Units, orders, and finding the water under an army
Convoy routing is breadth-first over the fleets actually ordered to convoy this army, so it returns the shortest chain and answers null rather than guessing. It takes a set of fleets to treat as already gone, which is what the adjudicator will need to ask whether a convoy survives being attacked. The tests found a wrong assumption of mine rather than a wrong line of code: taking the Channel out of a London to Brest convoy leaves no route at all. The North Sea does not touch the Mid-Atlantic on this board -- the long way round is over the top through the Norwegian Sea -- so the Channel is the whole western sea route.
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@@ -39,10 +39,21 @@ would not be.
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other three games use, on a map generated from the topology in
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`src/game/map.ts` rather than traced from anybody's board.
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**It gets the whole screen.** The other three games live in a four-by-three
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cabinet because the machines they are rebuilding did. This one is not
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rebuilding a machine, and seventy-five provinces plus somebody trying to talk
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you out of Galicia do not fit in a letterbox. The map takes the viewport.
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**The music is not cartoony, and that is the point.** It is 1914: serious,
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and intense. The joke of this game is that something charming to look at is
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the cruellest thing on the site, and the score is what says so.
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**And the turn should be heard.** Orders resolve in silence in every online
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version of this game, which is a waste of the one moment anybody cares
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about. Armies grinding into each other, guns at sea, a convoy escorting
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something across, a unit being built, a unit falling back -- each of those is
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a different noise, generated by the synth like everything else on this site.
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## The board
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Seventy-five provinces, two adjacency graphs — an army walks the land, a
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