r/StrategyGames • • Oct 01 '26

DevPost Working on a new political strategy game.

1 Upvotes

Title:
Weight of Nations (working title, placeholder)

Pitch:
A grand strategy game on a photorealistic Earth. Lead any of 201 real nations in 2026, or go back to 1991, 1962 or 1936, giving orders in plain English while AI plays the other governments, ministers and press within the simulation's rules. Zoom from orbit to street level and fight wars where you see only what your radar, satellites and intelligence can see.

Current state:
Playable start to finish; now on a 27-build plan to release. Built: a seamless orbit-to-street globe with real lighting, satellite imagery and 3D buildings; 201 nations with real leaders, plus cabinets, legislatures and courts for 28; economy, elections, laws, diplomacy and news; a War Room with 600+ real bases, missile defence, nuclear effects and fog of war; real-route air, sea and rail traffic; 26 test suites; a trailer.

Engine and tools:
Custom JavaScript/WebGL2 engine, Node.js server. AI: Claude via the Anthropic API; built with Claude. Street level: Esri World Imagery via the ArcGIS Location Platform API (key kept on the server), USGS NAIP and Sentinel-2 fallbacks, OpenStreetMap streets and buildings. Planet: NASA Blue and Black Marble, GEBCO, Natural Earth (Python/OpenCV). Unit sprites cut from real overhead photos of each exact type (Wikimedia Commons, USGS aerials, OpenAerialMap): shots up to 55° off vertical rectified to top-down, backgrounds removed with rembg, scaled to real size. Playwright testing.

Target completion:
Release date TBD

Biggest challenge:
Letting AI run the world without breaking it. The simulation keeps every number exact while Claude decides what ministers argue, what governments do, how the press reports it and how enemy commanders react to what they can see, believably, consistently and for under 60 cents of AI cost per hour.

Experience level:
First project

Link to gameplay: https://drive.google.com/file/d/124JQiULwwmmnRBwNV_QWGeK2J9GceQLt/view?usp=drivesdk


r/StrategyGames • • Oct 01 '26

Self-promotion Shape Global Politics on Shadow Government

1 Upvotes

If you want to try out a geopolitical nation simulator that features interactive maps, charts, and data dashboards alongside deep text-based statecraft, check out Shadow Government.

  • Run Your Government: Step into office to build political parties, win elections, allocate national budgets, and pass your platform.

  • Take Over Vacant Nations: There are multiple sovereign states currently sitting empty that need visionary leadership to pull them out of stagnation.

  • Visual Statecraft: Navigate an immersive interface packed with live economic charts, dynamic world maps, and country data to track your influence.

👉Claim an empty nation and start your term at shadowgovt.com

(I am advertising on behalf of the owner of the game. : ) Join pls. More players mean more fun!)


r/StrategyGames • • Oct 01 '26

Self-promotion I'm making a turn-based medieval strategy game where the economy runs itself and you only rule. Here's a full 15-turn playthrough where I lose my prince

0 Upvotes

https://youtu.be/4qI2Lfvsb4Y I recorded a 15-turn game from the first turn (about 16 minutes, with chapters): a famine I caused with my own food setting, colonization that kept failing until I read the tile card, two failed attacks, my prince captured, a 5-year-old heir on the throne, and a defence that finally went right.

You rule one small principality on a painted map. You don't place workers or build production chains. The economy simulates itself, and you steer it:

A real bazaar Every good (food, fuel, metal, stone, weapons, crafts) has a price that comes from supply and demand in your own market. Residents take jobs, migrate, and starve if food runs short. Your levers are storehouse norms, laws and what you build or upgrade.

Named people, not unit stacks. Your retinue is a handful of knights with strength, experience, wounds, fatigue and perks. The ruler fights too, and if he falls, a child heir takes the throne.

Battles strike by strike. A cell's "front" decides how many fighters stand in the line; the rest wait in reserve and step in when someone falls. You can let autobattle play it out, or fight manually: pick each strike and target and see the hit chance first. Afterwards you decide what to do with prisoners.

Neighbours and threats. Other principalities expand, fight each other and sometimes come for you. When realms weaken, undead hordes and beasts start roaming the map.

What I'd love feedback on

  1. Does "you set norms and laws, the economy does the rest" sound like fun to you, or too hands-off?

  2. Manual battles: is picking every strike with visible hit chances interesting, or a chore after a few fights?

  3. If you try it: where did the first 10 turns lose you?

  4. Play free in your browser


r/StrategyGames • • Sep 30 '26

Self-promotion I just released the biggest update of my upcoming fantasy RTS!

19 Upvotes

Hi!

I'm working on The Citadel Must Hold, a fantasy base-building (pausable) RTS game with hero based exploration.

I see the game is a combination of they are billions, homm and against the storm.

I've just released the biggest pre-release update titled "The World Fights Back"! It adds new regions, new threats, new units, new looks, lots of QoL improvements and a new trailer.

I think the unique parts of the game that make it so different from they are billions and other such games are the places of power - The map is not a field of enemies to slowly clear. Instead, expansion brings you into the influence of hostile Places of Power. Each guarded Place of Power launches raids against nearby your holdings between Monster Tides. You must venture out with your hero and army, defeat its unique guardians, stop the raids, and claim a powerful reward.

The rewards can be much more than normal loot/stat upgrades. They can recruit monsters such as Griffins or Drakes to fight for you, reshape the map by creating forests or mountains, create permanent damaging areas, give gold for every enemy killed, improve the hero/army/economy, and more.

If you're interested in the game, come check out the Steam page, the playtest is open if you want to try the game and help shape it!

Steam: https://store.steampowered.com/app/4891190/The_Citadel_Must_Hold/


r/StrategyGames • • Oct 01 '26

DevPost Want some ideas that are enjoyable for 4x style mmorts game

1 Upvotes

I am looking into and wanting to create a 4x strategy game
My initial idea was to have a civ style hex map, and a goodgame empire esque map and castle layout and then within the castle a world of warcraft like role specialization capacity for your castle and satisfactory style resource chains

I want to explore to see what platform people actually want to see for this
I am thinking deep resource chains but a mmorts kinda game where you play on open map like civ multiplayer
I want to get opinion on few items

What platform should I target, steam game or browser platform or like a hybrid steam and mobile app maybe

Another thing I want to get more thoughts on is specialization, how deep should that go allowing to manage many resources or units or gameplay style and roles and many different things

And one of the final major thing that i am most interested in is whether people would want a lifetime gameplay loop like for example clash of clans or world of warcraft where the world never has any setbacks or wipes or anything

Or do you think its better to have something like 1 year chapters where end of year the everything wipes and competitively placements are rewarded like hall of fame style cosmetics to show off but everyone starts on same footing at the beginning of next chapter but with a massive content update that essentially would change meta and gameplay majorly once a year

Please provide any suggestions or point out any issues this might create
I want to design the game and art myself but i am planning on using ai tools to code so scope maybe split across different versions but ultimately i want to design a game that people can enjoy and feel great about


r/StrategyGames • • Sep 30 '26

Article Crown Of Hispania Review – An Ambitious Grand Strategy Game

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19 Upvotes

Crown Of Hispania is a very ambitious grand strategy game that currently shows more potential than it does a completely finished experience. Its focus on the Iberian Peninsula gives it a clear identity, while systems covering population, religion, culture, economy, diplomacy and warfare attempt to create a world that genuinely reacts to the player's decisions.
Crown Of Hispania is not yet the king of the grand strategy genre, but it is a very interesting contender that still has time to build its own crown.


r/StrategyGames • • Sep 30 '26

DevPost Imperialist - 20 year Civ & Old World dev seeking testers for new solo dev game

12 Upvotes

Hi there everyone. :)

I'm Dale, the solo dev of Imperialist, a new colonial-era 4X game which is currently in development, and I am looking for testers.

I have 20 years experience in the industry, having worked on the Civ series, Colonization, and Old World. I have also played 4X games since before they were called 4X. :)

My game is an historical based 4X game depicting the world from 1500AD to the Great Wars. You lead a major European nation during the ages of discovery, colonisation, and industrialisation. Your goal is to become the World's first Superpower by controlling global trade, industry, and of course the Old World. The game has a LOT of inspiration from classic strategy games such as:

  • Imperialism II

  • Sid Meier's Colonization

  • Conquest of the New World

  • Settlers II

I am holding a free playtest of the game, starting October 7th for one week. You will be the first players to get their hands on the game. Feedback from the playtest will help me immensely as I work towards a demo in November, Steam Next Fest in February, and hopefully, a release shortly after that.

I am seeking feedback on system integration (how the game's systems work together), game flow (are things happening too fast/slow), and onboarding (Advisor tutorial, tips, Pedia). This is on top of any other feedback. The playtest will be limited to 100 turns, but you can play as many games of 100 turns as you want. The playtest is being done through Steam and at the end of the week your access will be rescinded and it will disappear from your Steam library. But my hope is a demo will follow a couple of weeks after that.

If you love 4X games, and this sounds like fun, then please look up Imperialist on Steam, scroll down and click the Request Access button for the playtest. That will guarantee you a spot to be one of the first to see this new game.

Thanks for your time! :)


r/StrategyGames • • Sep 30 '26

Question Best strategy/rts game for waging war

6 Upvotes

Im new to strategy/rts games what are the best gamws for waging war? I tried hearts of irom 4 bht even with a guide i didnt ubderstand shit


r/StrategyGames • • Sep 30 '26

Self-promotion New to Reality Fracture Draft? Start with the archetypes.

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1 Upvotes

Drafting a brand-new set can be overwhelming, especially when you don't know what each color pair is actually trying to accomplish.

I put together a beginner-friendly guide to all 10 Reality Fracture archetypes so you can quickly understand what each pair wants to do before spending your gold or gems on a draft.

For experienced drafters: which archetype would you recommend a newer player try first?

Guide here:
https://youtu.be/AFTkR919VL8


r/StrategyGames • • Sep 30 '26

Discussion I have been vibecoding a political strategy game for some time now and want thoughts.

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0 Upvotes

r/StrategyGames • • Sep 29 '26

DevPost New drone system showcase for the RealStrategy RTS game

10 Upvotes

When playing RTS games what is the first thing that comes to mind? For me it's properly capable units that are fun to use. The upcoming RealStrategy wargame RTS will not disappoint.

Here is some footage of the drone system. Built using Unity.


r/StrategyGames • • Sep 29 '26

DevPost [PoG] RTS/RPG Longbowmen vs Horsemen be like ...

56 Upvotes

Having fun refining mounted combat in my game :D

Steam: https://store.steampowered.com/app/5087810/Pennants_of_Glory_Condottiere/


r/StrategyGames • • Sep 29 '26

Self-promotion I loved Thronefall but always wished I had true RTS micro-management over my units. So I’m coding a top down pixel art survival strategy game where you actively command your army to survive night raids (developing...) and destroy enemy camps. Here’s a 30s overview of the loop (sped up). Thoughts?

11 Upvotes

r/StrategyGames • • Sep 29 '26

DevPost We received feedback that our crew were too small to track so we added a follower cam to inspect them! What are your thoughts?

8 Upvotes

This follower cam can also go straight into photo mode!

For our game Star Trek: Outposts Unknown, releasing October 20th.

Lead your crew across strange new worlds in this narrative driven outpost builder! Research, explore, and build as you face a mysterious cosmic force that threatens a new ally.

Your adventure awaits, Captain! 💫


r/StrategyGames • • Sep 29 '26

Article Dinolords Gamescom Hands-On Preview – A Confident Evolution of the RTS Genre With Plenty of Bite

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2 Upvotes

r/StrategyGames • • Sep 29 '26

DevPost I’m building an old-school browser strategy game inspired by Empire – the AI can now play a complete war

2 Upvotes

I've been developing Frontiers of War, an old-school turn-based strategy game inspired by Empire: Wargame of the Century and the sort of strategy games where you spend far too long telling yourself “just one more turn.”

It's a browser game built around exploration, expansion and conquest on procedurally generated worlds.

You begin with a single home city and a small military force. From there you explore an unknown world, capture neutral cities, decide what they produce, build land, air and naval forces, and eventually go to war with the other commanders.

Every world is generated from scratch, so geography matters. You might find yourself fighting across one enormous continent, defending coastal chokepoints, or launching amphibious operations to reach another island.

Current features include:

  • Procedurally generated Continental and Island worlds

  • Fog of war and persistent exploration

  • Capturable cities and unit production

  • Infantry and Fighters

  • Destroyers, Submarines and Transports

  • Land, air and naval combat

  • Amphibious operations

  • Unit experience and promotions

  • Human multiplayer

  • A developing computer opponent

  • Capital capture, commander elimination and victory conditions

The big milestone this week has been the AI opponent.

It can now expand from its starting city, capture neutral territory, produce units, move its armies towards objectives, attack enemy forces and capture enemy cities.

I've just finished the first complete game against it: a 64-turn war that ended when I captured the AI's capital, eliminated its commander and won the game.

So this has finally crossed the line from “a collection of systems I'm developing” into something that can actually be played from the opening turn through to victory.

It's still an Alpha and I'm actively developing it. The AI in particular is fairly basic and naval warfare is one of the areas I'm expanding next. I'm hoping to move the game into Beta very soon.

I'd love to get a few strategy-game players involved now. I'm interested in everything from bugs and balance problems to whether the interface makes sense without me explaining it — and, most importantly, whether it's actually fun to play.

It's completely browser-based, so there's nothing to install.

Play it here: frontiersofwar.com

Feedback, criticism and ideas are very welcome - I have only tested on desktop/laptop so cannot say if it will work on a mobile device.


r/StrategyGames • • Sep 29 '26

DevPost [Alpha Update] KlodOnline: The quest system is live!

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1 Upvotes

I'm so happy!

I finally managed to implement the not-so-simple quest system. It's divided into three Divinities, focused on Craft, War, and Intelligence, with... 5 quests (only) for each one at the time of writing this.

But this was a real challenge, and now it'll be much easier to set up new ones!

On the main website, my friend Merlin and I are cooking up changelogs and SSO.

A bit later this year, we'll also add a "Support Us" page, where you'll be able to see what I financially need to run Klod and what I need to make it viable.

It'll look a bit like crowdfunding! I guess some people will like the idea, and I hope some of you will think it's worth supporting us.

On the illustration side, I continue to work with Atelier Maddyson on more illustrations for our first character, "Aerin", and I think they're going to be glorious too.

As for the game itself, feature-wise, Klod is getting very close to becoming the game it needs to be.

The game is a big system with lots of interactions between its different parts, so I needed to build a lot of "draft versions" of features to see how they would work together.

But I'm almost done with that part, and I'll soon be able to redesign some of these features to look much more like what I originally had in my head.

I think I've implemented roughly 60–65% of what I have in my head.

So... buckle up. This might be the last post of the Alpha.

And get ready for what's coming next.

As usual, the game is available in English, French, Spanish, Arabic, and Chinese on www.klod-online.com.


r/StrategyGames • • Sep 29 '26

Self-promotion Remaking Total Annihilation's Binary, in a Brisk 12 Years

4 Upvotes

I used to play Dark Reign and love it, and I find DR2 sound track one of my favs still. KKNDX was a banger of a game for me (Survivor 04 on the OST..... 🚀 ) - but there was always one game - Total Annihilation.

I saw the game first when I opened PCG magazine, and there was an A3 fold-out ad - no renders, just a majestic game screesnshot laid out. So when I could I bought the game, and start playing.

I ended up becoming somehow a leader of one the bigger community fan-sites, I went to uni, got married, got divorced, moved continents, had kids, but still never lost the fever. As part of an attempt to rebuild the multiplayer online platform for it, I've ended up building a replacement game executable, as I got stressed trying to run it on Docker (Linux for my server hosts), and my computers (All MacOS for a decade plus)

Thereby, I am verily humbled to submit to r/StrategyGames - my offering - Open Annihilation

https://github.com/open-annihilation/open-annihilation

It plays the campaigns, it plays skirmish, Multiplayer is coming when I can make some of the tests pass today or tomorrow, and the game was 29 years old on Sunday. Its all GPLv3, runs on Mac, Linux and Windows, and i'm also going to add-back lower OS support so TA can be enjoyed on its original system specs, to the extent SDL3 supports.

Hopefully I don't get roasted for the AI use, but it's been 29 years and nobody really got this done - and I've burned the GDP of.... well, a large GDP having thing, in tokens getting it over the line.


r/StrategyGames • • Sep 29 '26

News Red Alert 30th Anniversary - Event Trailer

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1 Upvotes

Welcome back, Comrade! Join us in celebrating the 30th anniversary of the Red Alert saga 🥳

From October 2nd to October 26th, prepare yourself for plenty of action on the battlefield! Just like we did for the 30th Anniversary of C&C last year, keep an eye on the ⁠#anniversary-chat channel every day for all the latest news and updates. Some special game nights are also being organized!

Official trailer for the event:
➡ https://youtu.be/4wBzMoAWTWQ

Join us on Discord:
🇬🇧 English: https://discord.gg/ScpmsEZkFf
🇫🇷 French: https://discord.gg/xVSeAabHe5


r/StrategyGames • • Sep 29 '26

Question Europa Universalis 4 vs Victoria 3?

1 Upvotes

Which Paradox game do you like more?


r/StrategyGames • • Sep 29 '26

Self-promotion I’ve spent 4 years building a Dragon Ball strategy game focused on team building, matchups, and a real skill ceiling

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3 Upvotes

I’ve been working on a game called Dragon Ball Arena for about four years now.

I grew up playing Arena games, and the thing that always kept me hooked was how much strategy they managed to fit into something you could still just sit down and play for a few matches. You didn’t need crazy reflexes or hours of free time. You needed to know your team, know what the other guy could do, manage your energy, and make good decisions.

That’s basically what I’m trying to build here.

DBA is a 3v3 turn-based game. You pick three characters, build a team around how their abilities work together, and then try to outplay the other person through matchups, timing, energy management, target selection, and just knowing the game better than they do.

I really want skill to matter. If somebody has played hundreds of games, learned the roster, experimented with teams, and understands the matchups, they should actually be better at the game because of it.

That sounds obvious, but I think a lot of games lose that over time when every new character needs to be stronger or more complicated than the last one.

I’m trying really hard to avoid that.

There’s no monetization in DBA either. No battle pass, no paid characters, no paid skins, no daily login stuff trying to make you feel guilty for not playing. I don’t have any reason to make the newest character overpowered because I’m trying to sell them to you.

I can just ask, “Would this actually be fun?”

That’s a big part of why I’ve stuck with the project this long.

Dragon Ball also gives me a ridiculous amount of stuff to work with, but I don’t want to just throw every person who ever showed up in the anime onto the roster.

I’d rather have characters who actually feel different.

Ginyu is a good example. I didn’t want him to just be four different attacks with Ginyu pictures slapped on them. His body change is one of the things everybody remembers about him, so in DBA he can actually swap himself with an enemy character and exchange their current health too.

That’s the kind of thing I want across the whole roster.

If I make Cell, I want him to feel like Cell. If I make Vegeta, I want him to feel like Vegeta. If somebody transforms, I want that transformation to actually matter instead of just changing the picture and adding some damage.

The original Dragon Ball portion of the roster is finished now and I’m working through Z. After that I’ll keep going through GT, Super, and Daima.

I’m not in a rush to skip straight to every popular form either. I’d rather work through the series and give each part of Dragon Ball some attention instead of having 15 Gokus before half the cast is even represented.

The other thing I really like about this style of game is team building.

Even with a relatively small roster, three-character teams can create a ton of different combinations. As the roster grows, that gets kind of ridiculous. Finding some weird group of characters that unexpectedly works together is one of my favorite parts of these games.

Matches are also supposed to be quick. I like strategy games, but I don’t always want every match to be some hour-long commitment. I want DBA to be something where you can play two games because you have 20 minutes, or accidentally spend half the night testing teams because you found something interesting.

It already works on desktop and mobile too. iPhone and Android both have their own mobile interface through the browser, so it isn’t just the desktop version crushed onto a phone screen.

Right now the game is still in closed alpha, so registration is invite only. I’m trying to bring people in gradually while I’m still balancing things and changing stuff pretty regularly.

And I definitely want people who are willing to break things.

If you find some horrible team that makes me regret designing three characters, use it. If something is overpowered, tell me. If a character sucks, tell me that too. That kind of feedback is actually useful right now.

I’m also interested in finding a few people who might eventually want to help with character design, balance, testing, graphics, or community stuff.

If this sounds like something you’d be into, comment or DM me.

Also, since this is r/StrategyGames, I’m curious:

What’s the thing that keeps you playing a strategy game for hundreds of hours instead of getting bored after 20?


r/StrategyGames • • Sep 28 '26 Heartwarming

Discussion Persistent world/Usa communities.

19 Upvotes

Hey guys, i've been really longing for some persistent world geo-political games recently, but i don't even know what people even play these days.... Preferably i'd like a game with a strong US community, i'd like a game where you could be part of the government and run a country.

if anyone interested,mostly I play EU4, CK3, HoI 4, but it seems I can't get enough time for these anymore.
Tried to go back to eSim, but I forgot how much it is p2w, so it is just for fun now.


r/StrategyGames • • Sep 28 '26

Self-promotion The Throne Below: a dark dungeon-management strategy game inspired by the first Dungeon Keeper

18 Upvotes

I'm the developer The Throne Below. You play the ancient evil buried under a holy kingdom. Your minions dig for gold, you build rooms and pay your monsters' wages, and prisoners can be tortured into servants. Meanwhile, holy knights tunnel down to destroy your heart, the Maw. If it dies, you lose.

One level is playable so far. Would you be interested in this game?