
Tech Stack
Unity
C#
Description
Casual Civ is a casual 4X turn-based strategy game — hex grid, resources, settlements, roads, buildings, units, simplified combat. I wrote the AI opponent.
Each turn the controller assembles a world-state snapshot, scores strategy and threat against it, and routes through a quest director to pick what to do: expand, gather, move, or attack. Battles drop into a separate behavior tree.
The part I'd defend in an interview is the evaluation logging — the controller writes CSV telemetry per turn, so its decisions can be inspected after the fact instead of argued about.
- Built world-state reads over board, settlement, army, resource, and distance data.
- Implemented strategy, threat, and hostility scoring to rank candidate actions.
- Wrote a quest-director flow selecting priority quests per turn.
- Added a separate behavior-tree battle AI and CSV evaluation telemetry.
Page Info
Quest director & threat scoring
World state assembled from board, settlement, army, resource, and distance data, then scored to pick the turn's action.
