# Great Powers A browser rebuild of the classic seven-power negotiation game: one human against six computer powers, in one sitting. Not the name you expect, and [NOTICE.md](NOTICE.md) will make the argument at length once there is more to notice. The short version is the one the starship game already made on this site: the rules are free to rebuild, the trademark and the published artwork are not. "Great Powers" is what those seven were called at the time. ## What this is, and what it is not **One human, six computer powers, one sitting.** The original is seven people over weeks. A hub with no traffic cannot deliver that, and nobody is going to wait months for six strangers — so the other six are played by the machine and a game is finished in an evening. **It still has to be a negotiation game.** A version where you simply write orders is a good movement puzzle and not this game. So: - **Both sides open.** Bots approach you with proposals; you approach them. Neither waits for the other. - **On real terms.** Offers are concrete and about this turn or the next few — support this move, keep out of that province, no attack until 1903 — and are accepted or refused on their merits, not by a die roll. - **Betrayal is a move, not a bug.** A bot can agree to support you and then not do it, and so can you. Bots remember who kept their word, tell each other, and price you accordingly. That is the game. The press is **structured rather than free text**: typed offers, deterministic reasoning, and no model anywhere in it. That makes betrayal auditable — you can read exactly why a power turned on you — and testable, which free text would not be. ## The look and the sound **Cartoony.** Flat cel fills and one heavy outline, the same house style the other three games use, on a map generated from the topology in `src/game/map.ts` rather than traced from anybody's board. **The music is not cartoony, and that is the point.** It is 1914: serious, and intense. The joke of this game is that something charming to look at is the cruellest thing on the site, and the score is what says so. ## The board Seventy-five provinces, two adjacency graphs — an army walks the land, a fleet follows the water — and three provinces with two coasts that do not connect, where a fleet has to say which one it is on. The topology is a fact about a published game and free to use. The artwork is not, and there is none here: the map this game draws is generated from the data, the way the cave game's dodecahedron is. `npm test` checks the board against itself. The one that earns its keep is symmetry: an adjacency list this size is typed by hand once and wrong in three places unless something looks. It found the Skagerrak wired to the Baltic on the first run — which would have quietly opened a back door into the Baltic and made Denmark worthless. ## Still to build - the adjudicator, and the DATC cases that prove it - the press: offers, memory, and the arithmetic of betrayal - the bots' actual play - the map, the orders, the music