Games & Simulations
Active development

WWX: Global Supremacy

A geopolitical strategy simulation where three powers shape a fictional world through interdependent political choices.

Category
Games & Simulations
Platform
iPhone + iPad · iOS 17+
Status
Active development

Shape a world order without managing armies.

Countries behave as political actors rather than territory tiles. Timed initiatives change allegiance, capacity, narrative, security, and the dependencies between them through a deterministic, explainable simulation.

User value

World-scale strategy in compact decisions.

Read the system, find leverage, act, and understand the consequences.

01

Think strategically

Choose high-level initiatives without tactical unit control or administrative micromanagement.

02

Use more than force

Relationships, investment, evidence, public narrative, resilience, and dependency all shape position.

03

See why the world changed

Typed records, alerts, forecasts, and derived measurements keep consequences inspectable.

Features

The current reduced campaign.

A working strategic spine, not yet the complete game.

  1. 01

    Three playable powers

    Lead Atlas, Aegis, or Meridian through the same deterministic six-subject world.

  2. 02

    Five strategic initiatives

    Verify information, build partnerships, invest, release evidence, and protect infrastructure.

  3. 03

    Costs and prerequisites

    Review resources, commitment, duration, timing, legal targets, and expected effects before acting.

  4. 04

    Campaign time and rivals

    Advance six-hour ticks, resolve scheduled work, renew daily resources, and observe bounded rival turns.

  5. 05

    Four supremacy pillars

    Derive Allegiance, Capacity, Narrative, Security, and a combined index from strategic records.

  6. 06

    Local save and replay

    Recover, migrate, reproduce, and branch campaigns from versioned local state and command journals.

How it works

One complete decision loop.

Every action moves through the same authoritative campaign machinery.

  1. 01

    Choose a power

    Enter the reduced world as Atlas, Aegis, or Meridian.

  2. 02

    Inspect a subject

    Review its current records, initiatives, pillars, routes, and legal actions.

  3. 03

    Forecast an initiative

    See cost, duration, commitment, expected resolution, pillar effect, and escalation effect.

  4. 04

    Commit

    Submit the choice against the current authoritative state revision.

  5. 05

    Advance time

    Resolve scheduled work, daily renewal, escalation, and bounded rival opportunities.

  6. 06

    Read the new position

    Use alerts, records, pillars, resources, and route assessments to choose again.

Product concept

Countries are actors, not tiles.

Political depth comes from a few understandable systems that change one another.

01

Three-sided contest

Atlas, Aegis, and Meridian complicate a world that would otherwise collapse into two fixed camps.

02

Interdependent power

Allegiance, Capacity, Narrative, and Security come from relationships and actions, not one ownership flag.

03

No shortcut endings

A route remains incomplete when the underlying systems needed to support it do not yet exist.

Architecture

One authoritative, deterministic core.

The SwiftUI client and headless simulator use the same campaign rules and state transitions.

  1. 01Read-only campaign projection
  2. 02Action Composer forecast
  3. 03Versioned player command
  4. 04Transactional core validation
  5. 05Deterministic timeline and rivals
  6. 06Typed strategic records
  7. 07Derived measurements and local replay

Reproducible outcomes

Stable identifiers, explicit ordering, fixed-point rules, and keyed draws reproduce the same campaign from the same inputs.

Views never become a second engine

The client submits commands and renders immutable projections instead of mutating authoritative state directly.

Validated local content

Versioned JSON packages contain bounded declarative campaign data, not arbitrary scripts.

Technology

Built for reproducible campaigns.

Application

  • Swift 6
  • SwiftUI
  • Observation
  • iOS 17+

Core

  • Swift Package Manager
  • Transactional commands
  • Fixed-point rules
  • Deterministic keyed draws

Persistence

  • Versioned local saves
  • Canonical snapshots
  • Command journals
  • Recovery and migration

Validation

  • XCTest
  • Headless simulation
  • Python experiments
  • iPhone and iPad UI evidence

Development

A strategic spine is playable.

The reduced campaign supports power selection, strategic initiatives, time, rivals, progression, derived supremacy, local persistence, and replay. It does not yet support a complete ending.

Stage
Active development
Current scope
Phase 2 reduced campaign
World subjects
6
Campaign ending
Not implemented

Implemented

  • Adaptive native SwiftUI shell for iPhone and iPad
  • Transactional commands, canonical state hashing, deterministic scheduling, and bounded rivals
  • Influence, Intelligence, Command, Strategic Commitment, and Global Escalation
  • Five timed initiatives with prerequisites, costs, records, alerts, and derived pillar effects
  • Versioned local saves, recovery, migration, command journals, and deterministic replay
  • Validated local content, headless simulation, and automated core, client, device, and accessibility-semantic evidence

Next campaign work

Implement the smallest coherent set of confrontation, recovery, route, and terminal systems that can make strategic progress contestable and eventually produce credible victory or defeat.