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Making History II: The War of the World similar games & best alternatives

Making History II: The War of the World

PC (Microsoft Windows), Mac, Linux • 2010

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Quick resume

What if Germany won the Battle of Britain? What if Moscow fell in 1942?You’re in charge. Anything can happen and history will never repeat itself in this classic WWII grand strategy game MAKING HISTORY II: The War of the World. Are you ready to battle for global dominance?

Global score

80/100

Genres

Indie, Simulator, Strategy

Similar games

    Pros

    • Highly replayable with alternate history possibilities
    • Deep economic, military, and diplomatic systems
    • Strong modding and scenario editor support
    • Freedom to play any nation and rewrite history
    • Engaging strategic gameplay with challenging ai

    Cons

    • Steep learning curve and limited tutorial
    • Clunky and outdated interface
    • Late game lag and crashes reported
    • Multiplayer limited and sometimes unstable
    • Ai can behave unpredictably or illogically

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      5

      "Players have full control over their nation's actions, decisions, alliances, and can rewrite history freely."

      Capsule for Making History: The Calm & the Storm Making History: The Calm & the Storm

      "Players have full control over their nation's actions, decisions, alliances, wars, and economic policies, with freedom to rewrite history."

    • Competence

      Game with the same Competence vibe

      4

      "The game has a steep learning curve and requires skillful matching, resource management, and strategic planning to succeed."

      Capsule for Tomb of Tyrants Tomb of Tyrants

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    • Competition

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      "Includes multiplayer and AI opponents with ranking and competitive elements, but also supports solo play and personal pacing."

      Capsule for ENDLESS™ Space - Definitive Edition ENDLESS™ Space - Definitive Edition

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    • Continuation

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      4

      "Many players report long play sessions, habitual play, and returning to the game over hundreds of hours."

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      "Players report long sessions and habitual play, with some games lasting hundreds of turns and many hours."

    • Cooperation

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      "Diplomacy and alliances are important, but cooperation is limited and often competitive."

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      "Diplomacy and alliances are important, but multiplayer is limited and cooperation mostly occurs in alliances rather than deep teamwork."

    • Creativity

      Game with the same Creativity vibe

      4

      "Robust scenario editor, modding support, and ability to create alternate history and custom nations encourage creative play."

      Capsule for Making History: The Second World War Making History: The Second World War

      "Strong modding support, scenario editor, and freedom to create alternate histories and custom nations."

    • Domination

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      "Players exert control over armies and dominate enemies, but interactions are mostly balanced and respectful."

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      "Players can exert military superiority and control over others, but interactions are mostly balanced and respectful."

    • Escapism

      Game with the same Escapism vibe

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      "Players use the game to immerse in WWII scenarios and tactical combat, providing a strong escape from real life."

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    • Expectation

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      "Players engage voluntarily for enjoyment and personal interest rather than obligation or external pressure."

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    • Experimenting

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      "High experimentation with alternate history, different nations, strategies, and mods is encouraged and common."

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    • Exploration

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      "Some exploration of alternate scenarios and strategic options, though map and setting are historically fixed."

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    • Expression

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      "Players express themselves through custom scenarios, nation choices, and strategic styles."

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      "Players express themselves through custom scenarios, nation choices, and modding."

    • Fantasy

      Game with the same Fantasy vibe

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      "Set in an alternate history WW1/WW2 setting with some fictional elements, blending realistic and imaginative aspects."

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      "Alternate history and improbable events allow imaginative fiction within a WWII setting."

    • Fellowship

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      "Some community interaction and multiplayer, but many play solo."

      Capsule for Dig or Die Dig or Die

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    • Growth

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      "Players develop skills in resource management, optimization, and strategic planning over time."

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      "Players develop skills in strategy, resource management, and planning over long play sessions."

    • Health

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      "Sedentary gameplay with no physical activity involved."

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    • Idle

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      "Requires focused attention and micromanagement, especially in late game."

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    • Intimacy

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      -4

      "Limited social interaction; mostly individual or surface-level multiplayer."

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      "Limited social interaction, mostly surface-level multiplayer or community sharing."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead nations and armies, making strategic decisions and managing resources."

      Capsule for Making History: The Second World War Making History: The Second World War

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    • Progression

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      "Players accumulate resources, research technologies, build armies, and expand territory progressively."

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    • Relaxation

      Game with the same Relaxation vibe

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      "Some players find the game immersive and satisfying, but others note frustration from AI and bugs causing tension."

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      "Some players find the game immersive and rewarding, but others note frustration with AI and micromanagement."

    • Sensation

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      1

      "Visuals and sound are dated but atmospheric; sensory stimulation is moderate."

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      "Visuals and sound are functional but dated; sensory stimulation is moderate."

    • Status

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      1

      "Some recognition within the niche community and multiplayer, but limited broader social status impact."

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      "Some recognition within niche community and multiplayer, but limited broader social status."

    • Story

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      -2

      "No strong narrative or character-driven story; gameplay is focused on strategy and sandbox play."

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      "Sandbox gameplay with player-driven narrative rather than scripted storylines."

    • Strategy

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      5

      "Heavy emphasis on strategic planning, resource management, and tactical combat."

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      "Heavy emphasis on strategic planning, resource management, and tactical warfare."

    • Thrill

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      2

      "Tactical battles and diplomacy create moments of suspense and excitement."

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      "Tense moments in warfare and diplomacy provide suspense and excitement."

    • Value

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      4

      "Players report high replayability and content value for the price."

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    • Violence

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      "Combat and military conquest are core gameplay elements involving destruction and warfare."

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    • Survival

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    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Competition, Fellowship, Domination, Status. Here, the score leans higher than usual among comparable games on Leadership. It leans lower than usual among comparable games on Intimacy, Story.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026