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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, Simulator, Shooter

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  • Outdated graphics and interface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
    5

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

  • Competence
    3

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

  • Competition
    3

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

  • Continuation
    4

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

  • Cooperation
    2

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

  • Creativity
    4

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

  • Domination
    2

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

  • Escapism
    3

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

  • Expectation
    -4

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

  • Experimenting
    4

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

  • Exploration
    2

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

  • Expression
    3

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

  • Fantasy
    1

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

  • Fellowship
    1

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

  • Growth
    3

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

  • Health
    -5

    "Sedentary computer gameplay with no physical activity involved."

  • Idle
    -3

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

  • Intimacy
    -4

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

  • Leadership
    4

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

  • Progression
    4

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

  • Relaxation
    1

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

  • Sensation
    -2

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

  • Status
    1

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

  • Story
    3

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

  • Strategy
    5

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

  • Thrill
    2

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

  • Value
    5

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

  • Violence
    3

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

  • Survival
    3

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

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    Last update: 06/03/2026