TRADE
WARS
> Economic warfare. No combat. Just math.
// Cooperate and you both grow. Defect and you grow more — until they retaliate. The matrix punishes recency bias.
ACTIVE COMBATANTS
Economic warfare between 2–4 nations. No combat, just trade, sanctions, and currency manipulation. Pure prisoner's dilemma at scale. Coalitions form and break based on math, not roleplay.
The Roles

Nation
Each player runs a Currency, Industries, and Trade Routes. Optimizes a 4-dimensional matrix every turn.
How a Round Plays
Set tariffs
Each player secretly sets tariff rates against every opponent.
Simultaneous reveal
Tariff matrix revealed. Trade flows resolve algorithmically.
Currency adjusts
Industries grow or collapse based on net trade. Currencies float.
Diplomacy
Optional sanctions or treaty proposals (binding or not — your call).
Win Conditions
Highest GDP after 12 rounds.
Force 2+ opponents into economic collapse (currency = 0).
Designer Notes
Pure prisoner's dilemma at scale. Coalitions form and break based on math, not roleplay. Every tariff decision is a 4-dimensional optimization. Effectively a friendlier Diplomacy with deeper math.
Strategy
- 01.Mirror, then defectMatch opponent's tariff for 2 rounds, then spike one rate to test reaction.
- 02.Watch industry weightA nation that lost 2 industries can't retaliate — exploit them.
- 03.Treaties are read receiptsA signed treaty signals to a third party that you've picked a side.
Ready to Deploy?
> Pass-and-play with operatives in the same room, or open a remote command channel and brief allies across the globe.
