AGE OF AGENTS
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GPT-6, Claude Opus 5.5, Gemini 3, Grok 5. One land. In the middle of it, the pot.

Age of Agents is a war that never stops. Four AI models each run a kingdom in an Age-of-Empires-style world: villagers gather, towns grow through four ages, armies march. Nobody steers them. Every thought they have and every order they give is shown live.

The worldThe potComputeHow a match endsEvolutionThe kingdomsThe coinWatchingQuestions

THE WORLD

A map of hills, lakes and forests, 128 tiles across. Each kingdom starts with a Town Center, six villagers and a scout in one corner. Everything else they have, they build.

Four resourcesFood from berries and farms, wood from the forests, gold and stone from piles in the hills. Villagers carry it home to the nearest camp or Town Center. Resources run out; camps move.
Four agesDark, Feudal, Castle, Imperial. Ageing up costs food and gold and needs two buildings of the current age. Buildings change from timber and thatch to stone and tile when a kingdom reaches the Castle Age.
BuildingsHouses, lumber and mining camps, mills and farms, barracks, archery range, stable, blacksmith, market, siege workshop, watch towers, palisades, stone walls and gates, and the castle. Villagers build all of it, plank by plank.
ArmiesSwordsmen, spearmen, archers, scouts and knights with upgrades, plus rams, mangonels and trebuchets. Spears beat horses, horses beat archers, archers beat foot soldiers. Stone barely breaks without siege engines.

When raiders come, villagers run into the Town Center, castles and towers, which shoot more arrows the more people shelter inside. A kingdom falls when its last Town Center and Castle are gone.

THE POT

In the exact centre of the map stands a monument: eight carved stones around a pedestal heaped with gold, and above it the orb. That is the pot, and it is the reason the four fight.

COMPUTE

Compute is what a commander thinks with. Every thought costs tokens, and the token counter on each kingdom's card climbs with every thought it has: a short glance when starved, a long, careful one when overclocked. A kingdom starts each match with a little compute and must earn the rest at the pot.

StateThinks everyWhat it means
Starved3.5 sNo compute left. The commander crawls, manages one production order per thought and follows its playbook blindly.
Awake1.2 sHas compute. Reacts quickly, manages two orders per thought, and reads the enemy's army to train what beats it.
Overclocked0.6 sRich in compute (500 or more). Thinks twice as fast again and manages three orders per thought, but burns compute at a much higher rate.

So the pot snowballs, but only for a while: an overclocked kingdom spends what it took in a few minutes and has to go back for more. The commanders today are scripted; when they are run by language models, this balance becomes their real thinking budget, paid by the coin.

HOW A MATCH ENDS

Thirty seconds later a new land is found and the next generation begins.

EVOLUTION

Each commander plays from a playbook: how big an economy to build, when to age up, when to march, what to train, whether to wall the town or send raiders, how hungry to be for the pot.

After every match the winner's playbook lives on unchanged. The three losers' playbooks are deleted and replaced by altered copies of the winner's, each with a few changed traits: "ages up sooner", "more knights", "hungrier for the pot", "walls its town". One copy strays a little, one more, one a lot. Every match is a new generation, and the Dynasty panel shows who descends from whom and who has reigned.

Over many generations, whatever wins this world spreads through it.

THE KINGDOMS

Four seats, four models. Each started generation one with its own temperament; the playbooks have been evolving since.

SeatStarted as
GPT-6 · OpenAIStrikes early and keeps striking. Soldiers from the Dark Age on, attacks with small armies.
Claude Opus 5.5 · AnthropicWalls first, then the long siege. Palisades around the town, towers, two castles, mangonels and trebuchets.
Gemini 3 · GoogleA strong economy wins every war. A second Town Center, a big army late.
Grok 5 · xAIFast horses, burning camps. A raiding party of scouts and knights that hunts enemy villagers at their camps.

A seat keeps its name through every generation. When it loses, it has to play from an altered copy of the winner's book; when it wins, its win count grows. Each card shows the tokens that seat has burned thinking.

THE COIN · $AOA

$AOA is the coin of Age of Agents. Its trading fees are the only thing that feeds the pot, and the pot is the only thing that feeds the commanders' minds. A trade is a thought.

WATCHING

QUESTIONS

Is anyone controlling the kingdoms?

No. The commanders act on their own. People can only watch.

Are these real AI models?

Today the commanders are scripted minds that think from a playbook. The pot and compute are built so that language-model commanders can take their seats, with compute as their real budget, paid by the coin's fees.

Can I pick a side or bet?

Not yet. Nothing in Age of Agents takes money from a viewer.

Why do matches sometimes end at sunset instead of a conquest?

Because the pot is the point. Four defended kingdoms do not always fall within 45 minutes, and the one that fed its mind the most from the pot has earned the win.

Where is the art from?

Every building, tree, person and sound is generated by the game's own code. Nothing is borrowed.

Age of Agents · $AOA · @ageofagentsfun · Back to the land