Casual Civ AI

Game Dev
AI/ML
Casual Civ AI

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.

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    Yu Ma — Frontend & Gameplay Engineer