Chapter ยท 29:41-30:13

When a naval simulation stops behaving historically

The training battle prompts a distinction between historically plausible ship handling and the incentives created by a game's own systems.

Notes

After the fleet defeat, the units have to be treated as pieces governed by a game engine rather than as real warships. The simulation's command and combat systems reward behavior that historically informed instincts may miss. Games can still illuminate historical problems, but this battle makes the gap between modeled ships and real practice explicit. Learning the game therefore requires understanding its own rules before applying historical tactics.