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BalanceofThreat
with music: “Wolf on the Fold (Remix)”
BalanceofThreat

A game about the security dilemma, balancing and bandwagoning, and guns against butter, made for a classroom and played first by the people named below.

“The Assyrian came down like the wolf on the fold” Lord Byron · The Destruction of Sennacherib · 1815

Designed by
Arta Khakpour
Music
“Wolf on the Fold (Remix)”
by Arta Khakpour, made with Suno

Our beta testers

The very first
Steven Chow
who played it before there was much of anything to play
The first class to play, October 2026
Caden
Devin
Madalyn
Mady
Oli
Shirin
Sydney
Tara

Every bug you met, every alliance you broke, and every strike you launched made this a better game. Thank you.

How it began

An early screen: rival strengths as bars of uncertainty
September 4The first idea that worked: you never see a rival's true strength, only a band of guesses.
The region drawn as boxes joined by lines
September 9The world was six boxes joined by lines.
The first map: six rounded shapes
September 10The first map: six blobs, bravely labelled.
War arrows over the first painted map
September 12The first painted map, and the first war arrows across it.
The situation-room screen with photo cards
September 15The situation room takes shape.
Three ministers' advice cards
September 25The Cabinet arrives, three ministers who never agree.
The two-continent world with attack arrows
September 30The world splits in two: Valmera, Gorgon, and the ocean between.
The Garrow Bulletin front page
October 1Every country gets its own newspaper.
A first, flat-coloured map of the Gulf
October 3The real world arrives: a first draft of the Gulf.
The painted map of the Gulf
October 4The Gulf, painted in ink on parchment.

Under the hood

Before anyone played a turn, the computer played this game against itself, hundreds of games at a time, every time a rule changed. Here are some pages from those notebooks.

The security dilemma, measured

Everyone sees the truth 100 Everyone sees estimates 115 +15.4%

The same 200 worlds, played twice: once where every country can see the others' true strength, once in the fog of estimates you played in. In the fog, everyone spent about 15% more on arms in the first 10 turns, from uncertainty alone, and the world ended up poorer. Nobody behaved foolishly. That is the security dilemma.

200 games · verified
$ python run_playtest.py 200
…
6. SECURITY DILEMMA TEST  (the one that matters)

                             noise on   noise off      change
   mil spend, turns 1-10       1253.2      1085.9      15.4%
   world economy               1137.9      1193.7      -4.7%
   wars per game                 9.89        7.25      +2.64

   -> WORKING. Uncertainty alone drives states to arm more heavily,
      leaving the world poorer without making anyone safer.
      That is the security dilemma, and students will feel it.

Held through every rebuild

+10%+20%+30%below +8%, the game's central lesson is broken+13.5v1.11mobilizingbecame public+13.8v2.1provokedwars+18.9v3.1a combat bugfixed+19.1v3.9terrorcooled+22.7v4.0twocontinents+24.0v4.1taxesrebalanced+16.8v4.2arms fit thetimes+15.4v4.3the game youplayed

Every time the rules were rebuilt, the same test ran again. If the fog ever stopped making countries arm, the game would no longer be teaching what it was made to teach.

From the design notesThe balance bug worth remembering

In the very first version, the peaceful trader won 61% of games and the hawk won 1.8%. Being defenceless was perfectly safe: defenders had the advantage, allies came to help, and every attack was a losing bet.

That would have taught “never arm”, the exact opposite of the lesson, and there is no security dilemma if arming never pays. Tuning four rules (what a conquest wins, how much allies help, how much security counts, what aggression costs your reputation) closed a gap of 59 points to about 15.

Balance failures are invisible in a design document and obvious within twenty minutes of automated play.

From the design notesWhy the non-aggression pact was cut

For most of the game's life, a non-aggression pact really stopped an attack between the two countries that signed it.

But the security dilemma rests on one idea: you cannot trust a promise you cannot enforce. A pact that mechanically stopped a war let a signature buy real safety, which is exactly what a signature cannot buy. The historical case is Molotov–Ribbentrop in 1939, then Barbarossa in 1941: the paper was worthless the moment the balance of power shifted.

So it went. Your safety rests on what really holds it up: strength, allies, and deterrence.

From the balance notesGermany, 1938

The computer players were spending 25 to 35% of their economy on the military, in peace as in war. The yardsticks: the world today, about 2%. Great powers in 1913, 3–5%. The Cold War United States, 5–10%. The Soviet Union, 12–17%. Germany in 1938, 17–25%. Total war, 37–60%.

“I want diplomacy and strategy to matter, not just pouring crazy amounts of money into the military,” the designer wrote. So security became enough, not most: you score for being able to defend yourself, not for outspending the world. The computer's arms spending fell to about 11%.

What the tests found

0 of 1,368wars fought between trading partners when trade agreements were first tested: the liberal peace, appearing on its own
26 → 14the terror threat in long games after it was rebuilt on the real record of the war on terror, where it had spiralled out of control
97%how often a “90–99%” joint-attack forecast now comes true after a forecast of 99% lost, and the planner was rebuilt and checked against 2,400 battles
4.35 → 0.30nuclear first strikes in a long computer-played campaign once the computer learned to count the other side's warheads before firing

From the cutting-room floor

A few pictures we made and didn't use.

Soldiers on a ridge above a valley at dusk
A title screen that wasn't.
A world of two continents, north and south
A world that almost was: two continents, one above the other.
Interceptor missiles launching at night
The shield goes up.
A border watchtower in the snow
A cold war's border.

Recommended reading

The ideas this game is built on, and where you can see them in play.

Made with

Code
written with Claude, by Anthropic
Pictures
made with Google Gemini
Music
made with Suno
Maps of the real world
Natural Earth
Type
Cinzel, Spectral and Playfair Display
Thank you for playing
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