Research Division

Research & Analysis

Publish essays, mechanics breakdowns, and scenario-based analysis that show how wargames can clarify systems, decisions, and real-world problems.

[V-72]
Classic Mechanics

What Combat Odds Tables Actually Teach

Understanding why classic hex-and-counter games use odds-based combat and what it models about warfare.

Focus: combat resolution, probability, and historical accuracy.

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[X-74]
Game Analysis

How Twilight Struggle Models Cold War Tension

Breaking down how Twilight Struggle's mechanics capture the nature of superpower competition without simulating individual battles.

Focus: abstraction, influence systems, and event-driven gameplay.

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[Z-76]
Mechanics Deep Dive

Why Hex Grids Make Better Wargames Than Squares

Hexagons solve the adjacency problem that square grids create, making movement and positioning more intuitive and fair.

Focus: game geometry, movement, and tactical positioning.

Read Brief
[T-18]

Publishing Pillars

  • Strategic briefs on actors, incentives, and plausible moves.
  • Operational studies on logistics, readiness, sustainment, and tempo.
  • Methods notes explaining how models were built and what they can or cannot say.
  • Flagship estimates that synthesize indicators, scenarios, and decision implications.
[V-20]

Sanity-Compatible Structure

This page is intentionally driven by structured content objects. Later, each brief can map cleanly to a Sanity document with fields such as `title`, `category`, `summary`, `signals`, `slug`, and `publishedAt`.

The visual layout can remain stable while the data source changes from local arrays to GROQ queries.