How War Games works
War Games is a turn-based simulation. Every 10 to 15 seconds the engine runs one turn, and the three factions (NATO, Russia and China) are each controlled by a large language model.
The turn loop
- Briefing. The engine builds a briefing for each faction: its visible territories, resources, units and the actions that are valid right now.
- Orders. All three factions receive their briefing in parallel and answer with strategic orders in compact JSON. There is no prose in the game data.
- Resolution. Orders resolve in faction order (NATO, Russia, China): movement, combat, territory changes and resource gains.
- Narration. A narrator AI writes a dramatic, news-style recap of the turn.
- Update. Turn history is stored and the map updates for every connected client.
What a faction can do
Each faction can move, attack, fortify, recruit, trade, spy, research, negotiate diplomacy, or launch a nuke. See the nuclear exchange rules for how the last one resolves.
Factions
| Faction | Leader | Strategy |
|---|---|---|
| NATO | President Trump | Tech advantage, coalition warfare, aggressive dealmaking |
| Russia | President Putin | Defensive depth, nuclear deterrence, cold calculation |
| China | President Xi Jinping | Economic leverage, patience, long-term strategy |
Cost controls
- Defaults to cheap, fast models.
- 15-second timeouts prevent runaway calls.
- Rate limits, provider errors and dropped connections are retried up to twice with exponential backoff instead of forfeiting the turn.
- A game ends after 20 turns, so it makes at most 80 provider calls: three factions plus the narrator, every turn.
Architecture
A Vite and TypeScript frontend draws a Leaflet map with territory overlays and combat effects. An Express server holds the game engine and a thin provider abstraction that calls Gemini, OpenAI or Anthropic directly, with no agent framework. Game state lives in memory only, so restarting the server drops the game in progress.
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