1
Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.
Hearts of Iron IV
PCMacLinux
World War IIGrand StrategyWar
$49.99 ~110.7 hr median co-op complexity: heavy 90.1% of 372k
The Squirrel's verdictHistorical scenarios are HoI4's core offering: real WWII-era nations with detailed production chains, research trees, and diplomacy systems built around specific starting conditions. Players who found Dummynation's AI repetitive and wanted more to manage will find it here, though reviewers consistently note the tutorial fails to explain the systems and most players rely on outside guides. Median playtime runs over 110 hours.
Not for you if you want something learnable without outside guides, or found Dummynation's complexity already enough to handle.
2
Grand StrategySci-fiMilitary
$9.99 ~25.2 hr median co-op complexity: moderate 87.3% of 488
The Squirrel's verdictSpace colonization and co-op are what separate Solar Nations 2 from Dummynation: players can combine forces across Earth, the Moon, and Mars rather than competing solo on a single world map. The scope is broader but reviews consistently flag disconnected systems and a rough AI. At $9.99 and a median 25 hours, it suits players who wanted more geographic scale and are willing to tolerate an unpolished experience.
Not for you if you want tightly connected systems rather than a scale-first game where mechanics don't interact much and the AI is described as bad.
3
Closest Match Closest MatchThe most similar game to the anchor, by what players say. Budget Pick Budget PickThe best game here for the least money.
Political SimPoliticsGrand Strategy
$9.99 ~58.4 hr median no co-op complexity: moderate 79.5% of 3k
The Squirrel's verdictAlliance freedom is the defining difference: SuperPower 2 lets you negotiate, buy land, or go to war with any nation individually rather than triggering bloc-wide responses. It adds granular economic levers — tax rates, trade, tech deals — on top of the nation-management-and-war structure. At $9.99 and a median 58 hours, it fits players who wanted more sandbox diplomacy and fewer scripted constraints.
Not for you if you need competent AI opposition — reviews describe the AI as exploitable and prone to ganging up on the player regardless of provocation.
4
Making History: The Second World War
PCMacLinux
World War IIWarHistorical
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$29.99 ~121.1 hr median no co-op complexity: moderate 77.9% of 289
The Squirrel's verdictBoth games let you play any nation on a world map driven by territory, production, and AI-managed alliances. The Second World War adds economy management across food, coal, and production chains in a WWII-specific scenario, at more than triple Dummynation's price and a steeper learning curve. Median playtime reaches 121 hours. Reviewers note the tutorial is thin and end-of-turn processing can take several seconds.
Not for you if you prefer a low-friction entry point rather than a deeper economy sim with a sparse tutorial and slow turn processing.
5
Supreme Ruler 2020 Gold
PC
ModernTacticalWargame
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$9.99 ~111.1 hr median no co-op complexity: heavy 77.7% of 251
The Squirrel's verdictSame nation-management core: pick a country, manage economy and military, fight AI or scripted wars. Supreme Ruler goes deeper, with campaign/sandbox/scenario modes, granular unit micromanagement, and a political-economic layer, at the cost of speed. Median playtime tops 111 hours, for players who want a slower, denser simulation over Dummynation's quick matches.
Not for you if you want fast, simple matches rather than deep micromanagement and long campaigns that can run 100+ hours.
6
Making History: The Great War
PCMacLinux
World War IGrand StrategyHistorical
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$29.99 ~79.1 hr median no co-op complexity: heavy 75.6% of 454
The Squirrel's verdictWorld War I is the fixed setting here: real historical nations, deep economic and production management, and an editor that lets you reshape starting conditions rather than being locked into fixed alliances. At 79 median hours and $29.99, it suits players who found Dummynation too shallow and want historical depth and moddability. The UI is dated and the learning curve is steep.
Not for you if you prefer short, low-commitment sessions over a dense, time-consuming historical simulation with an outdated interface.
7
Massively MultiplayerGrand StrategyEconomy
Monetized MonetizedHeads up: leans on microtransactions or free-to-play hooks.
$19.99 ~33.1 hr median co-op complexity: light 67% of 564
The Squirrel's verdictBoth put you in charge of a nation among rivals, with policy/unit systems and multiplayer instead of solo AI matches. Dummynation is turn-based with territorial combat and forced starting alliances; Minds of Nations drops direct conquest for policy-driven nation-building in a persistent real-time multiplayer world, aimed at players who want longer-session grand strategy over map-painting skirmishes.
Not for you if you want combat-driven territory grabs rather than policy management, or dislike persistent multiplayer where players in other timezones can advance while you're offline.
8
Massively MultiplayerGrand StrategyMilitary
$11.99 ~8.3 hr median no co-op complexity: light 62.5% of 389
The Squirrel's verdictGenerals & Rulers strips conquest down to setting invasion troop numbers and hitting confirm, with no visible units or NATO-style alliance locks forcing early wars. It suits players who want Dummynation's territory-painting loop without forced alliances, but expect no fine-grained unit tactics, and reviews report crashes once a nation grows large.
Not for you if you want visible unit control, deeper diplomacy than peace/war toggles, or stability once your empire gets big.