A browser country simulation

The Weakest

Same countries and borders as Empires and Vassals, different rule. The weakest remaining country is the target. If others have already joined with it, they leave first: after each departure, the weakest country still in a position to be joined does so. When nobody is left to leave, the target itself joins with its weakest neighbour. A dependency prefers to join with its parent country when they share a border, or are nearby. Choose overall power (economy, population, military, and technology) or military power before starting, and optionally change how much each source counts.

Empires and Vassals

Power source weights

Relative weights, scaled to 100%. Overall uses GDP, PPP GDP, population, military power, and tech (R&D spending). Open Military mix to change how that military share is built. Military-only mode uses spending, armed forces, and population.

Military mix

How military power is split for ranking. Offensive and defensive mixes below are used for deterrence, not combined power.

Offensive mix

Striking power. An attacker whose offense cannot match the target's defense will not attack, even if overall power is higher.

Defensive mix

Holding power. Strong enough defense deters an otherwise stronger aggressor.

Game settings

Overall rules for reach and borders. These do not change combined power.

Distance cuts striking power for targets that are not a practical neighbour. Ocean borders are treated as this many times harder than land. Sea range is how far a sea neighbour still counts as bordering. Spread consume paints the takeover from the border inward; turn it off for an instant recolour.