Artificial history / designed civilizations

Can intelligence survive its own success?

The Crucible is a world simulation where designed tribes live through complete artificial histories. They compete, cooperate, reproduce, build civilization, collapse, and try to survive the future they create.

EPOCH_VIEWER / POPULATION_SURFACE PULSE_31100
Population density heat map from the Crucible Epoch Viewer, with regime colors, regional population numbers, and side statistics.
REGIME_SURFACE: POPULATION / LAND USE / URBAN FOOTPRINT

In the Crucible, each epoch is one complete simulated history, each pulse is one step through time, and each tribe begins with inherited traits that shape survival, trust, movement, and reproduction.

Research projects5Five linked parts of the 2026 Study: Baseline, Competition, Evolution, Bombs, Epilogue.
Simulated histories240Complete Crucible epochs archived in the 2026 Study.
Time steps per long run80kA pulse is one step through a simulated history. Standard runs use 40k pulses.
Inherited traits33Founder settings for survival, trust, movement, reproduction, and behaviour.
Agent encounters4.5B+Prisoner’s Dilemma interactions across large simulated worlds.

Core Elements of the Simulation

MODEL_LAYERS
01. WORLD

Time, space, energy

Agents live in regions, cross geography, draw energy from land and fossil stocks, and face climate pressure as history unfolds pulse by pulse.

02. AGENTS

Inherited behaviour

Each founder carries 33 inherited numeric parameters shaping survival, trust, forgiveness, opportunism, reproduction, and movement.

03. GAME

Cooperation under stress

Agents repeatedly play a Prisoner’s Dilemma shaped by kinship, stranger status, outsider contact, abundance, scarcity, and desperation.

Crucible 2026 Five-Project Study

STUDY_SEQUENCE
Epochs 1–50REFERENCE WORLD

Project 1: Baseline Crucible

Can designed tribes build civilization, and does that civilization persist?

Project 1 establishes the reference world: baseline geography, bottleneck geography, a controlled duel, and climate-severity comparisons. It shows emergence, overshoot, collapse, and agrarian refugia as the recurring baseline pattern.

Open section
Epochs 51–100ALL-LLM CONTEST

Project 2: Competition

Is survival intrinsic, opponent-specific, or context-dependent?

Project 2 separates solo viability from competitive displacement through all-LLM solo tests, duels, and triads. It shows that a tribe can survive alone and still die beside the wrong neighbor.

Open section
Epochs 101–140REDESIGN LOOP

Project 3: Evolution

Can intelligence learn from extinction and redesign better founders?

Project 3 gives LLM designers evidence from prior runs and lets them redesign their founding agents. The lineages evolve toward hardiness, low legacy, internal cohesion, and collapse-survival traits.

Open section
Epochs 141–180DELAYED CONSEQUENCES

Project 4: Bombs

Can evolved survivors endure the delayed consequences of civilization?

Project 4 adds aerosol demasking, Arctic methane release, nuclear meltdown, and the stacked condition. Survival remains possible, but recovery to high-complexity civilization becomes much harder.

Open section
Epochs 181–240AFTER THE CRASH

Epilogue

What kind of future remains after collapse?

The Epilogue tests Ares, natural network collapse, 80,000-pulse futures, reservoir calibration, and the final climate-reservoir projection. It distinguishes survival from recovery.

Open section

Virtual World History Preview

BOOM_CRASH_TAIL
Conceptual Crucible signal preview showing tribal population trajectories and total population versus total energy across an epoch.