The game
One state, 75 years, one simulation: economy, trade, diplomacy and military interlock – and every value explains why it is what it is.
What makes SOVEREIGN
Systems, not scripts
Economy, politics, diplomacy and military influence each other.
History as a possibility
Historical events are the most likely path, but not the only one.
Depth without busywork
Ministries, templates and rules automate. You decide the strategy.
Explainability
Every value has a “Why?” tooltip with its chain of causes.
One core, many modes
Campaign, scenario and later competitive run on the same simulation.
Eight areas, one world
Every area has its own page – with screenshots from the prototype build and links into the codex.

Economy
Population groups, production chains, budget and debt. Every factory shows its limiting factor.
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Trade & logistics
World market with weekly prices, sea lanes, pipelines and chokepoints from Gibraltar to Hormuz. Embargoes act through real routes.
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Diplomacy & crises
Conflicts begin as crises with an escalation ladder. Alliances, sanctions, conferences and spheres of influence.
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Military
Equipment in generations, fronts, supply over the same network as trade. Deterrence from the start.
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Research & timeline
A tree as a timeline: researching ahead costs more, falling behind gets cheaper through diffusion.
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Chronicle & map
An automatically written history book of your game – and a map with relief, rivers and curved country names.
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Maps & scenarios
Start dates 2000, 2008, 2014, 2026 and 2040 on the same province map – with real figures and sources.
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Modes & multiplayer
Single player instantly in the browser, campaigns with friends, quick matches – crossplay between browser and Steam.
Learn more →The first playable region
Numbers from the game data of the current prototype build (Europe, Russia, Middle East & North Africa). They grow with every milestone.