ALGORITHM

NUCLEAR DOMINO ← Simulator

Nothing is hidden. Every retaliation, every mobilization, every silence in the simulation comes from the decision tree below — probabilities estimated from publicly available doctrines, treaties, and strategic literature. Randomness only enters at dice-roll time: the rules themselves are deterministic.

Source: the simulator’s escalation engine (escalation.js / constants.js). These diagrams are a faithful projection of the code that actually runs.

This engine models political and military escalation, not real-world prediction. Human leadership, diplomacy, accidents, intelligence failures, and domestic politics enter only as probabilistic rules.

Nuclear strike Conventional action Decision · dice roll De-escalation · no strike Neutral step

01THE ESCALATION LOOP

The engine processes retaliation round by round — internally, a breadth-first search over the alliance graph: each round’s strikes generate the next round’s retaliations, up to 10 rounds or until nobody fires anymore.

  1. Player’s initial strike.
  2. Cyber pre-strike on the target (if the attacker is capable) — reduces the target’s future retaliation probability by 25 points.
  3. Each round (max 10): resolve strikes + force degradation → target self-defense (§03) → spillover strikes on foreign bases → alliance clauses activate (Article 5, CSTO, GCC…) → each ally responds (§02) → radioactive fallout on neighbors → Dead Hand (§04).
  4. If new strikes are pending, run the next round; otherwise resolve the outcome (§06).

02AN ALLY’S RESPONSE

The heart of the simulator. When a country is struck, each of its allies walks this tree. The “phase” sets how fast and how willingly they act: a NATO member reacts in minutes, an SCO member on the other side of the world reacts in days — and usually only condemns.

  1. An ally learns of the strike; its phase is set by alliance and distance: IMMEDIATE (NATO · GCC · Axis · ironclad, or capital within 3,000 km), REGIONAL (CSTO · 3,000–7,000 km), GLOBAL (SCO · beyond 7,000 km).
  2. Regional/global allies roll an outcome — ignore, condemn, warn, mobilize, or retaliate; immediate allies proceed straight to doctrine.
  3. National doctrine can block (China no-first-use, Israel outside an existential threat, Central-Asian states) or the actor may be out of strike range.
  4. If it can strike and is a nuclear ally, it rolls per alliance (§05) plus a bandwagon effect → nuclear retaliation; otherwise conventional retaliation or mobilization.

03SELF-DEFENSE — MAD LOGIC

The struck country itself needs no alliance to strike back. A nuclear strike on a nuclear power triggers near-certain retaliation — a baseline of 85% that only a prior cyber attack on command-and-control (C3I) can pull lower. That is mutually assured destruction.

  1. A nuclear strike on a nuclear power triggers retaliation ≥ 85% (the MAD floor), modulated by second-strike survival, C3I degradation, and cyber attack.
  2. If the attacker is in range → nuclear retaliation on the attacker; else strike the nearest enemy base in range; else mobilize.
  3. A conventional strike → ~95% conventional retaliation (never nuclear first).
  4. A non-nuclear target → ~95% conventional self-defense, or mobilization.

04DEAD HAND

Automatic retaliation system (inspired by the Soviet “Perimetr”): if a nuclear power equipped with a Dead Hand is struck before it has fired, retaliation launches on its own — even if command has been decapitated. In the simulation, only Russia has one (Perimetr — the only automated dead-hand system widely documented in public).

  1. At the end of a round, a nuclear power was struck this round.
  2. If it has a Dead Hand and hasn’t fired yet, and it was hit by a nuclear strike (or is at DEFCON 1 with collapsed C3I)…
  3. …it rolls 95% (99% if C3I collapsed) → automatic launch, with no human decision.

05RETALIATION PROBABILITIES BY ALLIANCE

Base probability that an ally retaliates for a struck partner, depending on the treaty binding them. An “ironclad” guarantee (USA → Japan/South Korea) is unconditional; the SCO is only a dialogue forum, not a military alliance. The figures are the engine’s calibrated design parameters, not measured frequencies.

AllianceNuclear retaliationConventional retaliation
“Ironclad” guarantee (USA→Japan, South Korea…)100 %90 %
NATO / OTAN (art. 5)70 %55 %
CSTO / OTSC50 %30 %
Bilateral treaty40 %30 %
GCC / CCG35 %20 %
Axis of Resistance15 %80 %
SCO / OCS10 %10 %
EU mutual defense (art. 42.7)0 %30 %
AUKUS0 %0 %

Modifiers: each ally already committed raises the pressure (+12% per ally, bandwagon effect, capped at 95%); a P5 power (USA, Russia, China, France, UK — the five permanent UN Security Council members) whose direct ally is nuked rises to at least 90%; a prior C3I cyber attack removes 25 points; an ongoing conventional war multiplies by 1.3.

06THE OUTCOME

When the cascade ends, the outcome is determined by who fired, at whom, and with what total tonnage (in megatons). The thresholds are simplified abstractions inspired by nuclear-winter research (Robock et al., 2007).

OutcomeCondition (first line reached)
EXTINCTION≥ 3 P5 powers fired nuclear, OR ≥ 4 nuclear powers fired, OR ≥ 50 Mt — total nuclear winter.
WORLD WAR≥ 2 great powers (P5) struck each other, OR ≥ 25 Mt.
LIMITED EXCHANGEAt least one nuclear weapon detonated — the long-standing nuclear taboo has been broken, and there is no clean “armistice” anymore.
ARMISTICENo nuclear weapon used. Deterrence held.