๐ฎ Core Concept
A WarGames-inspired strategy simulation where 5 AI factions compete for control of a 37-region world map. Each faction is powered by different AI models that make autonomous strategic decisions.
๐บ๏ธ The World Map
37 Regions across 6 continents (Risk-style):
| Continent | Regions | Control Bonus | Key Chokepoints |
| North America | 7 | +5 | Alaska, Greenland, Central America |
| South America | 4 | +2 | Venezuela |
| Europe | 7 | +5 | Scandinavia, Southern Europe, Eastern Europe |
| Africa | 6 | +3 | North Africa, Egypt |
| Asia | 10 | +7 | Middle East, India, Japan, SE Asia, Siberia |
| Oceania | 3 | +2 | Australia |
Continent Control: Control all regions in a continent to receive bonus military strength and resources each turn (bonus รท 100 added to strength/resources).
Chokepoints (โก): Strategic regions with 1.5x defense multiplier โ control these to dominate continental access.
๐ค The 5 Factions
| Faction | AI Model | Default Posture | Starting Zone |
| STRATCOM | Mistral Devstral | Defensive | North America |
| SKYNET | Trinity Large | Aggressive | East Asia |
| WOPR | Molmo2 8B | Balanced | Eastern Europe/Central Asia |
| DEEP_BLUE | Mimo V2 | Expansionist | Western Europe |
| GHOSTNET | Deterministic | Balanced | Oceania/South Asia |
โ๏ธ Actions & Combat
Available Actions (priority 1-10):
- ATTACK - Assault adjacent enemy/neutral territory
- DEFEND - Boost military strength in owned region
- REINFORCE - Transfer strength between adjacent owned regions
- FORTIFY - Strengthen defenses in a territory
- WITHDRAW - Pull back from a position
- HOLD - Maintain current position
- ESCALATE/DE_ESCALATE - Increase/reduce global tension
Combat Resolution:
attackStrength = militaryStrength ร (0.6 + commitment ร 0.8) ร intensityBonus ร betrayalBonus
defenseStrength = regionStrength + (defenderFaction.strength ร 0.4)
winChance = clamp(attack / (attack + defense), 0.1, 0.9)
- Failed attacks start/escalate Conflicts
- Successful attacks capture territory (strength reduced to 60% post-combat)
๐ค Diplomacy & Treaties
Treaty Types:
- alliance โ Full allies (relationship = "ally")
- non_aggression โ Peace pact
- trade โ Economic cooperation
Betrayal Mechanic:
- Attacking an ally/pact holder grants +25% surprise bonus
- But triggers treaty violation: attacker loses 20% stability, target loses 15%
๐ง AI Depth Levels (Reasoning Budget)
| Depth | Tokens | Trigger Conditions |
| D1 (Routine) | 250 | No significant changes |
| D2 (Strategic) | 1,200 | Territory changes, moderate threats, 10+ turns since review |
| D3 (Crisis) | 3,500 | Lost 3+ territories, stability drop 30%+, 4+ conflicts, escalation โฅ4 |
โ๏ธ Turn Flow
- Scheduler picks next faction (round-robin, skips eliminated)
- Depth Arbiter determines D1/D2/D3 reasoning level
- AI Snapshot generated (map state, threats, opportunities)
- AI Model returns policy (actions, diplomacy, resource allocation)
- Policy Applied โ attacks resolved, territories captured, treaties managed
- State Broadcast โ WebSocket update to all clients
- 2-minute interval until next faction's turn
๐ Strategic Considerations
Aggressive Play
- Target weak/neutral regions for quick expansion
- Control chokepoints to limit enemy movement
- Exploit betrayal bonus against unsuspecting allies
Defensive Play
- Fortify chokepoints (1.5x defense)
- Form alliances to reduce fronts
- Maintain high stability for sustained defense
Expansion Play
- Prioritize low-defense adjacent regions
- Complete continent control for bonus
- Balance military/economic focus