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Making History: The Calm & the Storm similar games & best alternatives

Making History: The Calm & the Storm

PC (Microsoft Windows) • 2007

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Quick resume

Making History® delivers the open-ended gameplay of strategy-game classics, but with compelling new economic, military, and diplomatic systems and deep research that lets you play with real historical challenges.

Global score

79/100

Genres

Action, Strategy, Shooter, Simulator

Similar games

    Pros

    • Highly replayable with multiple scenarios and mod support
    • Accessible and easy to learn grand strategy mechanics
    • Allows rewriting of wwii history with many nations
    • Good value for price, especially on sale
    • Turn-based gameplay facilitates thoughtful planning

    Cons

    • Outdated graphics and interface
    • Multiplayer community is small and requires setup
    • Ai and diplomacy can be simplistic or inconsistent
    • Some nations are unbalanced in power
    • License key issues reported by some users

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      5

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

      Capsule for Making History II: The War of the World Making History II: The War of the World

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

    • Competence

      Game with the same Competence vibe

      3

      "Game involves strategic decision-making and skillful management of resources and combat, though it is accessible and not overly complex."

      Capsule for Dungelot: Shattered Lands Dungelot: Shattered Lands

      "Game involves managing economy, diplomacy, military strategy with some complexity but accessible mechanics."

    • Competition

      Game with the same Competition vibe

      3

      "While multiplayer exists, much of the experience is single-player against AI; competition is present but not the sole focus."

      Capsule for Galactic Civilizations III Galactic Civilizations III

      "Multiplayer and AI opponents encourage competition, though multiplayer is less active and some players focus on singleplayer."

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report long sessions, habitual play, and high replayability with campaigns and mods."

      Capsule for Barotrauma Barotrauma

      "Players report long sessions, high replayability, and habitual play due to scenario variety and modding."

    • Cooperation

      Game with the same Cooperation vibe

      2

      "Some multiplayer cooperation possible but mostly focused on individual nation management."

      Capsule for Hearts of Iron 2 Complete Hearts of Iron 2 Complete

      "Some multiplayer cooperation possible but limited; mostly players focus on individual nation management."

    • Creativity

      Game with the same Creativity vibe

      4

      "Features a scenario editor and supports extensive modding, allowing players to create and customize battles and campaigns."

      Capsule for Combat Mission Black Sea Combat Mission Black Sea

      "Strong modding and scenario editor support allows players to create and modify scenarios extensively."

    • Domination

      Game with the same Domination vibe

      2

      "Players can dominate others through war and diplomacy, but interactions often involve alliances and balance of power rather than pure domination."

      Capsule for Victoria II Victoria II

      "Players seek to dominate others through conquest and alliances, though interactions can be balanced."

    • Escapism

      Game with the same Escapism vibe

      3

      "Players engage in historical WWII scenarios offering immersive distraction and strategic challenge."

      Capsule for Unity of Command: Stalingrad Campaign Unity of Command: Stalingrad Campaign

      "Players enjoy escaping into alternate WWII scenarios and rewriting history, providing distraction and immersion."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment rather than obligation or pressure."

      Capsule for KARDS - The WW2 Card Game KARDS - The WW2 Card Game

      "Players engage voluntarily out of interest and enjoyment rather than obligation or pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Game encourages trying different strategies, alternate history outcomes, and exploring various fronts."

      Capsule for Strategic Command: World War I Strategic Command: World War I

      "Game encourages trying alternative history paths, different alliances, and strategic experimentation."

    • Exploration

      Game with the same Exploration vibe

      2

      "Exploration is more conceptual, discovering alternate political scenarios and outcomes rather than physical map exploration."

      Capsule for China: Mao's legacy China: Mao's legacy

      "Exploration of alternate historical outcomes and scenarios rather than physical map exploration."

    • Expression

      Game with the same Expression vibe

      3

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

      Capsule for Making History II: The War of the World Making History II: The War of the World

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

    • Fantasy

      Game with the same Fantasy vibe

      1

      "While grounded in WWII history, alternate history scenarios and RPG elements add some imaginative aspects."

      Capsule for Panzer Corps 2 Panzer Corps 2

      "Game is grounded in historical WWII setting but allows alternate history and improbable alliances."

    • Fellowship

      Game with the same Fellowship vibe

      1

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

      Capsule for Dig or Die Dig or Die

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

    • Growth

      Game with the same Growth vibe

      3

      "Players learn complex systems of diplomacy, economy, and warfare; skill improves over time."

      Capsule for Knights of Honor Knights of Honor

      "Players learn economic, diplomatic, and military management skills through gameplay."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary computer gameplay with no physical activity involved."

      Capsule for Universe Sandbox Universe Sandbox

      "Sedentary computer gameplay with no physical activity involved."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and planning each turn; not suitable for casual or background play."

      Capsule for Dominions 4: Thrones of Ascension Dominions 4: Thrones of Ascension

      "Requires focused attention and planning each turn; not suited for idle or casual background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Social interactions are limited to gameplay cooperation; no close emotional relationships described."

      Capsule for Dungeon Siege Dungeon Siege

      "Social interactions are limited to gameplay alliances and multiplayer; no close emotional relationships."

    • Leadership

      Game with the same Leadership vibe

      4

      "Players lead nations, manage alliances, and guide complex political and military decisions."

      Capsule for Europa Universalis IV Europa Universalis IV

      "Players lead nations, manage alliances, and guide strategic decisions with authority."

    • Progression

      Game with the same Progression vibe

      4

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

      Capsule for Imperial Glory Imperial Glory

      "Players accumulate resources, research technologies, and expand territories over time."

    • Relaxation

      Game with the same Relaxation vibe

      1

      "Game has moments of tension and challenge but overall pacing allows for some flow and relaxation."

      Capsule for Home Behind Home Behind

      "Turn-based pacing allows some relaxation but game involves strategic tension and challenge."

    • Sensation

      Game with the same Sensation vibe

      -2

      "Visuals are simple and functional; sensory stimulation is moderate and not a primary focus."

      Capsule for NIMBY Rails NIMBY Rails

      "Visuals are simple and functional; sensory stimulation is moderate and not a primary focus."

    • Status

      Game with the same Status vibe

      1

      "Some recognition through multiplayer and community but mostly individual achievement focus."

      Capsule for Seven Kingdoms 2 HD Seven Kingdoms 2 HD

      "Some recognition through multiplayer and community but mostly individual achievement focused."

    • Story

      Game with the same Story vibe

      3

      "Narrative emerges from player-driven alternate histories and historical events."

      Capsule for Europa Universalis IV Europa Universalis IV

      "Narrative emerges from player-driven alternate history scenarios and global events."

    • Strategy

      Game with the same Strategy vibe

      5

      "Core gameplay centers on complex strategic planning, resource management, and tactical decision-making."

      Capsule for Nordhold Nordhold

      "Core gameplay centers on strategic planning, resource management, and tactical decision making."

    • Thrill

      Game with the same Thrill vibe

      2

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

      Capsule for Knights of Honor II: Sovereign Knights of Honor II: Sovereign

      "Players experience suspense and tension from warfare outcomes and diplomatic maneuvers."

    • Value

      Game with the same Value vibe

      5

      "Highly praised for excellent value given low price and replayability."

      Capsule for The Deed The Deed

      "Highly praised for excellent value, especially at low price and with extensive replayability."

    • Violence

      Game with the same Violence vibe

      3

      "Combat and conquest are central, involving attacking and defending territories."

      Capsule for RISK: Global Domination RISK: Global Domination

      "Combat and conquest are central elements, involving military engagements and territorial control."

    • Survival

      Game with the same Survival vibe

      3

      "Players must manage resources and military to avoid defeat and maintain their nation’s survival."

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

      "Players must manage resources and military to avoid defeat and maintain nation stability."

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Competition, Fellowship, Domination, Status. Here, the score leans higher than usual among comparable games on Story. It leans lower than usual among comparable games on Sensation, Intimacy.

    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