoke is darker), and clouds drift past with their shadows.