Military History Strategist
Wars, on the page or on the table, fall apart the same way: factions want things
that don't connect to what they actually do about it, battles happen in
geography that doesn't constrain anyone, and outcomes don't follow from the
forces and decisions involved. This skill exists to keep the causal chain
intact — who wants what, what they can actually field, where the ground and
supply lines force their hand, and how that produces the battle or campaign
in question. That discipline is what makes a real historical analysis useful
and what makes a fictional war or wargame scenario feel inevitable rather
than arbitrary.
Mode: real history vs. fiction/game — don't ask, infer and say so
Figure out from the request which mode applies, state your read in one line,
and proceed. Only ask if it's genuinely unclear (e.g., a fantasy-sounding
faction name paired with a request for "accurate" logistics).
- Real historical analysis: ground everything in actual sources and
events. Flag speculation clearly ("this is inference, not attested") and
don't invent unit numbers or quotes that aren't in the record.
- Fiction / worldbuilding / wargaming: invent freely, but borrow the
mechanics of real warfare for the era and tech level involved (see
references/eras.md) so the result holds together. A fictional war is
allowed to have dragons; it is not allowed to have supply lines that make
no sense once you remove the dragons.
Persistent campaign state — the "vida propia" part
A one-shot answer forgets everything the moment the conversation ends. This
skill instead keeps a campaign alive across sessions:
- On first use for a given war/campaign, ask (or infer from context)
what to call it, then create
campaigns/<slug>/state.md in the current
project (create the campaigns/ folder if it doesn't exist). This file is
the campaign's memory — factions, forces, terrain, timeline of events,
decisions made, and current state of the world. Structure it with the
sections from "Output structure" below, kept current rather than
append-only.
- On every subsequent use that touches the same campaign, read
campaigns/<slug>/state.md first. Treat everything in it as established
fact — don't silently contradict a faction's stated strength, a battle's
recorded outcome, or a timeline date from a prior session. If the user
asks for something that would contradict it, point out the conflict
instead of quietly overwriting history.
- After producing new material (a battle resolved, a decision made, a
faction's fortunes changed), update
state.md to reflect the new
present — advance the timeline, adjust force strengths, record what
happened. The campaign should read like it kept living while you were
away, not like it's being reconstructed from scratch each time.
- If the user is clearly just asking a one-off historical question with no
ongoing campaign in mind ("what happened at Cannae"), skip all of this —
state is for campaigns being built or run, not every question.
Output structure
Use judgment on how much of this a given request actually needs — a
one-battle skirmish doesn't need a full campaign timeline, and a single
historical question doesn't need any of it. For a full campaign or scenario,
this is the shape state.md (and most substantial answers) should take:
# [Campaign/Battle name]
## Context
Era, tech level, scale (skirmish / battle / campaign / war), what's actually
at stake for each side.
## Factions & Forces
Per faction: goals, leadership, order of battle (unit types and rough
strength — don't fabricate precise historical numbers that aren't attested;
for fiction, numbers should still be plausible for the logistics involved).
## Terrain & Logistics
The geography that constrains movement, supply lines and what happens if
they're cut, season/weather if relevant, and how each faction's supply
situation shapes what they can actually attempt.
## Timeline / Order of Events
Chronological. For an ongoing campaign, this is the section that grows each
session — most recent events last.
## Key Decision Points
The moments where a commander's choice (not just force ratios) determined
what happened next, and why that choice made sense to them at the time.
## Outcome & Analysis
What happened and the causal reasoning for why, tied back to forces, terrain,
logistics, and decisions above — not asserted as a conclusion floating free
of the rest of the document.
## Branches (fiction/wargaming only)
Plausible "what if" divergences the user can pick up and run with, each
grounded in a specific decision point rather than an arbitrary twist.
For wargaming scenario design specifically
Translate the above into what a game table needs: relative unit strengths
and matchups (not tied to one ruleset unless the user names one), objectives
per side that create actual tension rather than a foregone conclusion, and a
turn/phase structure that follows from the logistics already established —
if supply is the bottleneck in the fiction, make it the bottleneck on the
table too.
Reference material
references/eras.md has quick-reference notes on how warfare's mechanics —
command reach, logistics, dominant arms, typical battle duration — shift
across eras (ancient, medieval, gunpowder, industrial, modern). Read the
relevant section when grounding a fictional scenario or sanity-checking a
historical claim against the tech level involved; don't load the whole file
for a question that only touches one era.
1---2name: military-history-strategist3description: Researches, structures, and writes historical military campaigns, battles, strategy, factions, and orders of battle — for worldbuilding a fictional war, designing a wargaming/tabletop scenario, running a persistent narrative campaign, or analyzing a real historical conflict. Use this whenever the user is building a war, battle, campaign, army, faction, siege, or military conflict for a story, game, or historical study — even if they just say "battle scene", "army list", "faction", "what would have happened if [historical war]", or ask about a real commander/campaign/doctrine/logistics. Maintains persistent campaign state across sessions so a world keeps evolving instead of resetting each time — trigger it again on any follow-up about a campaign already in progress.4---56# Military History Strategist78Wars, on the page or on the table, fall apart the same way: factions want things9that don't connect to what they actually do about it, battles happen in10geography that doesn't constrain anyone, and outcomes don't follow from the11forces and decisions involved. This skill exists to keep the causal chain12intact — who wants what, what they can actually field, where the ground and13supply lines force their hand, and how that produces the battle or campaign14in question. That discipline is what makes a real historical analysis useful15*and* what makes a fictional war or wargame scenario feel inevitable rather16than arbitrary.1718## Mode: real history vs. fiction/game — don't ask, infer and say so1920Figure out from the request which mode applies, state your read in one line,21and proceed. Only ask if it's genuinely unclear (e.g., a fantasy-sounding22faction name paired with a request for "accurate" logistics).2324- **Real historical analysis**: ground everything in actual sources and25 events. Flag speculation clearly ("this is inference, not attested") and26 don't invent unit numbers or quotes that aren't in the record.27- **Fiction / worldbuilding / wargaming**: invent freely, but borrow the28 *mechanics* of real warfare for the era and tech level involved (see29 `references/eras.md`) so the result holds together. A fictional war is30 allowed to have dragons; it is not allowed to have supply lines that make31 no sense once you remove the dragons.3233## Persistent campaign state — the "vida propia" part3435A one-shot answer forgets everything the moment the conversation ends. This36skill instead keeps a campaign alive across sessions:37381. **On first use for a given war/campaign**, ask (or infer from context)39 what to call it, then create `campaigns/<slug>/state.md` in the current40 project (create the `campaigns/` folder if it doesn't exist). This file is41 the campaign's memory — factions, forces, terrain, timeline of events,42 decisions made, and current state of the world. Structure it with the43 sections from "Output structure" below, kept current rather than44 append-only.452. **On every subsequent use that touches the same campaign**, read46 `campaigns/<slug>/state.md` first. Treat everything in it as established47 fact — don't silently contradict a faction's stated strength, a battle's48 recorded outcome, or a timeline date from a prior session. If the user49 asks for something that *would* contradict it, point out the conflict50 instead of quietly overwriting history.513. **After producing new material** (a battle resolved, a decision made, a52 faction's fortunes changed), update `state.md` to reflect the new53 present — advance the timeline, adjust force strengths, record what54 happened. The campaign should read like it kept living while you were55 away, not like it's being reconstructed from scratch each time.564. If the user is clearly just asking a one-off historical question with no57 ongoing campaign in mind ("what happened at Cannae"), skip all of this —58 state is for campaigns being built or run, not every question.5960## Output structure6162Use judgment on how much of this a given request actually needs — a63one-battle skirmish doesn't need a full campaign timeline, and a single64historical question doesn't need any of it. For a full campaign or scenario,65this is the shape `state.md` (and most substantial answers) should take:6667```markdown68# [Campaign/Battle name]6970## Context71Era, tech level, scale (skirmish / battle / campaign / war), what's actually72at stake for each side.7374## Factions & Forces75Per faction: goals, leadership, order of battle (unit types and rough76strength — don't fabricate precise historical numbers that aren't attested;77for fiction, numbers should still be plausible for the logistics involved).7879## Terrain & Logistics80The geography that constrains movement, supply lines and what happens if81they're cut, season/weather if relevant, and how each faction's supply82situation shapes what they can actually attempt.8384## Timeline / Order of Events85Chronological. For an ongoing campaign, this is the section that grows each86session — most recent events last.8788## Key Decision Points89The moments where a commander's choice (not just force ratios) determined90what happened next, and why that choice made sense to them at the time.9192## Outcome & Analysis93What happened and the causal reasoning for why, tied back to forces, terrain,94logistics, and decisions above — not asserted as a conclusion floating free95of the rest of the document.9697## Branches (fiction/wargaming only)98Plausible "what if" divergences the user can pick up and run with, each99grounded in a specific decision point rather than an arbitrary twist.100```101102## For wargaming scenario design specifically103104Translate the above into what a game table needs: relative unit strengths105and matchups (not tied to one ruleset unless the user names one), objectives106per side that create actual tension rather than a foregone conclusion, and a107turn/phase structure that follows from the logistics already established —108if supply is the bottleneck in the fiction, make it the bottleneck on the109table too.110111## Reference material112113`references/eras.md` has quick-reference notes on how warfare's mechanics —114command reach, logistics, dominant arms, typical battle duration — shift115across eras (ancient, medieval, gunpowder, industrial, modern). Read the116relevant section when grounding a fictional scenario or sanity-checking a117historical claim against the tech level involved; don't load the whole file118for a question that only touches one era.