The board, drawn
Coordinates placed by hand, roughly where each province falls in Europe, and everything else drawn from those and from the adjacency rules. Nothing here is a picture of anybody's board. It draws the graph rather than regions, and that was not the first idea. The first idea was Voronoi cells -- every point belonging to the nearest province -- which makes a handsome cut-paper board and is wrong. Sixty-five pairs that border each other in the rules came out with regions that did not touch, and no amount of moving coordinates fixes it: provinces here interleave. The Adriatic borders Venice with Trieste between their centres; the Atlantic borders North Africa around the outside of Spain. Convex cells cannot say that. A map that shows two regions meeting when the rules say otherwise is worse than an ugly map -- it is a map that loses you the game. The tests found three provinces drawn on top of each other and a distance check of mine that was measuring Europe rather than checking my typing: it failed fifteen honest placings because oceans are large and Moscow borders five things. The exact check is that a line exists for every border in the rules and for no others. The viewBox is fitted to what is actually drawn. Europe is not rectangular, and the box the coordinates were typed into left a third of the frame as empty ocean -- which wastes the one thing this game was given more of than the others.
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<!doctype html>
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<html lang="en">
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<head>
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<meta charset="UTF-8" />
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<meta name="viewport" content="width=device-width, initial-scale=1.0" />
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<title>Great Powers — the classic negotiation game, in your browser</title>
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<meta name="author" content="John Coffey" />
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</head>
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<body>
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<div id="root"></div>
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<script type="module" src="/src/main.tsx"></script>
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</body>
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</html>
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