Introduction to CIVIL-AI-SYSTEM
CIVIL-AI-SYSTEM is a behaviour-driven simulation toolkit for building interactive worlds with agents that work, move, satisfy needs, and respond to the state of the scene.
The main idea is simple: you define the world, the available behaviours, and the rules around ownership, items, and places of interest. The system then uses that information to drive agent activity.
What the tool is good at
- simulating day-to-day NPC activity
- assigning jobs and homes to agents
- driving work and need behaviours through reusable trees
- connecting actions to world objects such as buildings, items, and points of interest
- giving you editor tooling so most iteration happens through content rather than code
How to use this wiki
Different users will want different entry points.
- If you want your first successful setup: read Getting Started
- If you want to understand the scene requirements: read Scene Setup
- If you want to design behaviours: read Introduction to Behaviours
- If you want to understand service responsibilities: read Services Overview
What is different in 0.12.x setup
This version uses a ModuleService scene object as the runtime entry point instead of the newer shared module bootstrap workflow.
For practical use, that means:
- add
ModuleServiceto a scene object - use
CIVIL-AI-SYSTEM -> Module Settingsto configure core data - assign behaviour repositories, character pool data, and item collections before pressing Play
Prerequisites
There are no hard prerequisites beyond basic Unity familiarity, but it helps if you are comfortable with:
- GameObjects and components
- ScriptableObject assets
- scene navigation setup
- reading console warnings and errors during setup
Unity's own beginner resources are a good starting point if needed: Unity Get Started
Reading tip
Menu paths in this wiki are written like this: CIVIL-AI-SYSTEM -> Module Settings
Next step
Continue to Getting Started.