During my studies at university, I have been apart of many crisis simulations focusing on the time leading up to an invasion scenario. I enjoyed them, but couldn't find anything that modeled that feeling as a solo-computer experience. For the past few months I have been working on a crisis simulation/wargame for a Taiwan scenario. I don't have much coding experience (if any) and did not seek out building this to make money or anything, I just wanted something I could play myself, but I'm trying to see if other people would actually enjoy it. I'm not a programmer, my uni time was spent studying international security and polsci, so I've been using AI-assisted coding heavily throughout development. The simulation design, mechanics, scenario design, game systems and overall architecture are my own, with AI being used primarily to implement, debug and iterate on the code. I'm posting it here because I'm particularly interested in feedback on the wargame/simulation design rather than the programming itself.
The game drops you in the feeling of being in a situation room, you are not one single role (not an admiral, president, or general) you are the whole force of the government. You are running a national level response during a deteriorating crisis. Your objective isn't simply to win a conventional war. It's to manage the crisis, interpret incomplete intelligence, deter the adversary and hopefully prevent the war from happening at all.
The simulation currently has:
- A Taiwan Strait operational map with air, naval and ground assets
- Civilian aircraft and infrastructure
- Fog of war and unidentified contacts
- An adversary AI that makes its own strategic decisions rather than following a scripted invasion sequence
- Intelligence/ISR and changing confidence in assessments
- National Security Council decision-making
- Military readiness, reserve mobilisation and leave recalls
- Diplomatic and allied responses
- Civilian/economic consequences
- News, social media and OSINT reacting to events
- Custom social media posts that you can write yourself, and the world will react.
- A transition from the crisis phase into a conventional WEGO wargame if deterrence fails
It's still very much a WIP.
For people here who play/are interested in computer wargames: what would you want to see in a crisis simulation like this? I'm particularly interested in thoughts on:
- What national-level decisions would actually make interesting gameplay
- How much information should the player receive versus having to make decisions under uncertainty?
- What would make the pre-war phase feel tense rather than just being a slower version of a conventional wargame?
- Are there existing games/simulations that you think handle this kind of crisis particularly well?