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The Nash Equilibrium (Econosphere)

OpenSSF Best Practices License: AGPL-3.0 Green Web OpenSSF Scorecard

A 6X strategy board game about guiding a civilisation from subsistence farming to a post-scarcity future — while collectively managing a shared planet with finite boundaries. Co-developed by Jonathan D.A. Jewell and son. AGPL-3.0-or-later.

The Game in One Paragraph

Players choose a development pathway — Capitalist, Socialist, Green, or Techno-Utopian — and guide their civilisation through four eras: Agrarian → Industrial → Digital → Post-Scarcity. Resources are Labour, Capital, Nature, Knowledge, and Energy, each tied to one of the nine Stockholm planetary boundaries. Every turn a crisis card deck is drawn; the number of cards scales dynamically with how stressed the boundaries are — so cooperative stewardship produces fewer crises, and exploitative play spirals into cascade events. The game is named for its central mechanic: the winning position is never unilateral dominance, it is always the Nash equilibrium — the strategy no player can improve by defecting alone.

The Six Strategic Pillars (6X)

The classic 4X (eXplore, eXpand, eXploit, eXterminate) is extended with two pillars that are the heart of the game-theoretic theme:

  • eXchange — repeated-game trade and diplomacy. Agreements have real mechanical consequences. Defection is possible and sometimes rational; but defectors destabilise the boundary dashboard for everyone.

  • eXperiment — speculative research with branching, non-deterministic outcomes and asymmetric payoffs. Breakthrough technologies can shift the game state dramatically, but the risks are real (AI uprising, automation displacement, ozone depletion).

Era Progression

Era Character Turns Boundary pressure

Agrarian

Barter, subsistence, land-claiming

1–8

Low; Nature abundant

Industrial

Factories, mass production, colonial expansion

9–16

Rapid rise: Climate, Land, N/P flows

Digital

Automation, AI, global networks

17–24

Novel Entities emerge; all boundaries under stress

Post-Scarcity

Potential abundance or cascade collapse

25–32

Recovery possible — or runaway failure

Victory Conditions

Cooperative Endings (whole-table wins or loses together)

Ending Condition

Post-Scarcity Utopia

Dyson Sphere (or equivalent megaproject) complete; all boundaries Green/Amber; no player in social collapse. The technological transcendence path.

Harmonic Degrowth

All boundaries in Green zone; all players below a shared consumption ceiling; global stability index above threshold. Harder than the Dyson Sphere — requires everyone to choose sufficiency over growth. The actually-utopian ending.

Digital Commons

Three or more breakthrough technologies open-sourced; no player below poverty threshold; Knowledge resource above starting level for all. The information- abundance path without physical transcendence.

Managed Decline

Some boundaries exceeded but cascades halted; civilisation intact; at least one player not eliminated. Not utopia — but survivable. A sombre but meaningful win.

Individual Pathway Victories

Pathway victories are available only if at least one cooperative ending is achieved — no individual wins if the planet collapses.

Pathway Condition Difficulty

Capitalist

Highest Capital + active trade routes to all players

Medium

Socialist

Highest Stability + all players above poverty threshold

Hard

Green

All boundaries in Green zone + Nature above starting level

Hard

Techno-Utopian

3+ breakthrough techs + Dyson Sphere under construction

Very Hard

Loss Conditions

  • Planetary Collapse: 4+ boundaries at Black (stress 10) — ALL players lose, no exceptions

  • Social Collapse: Labour drops to 0 — that player is eliminated

  • Resource Exhaustion: Nature drops to 0 — cascading boundary failures begin

The Crisis Deck (Dynamic Scaling)

Crisis cards are drawn each turn from a deck stratified by era. The number of cards drawn scales with how stressed the planetary boundaries are:

N = 1 + (Amber boundaries × 0.5) + (Red boundaries × 1) + (Black boundaries × 2)
    rounded up; minimum 1, maximum 5

This means: * With all boundaries in Green: 1 card/turn (mostly positive or neutral events) * With 3 Amber and 1 Red: 3 cards/turn (mounting pressure) * With 2 Red and 1 Black: 4 cards/turn (cascade spiral) * Recovering boundaries reduces the draw rate — cooperative stewardship is mechanically rewarded in real time

Card categories span Environmental, Social, Technological, Economic, and Geopolitical crises — with era weighting (no AI uprisings in the Agrarian era).

The Planetary Boundaries Dashboard

The central board element: the nine Stockholm boundaries, each tracked on a 0–10 stress scale with four zones:

Zone Colour Meaning

0–3

Green

Safe operating space

4–6

Amber

Zone of uncertainty — increasing risk

7–9

Orange/Red

Beyond safe boundary — high risk

10

Black

Critical threshold crossed — cascade possible

Boundaries: Climate Change, Biosphere Integrity, Land System Change, Freshwater Change, Biogeochemical Flows (N/P), Ocean Acidification, Atmospheric Aerosol Loading, Stratospheric Ozone Depletion, Novel Entities.

Linked boundaries cascade: pushing Climate into Red stresses Ocean Acidification and Freshwater. Pushing Land into Red stresses Biosphere.

See board-mockup.svg for a visual overview of the board layout: planetary boundaries wheel at centre, world topography heat-map, and the topological trade network.

Current State (Design Phase)

This repository is in active design. No playable game engine yet.

Milestone Status

RSR scaffolding (CI/CD, machine_readable, contractiles)

90% ✓

ABI/FFI interface stubs (Idris2 + Zig)

50%

Game design documentation (6X pillars, core mechanics, player roles, board)

60%

Playtesting protocol + event card catalogue + economic systems

30%

Nash equilibrium solver / payoff-matrix engine

0% — blocked on ADR-002 (Gleam vs Rust/SPARK)

Core game loop implementation

0%

First family playtest (physical prototype)

0%

Digital companion (optional, post-physical)

0%

See ROADMAP.adoc for the full milestone tracker and ADR log.

Repository Structure

Path Description

docs/game-design/

Game design documents: 6X pillars, core mechanics, player roles, board design, economic systems, event cards, playtesting plan

docs/research/

Academic and scientific sources (planetary boundaries, game theory)

docs/education/

Learning objectives and real-world parallels

docs/kickstarter/

Crowdfunding strategy (post-design)

src/interface/abi/

Idris2 ABI definitions (formal interface contracts)

src/interface/ffi/

Zig FFI implementation (C-ABI bridge)

.machine_readable/6a2/

A2ML state files: STATE, META, ECOSYSTEM, AGENTIC, NEUROSYM, PLAYBOOK

.machine_readable/contractiles/

Contractile trident: intend / trust / must / bust / adjust / dust

.github/workflows/

CI/CD pipelines (27 workflows, SHA-pinned)

AI Agents

All AI agents MUST read .machine_readable/0.1-AI-MANIFEST.a2ml before any work. State is in .machine_readable/6a2/STATE.a2ml.

License

AGPL-3.0-or-later — co-developed with son (hyperpolymath AGPL exception applies). See LICENSE.

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6X strategy game — co-developed by Jonathan & Joshua

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