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World at War & Peace

  • strategy
  • simulation
  • diplomacy
  • geopolitics
  • 2d
  • turn-based
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. google Slider built it with Cinevva, so it works on a phone or a tablet too.

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Make your own game

World at War & Peace was built by google Slider with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix World at War & Peace opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for World at War & Peace

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a responsive browser game titled "World at War & Peace", presented as a turn-based geopolitical simulation. Use a dark navy application UI with a top header, a large 2D canvas map on the left, and intelligence/news panels on the right. The visual style is clean, flat, colorful, and data-oriented: nearly black-blue backgrounds, subtle blue grid lines, rounded dark panels, light text, and 16 brightly colored irregular polygon countries.

At startup, show a world map in a 4-column by 4-row arrangement of 16 adjacent country territories on a dark blue gridded background. Each country is a slightly irregular seven-sided polygon with a distinct solid pastel color and a thin dark outline; the selected country gets a bright white thicker outline and slightly higher opacity. Label every territory in white centered text and show a small dark army indicator beneath the name, such as "⚔86". Use these exact nations and colors/order: row 1 Asteria (salmon), Borealis (blue), Cyrenia (gold), Damar (green); row 2 Eldoria (purple), Faron (pink), Gallia (teal), Helion (yellow-green); row 3 Ilyria (orange), Jandor (blue-gray), Kestrel (rose), Lunara (mint); row 4 Meridia (lavender), Norvane (pale yellow), Orinth (blue-teal), Pacifica (orange). Keep the countries in a fixed grid and only draw diplomacy links between edge-sharing neighbors.

The top header should display the title and a small pill reading "Turn-based geopolitical simulation". Show a date/time area beginning at "Day 1 • 2030", with Pause/Play and simulation speed buttons 1×, 2×, and 4×. Include "Choose Nation" and "New World" buttons. The simulation advances automatically while not paused, with one day roughly every 0.75 seconds at 1×; 2× and 4× accelerate it. Days run through 365 and then roll over to Day 1 of the next year.

On the map, include a small top-left legend saying "Click a country to inspect it", with an orange marker for "War front" and a green marker for "Alliance". Clicking/tapping a polygon selects it and updates the right-hand Nation Intelligence panel. The panel should show the selected nation's color swatch, name, leader, a YOU tag if it is the player nation, and "Territory 1" initially. Use these exact leaders corresponding to the nation list: Mira Sol, Anton Vale, Nadia Korr, Rafi Deren, Elena Voss, Tomas Grey, Sana Rook, Ivo Maren, Lea Quill, Marek Sorn, Ari Pell, Niko Vale, Samira Dune, Oren Pike, Cleo Hart, Jules Arden.

For the selected nation, show three stat cards for Army, Economy, and Stability, plus a resources line with Gold and Materials. Initialize each nation's numeric stats deterministically but varied: Army 35–100, Economy 30–100, Stability 40–95, Gold 80–200, Materials 60–160. Show a Border relations section listing adjacent nations, their opinion value, and current relation (Neutral, War, Peace, or Alliance). If the inspected nation is the player nation, each neighboring relation row must provide compact action buttons: Peace (☮), Alliance (⚭), Trade (⇄), and Declare War (⚔). If it is not the player nation, show explanatory text that the user can choose this nation as the playable country to issue diplomacy orders from its borders. The Choose Nation button makes the currently selected nation the player; if none is selected, choose a random nation, mark it YOU, and add a news entry.

Implement diplomacy and simulation rules. Nations begin neutral with their orthogonal grid neighbors and an opinion value around -15 to +15. The player can only act from their chosen nation and only against a neighboring nation. Declare War changes both directions to War, adjusts opinions downward, and logs a red war news item. Peace creates a timed peace treaty (35 days in normal neutral diplomacy or 45 days after war), changes both directions to Peace, and logs a green news item. Alliance creates a long-lived bilateral Alliance, changes opinions upward, and logs it. Trade transfers up to 20 Gold from the player nation to the neighbor, transfers 10 Materials in the opposite direction, increases the relation opinion, and logs a green item. Reject non-neighbor actions with a news message.

Add AI-driven daily diplomacy and conflict. Non-player nations evaluate neighboring neutral nations using relative army strength, stability, economy, and deterministic randomness; stronger stable prosperous nations can declare war. War relations accumulate a war score based on relative army strength. Wars can end in a 40-day Peace Treaty when one side is losing or the opponent is destabilized. A sufficiently winning side can reduce the other nation's Army and Economy, gain Gold and Materials, and sometimes increase its Territory while decreasing the opponent's Territory (do not redraw borders; represent this only in the stats). Allied nations can transfer support, with a wealthy ally occasionally spending Gold to increase a weaker ally's Army. Every day, nations gain Gold and Materials based on Economy, Stability trends upward for prosperous nations and downward for nations under wartime stress, with sensible clamps. Expired treaties return to Neutral. Log major declarations, treaties, and territory captures in a Global News panel.

The right side below Nation Intelligence should contain a Global News panel with a scrolling/listed feed of recent entries, newest first, capped to roughly the latest 12 visible entries (retain around 25 internally). Each entry includes the day and message; war entries have a red accent and positive diplomacy/treaty entries have a green accent. Start with messages equivalent to "The world order begins. Choose a nation and shape the balance." and "Neutral borders are tense; alliances can turn a war.".

Make the layout responsive: desktop uses a map and a roughly 340px sidebar; smaller screens stack the map above the two panels. Use pointer/touch-friendly controls, prevent canvas scrolling during map interaction, support hover cursor changes over countries, and allow reset via New World/reload. Keep the implementation as a 2D canvas simulation rather than 3D, with no character avatar, combat animation, sound requirement, or separate battle scene; the core experience is inspecting countries, choosing one, managing border diplomacy, and watching the simulated world evolve over days.

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