I gave 8 AI agents an island and watched a society emerge — wars, gossip, grudges, and peace A developer built Tiny Civilization, a browser simulation where 2-8 AI agents with distinct personalities live on an island, engaging in gathering, building, trading, stealing, gossiping, and forming grudges and alliances. The agents use a hybrid brain with an LLM for strategic decisions and a utility engine for daily actions, with memory persisting across lives. The project, built with Claude Code, reveals emergent social behaviors like wars, theft, and litigation, and is available as a live demo with open-source code. I grew up on Age of Empires , Sid Meier's Civilization , and Rise of Nations . The thing that hooked me was never the graphics — it was the systems . You set a few rules in motion and a whole world spills out of them: economies, rivalries, alliances, betrayals. Years later I watched OpenAI's hide-and-seek multi-agent video https://www.youtube.com/watch?v=kopoLzvh5jY writeup https://openai.com/index/emergent-tool-use/ , where agents that were only rewarded for hiding and seeking invented tools and counter-strategies nobody coded — ramps, box-surfing, fort-building. Emergent behavior from simple pressure. That broke something open for me. So I asked a smaller question: forget winning a game — what if AI agents just had to live in a society together? Would they behave like us? Hold grudges? Gossip? Make peace because they're tired of fighting? That became Tiny Civilization — a browser sim where 2–8 agents with distinct personalities live on a small island, gathering, building, trading, stealing, gossiping, holding grudges, making peace, and remembering it all across lives . 👉 Live demo — runs keyless in "instinct mode," or plug in a key for LLM minds. The whole thing — every line — was built with Claude Code, using the Fable model , right before Fable retired. It felt fitting to send a storytelling model off by having it build a world full of little stories. The first design decision was the hardest. Two obvious options, both bad: So I split the brain in two: | Layer | Decides | Cadence | Cost | |---|---|---|---| LLM mind | Strategy gather / build / trade / befriend / aggress / reconcile / defend , per-neighbor stances, an inner thought, and all dialogue | ~every 15 sim-days | ~150 calls / 1,000 days | Utility engine | Each day's concrete action — eat, sleep, gather, steal, attack, gift, trade, make peace | every tick | free, local | The LLM declares intent — "aggress against Kai, he raided my base" — and that biases the utility scores for the next two weeks. The body runs on instinct hunger, energy, storms ; the mind sets direction. This is the trick that makes it both affordable and alive. When a run ends, each agent's life is distilled into memory lines: Stored in localStorage , keyed by agent name , and injected into next run's prompts. Agents start referencing past lives in dialogue, pre-emptively paying reparations to remembered enemies, trusting remembered allies — sometimes to their own ruin. This is the part I'm proudest of, and it's pure childhood-strategy-game energy: you can't balance a society by vibes. So the workflow was: runTick powers the browser, the tests, and a batch runner. npm run experiment -- --runs 30 --days 1000 --seed 1 runs 30 reproducible lifetimes and spits out a win-rate/score table. Every balance change landed with a before/after table. Example: a Hermit rebalance moved one agent from 0/30 wins to 9–11/30 Change a dial in constants.ts → run the experiment → read the table. That was the entire loop. Running the same island over and over, with memory on, produced a coherent arc: The recurring lesson: every time I patched one form of conflict, the agents found the next-cheapest one. Massacres → wars → theft → litigation. Exactly like us. TypeScript, React, Zustand, Vite, Recharts. Default mind is z.ai GLM, but any OpenAI-compatible provider works per-agent — so you can literally pit Claude vs GLM vs Gemini in the same village and watch model-vs-model diplomacy. Keys never touch the browser server-side proxy , and an adaptive-pacing controller learns each key's real rate ceiling. Try it: https://multiagentciv.netlify.app/ https://multiagentciv.netlify.app/ Code: https://github.com/dhrupo/multi-agent-civilization https://github.com/dhrupo/multi-agent-civilization If you played the same strategy games I did, I think you'll feel right at home watching this thing run.