Geopolitical grand strategy · 2000–2075

The game

One state, 75 years, one simulation: economy, trade, diplomacy and military interlock – and every value explains why it is what it is.

Design pillars

What makes SOVEREIGN

I

Systems, not scripts

Economy, politics, diplomacy and military influence each other.

II

History as a possibility

Historical events are the most likely path, but not the only one.

III

Depth without busywork

Ministries, templates and rules automate. You decide the strategy.

IV

Explainability

Every value has a “Why?” tooltip with its chain of causes.

V

One core, many modes

Campaign, scenario and later competitive run on the same simulation.

In numbers

The first playable region

91
Nations in the 2000 start scenario
3,129
Provinces · 362 regions
31
Goods · 43 building types
167
Technologies in 12 branches
162
Events in the current build

Numbers from the game data of the current prototype build (Europe, Russia, Middle East & North Africa). They grow with every milestone.