Shape nations, steer history, and survive the century.
Sovereign is a premium PC grand strategy game set in an alternate-history 1991–2050 sandbox, blending deep internal politics, macroeconomics, diplomacy, intelligence, and war. It is built for players who want the systemic depth of modern grand strategy with the tempo control, production-scale simulation, and geopolitical agency of a high-end 4X/strategy hybrid.
Strategy Veteran Pavel, 38 - Long-time grand strategy player who expects depth, modability, and systemic coherence. He wants political and military choices to have consequences across decades.
Narrative Planner Elena, 31 - Enjoys alternate-history scenarios and wants to guide a country through crises with clear feedback and meaningful branching outcomes.
Systems Optimizer Darius, 27 - A min-max player focused on economic growth, internal stability, and efficient military readiness. He experiments with builds and enjoys optimization under uncertainty.
Elena starts a campaign as a mid-sized nation in 1991 and immediately feels overwhelmed by debt, restless factions, and unstable alliances. The briefing shows three urgent problems and one opportunity: stabilize the economy, prevent a coup, and exploit a neighboring power vacuum.
She pauses, adjusts taxes, renegotiates trade, and reassigns the intelligence budget to watch a hostile bloc. Within the first year, inflation drops, unrest eases, and an early diplomatic win opens access to critical imports. The game turns her decisions into a believable alternate-history arc instead of a string of disconnected menus.
By the late 2030s, her nation has become a regional power with resilient institutions and a modernized military. The value to the business is clear: players who feel agency and clarity are more likely to finish campaigns, recommend the game, and buy expansions for new starts and scenarios.
Team & resourcing - Small AAA-style strike team - 6 engineers, 2 designers, 1 producer, 1 UX writer, 1 technical artist, shared QA and audio support.
Paste this into Cursor, Bolt, Lovable, or v0 to start building.
Build a premium PC grand strategy game prototype called Sovereign using Unity 6 or Unreal Engine 5 with a clean, data-dense UI. Product summary: An alternate-history global strategy game set from 1991 to 2050 with pause and variable time speed, deep domestic politics, economy, diplomacy, intelligence, and strategic warfare. The player chooses a nation, receives a strategic briefing, sets policy priorities, advances time, and responds to events, crises, wars, and historical divergences. Core features to implement: 1. Country selection screen with scenario starts for 1991, 2001, 2010, 2025 2. Strategic briefing panel with immediate threats, opportunities, and recommended actions 3. Main world map with overlays for politics, economy, military, unrest, and intelligence 4. Variable time controls: pause, 1x, 2x, 4x, fast-forward 5. Domestic policy system with laws, budget sliders, factions, stability, legitimacy, and unrest 6. Economy system with GDP, inflation, debt, trade, industrial output, and sanctions 7. Diplomacy system with alliances, trade deals, guarantees, sanctions, and peace talks 8. Intelligence system with fog of war, confidence levels, and espionage reports 9. Strategic war system with mobilization, supply, front-level conflict, and peace outcomes 10. Event system with branching choices and consequences 11. Save/load, autosave, and deterministic simulation state 12. Basic tutorial and contextual tooltips Primary screens and flows: Title screen, new campaign setup, nation selection, strategic briefing, main map, policy ledger, diplomacy screen, intelligence screen, war overview, event modal, save/load menu, settings Data model: Country, Leader, Government, Faction, Policy, Budget, EconomyStats, MilitaryStats, IntelligenceNetwork, DiplomaticRelation, TradeRoute, Event, Crisis, WarState, SaveGame, ScenarioStart Use versioned JSON or binary serialization for save data and include migration support. Technical stack: Client: Unity 6 or Unreal Engine 5 UI: Native engine UI with responsive panels and scalable typography Backend/light services: Node.js or .NET for telemetry, cloud saves, and entitlements if needed Database: PostgreSQL for telemetry/config metadata Analytics: Sentry for crash reporting, Steamworks for achievements/cloud saves/Workshop compatibility Implementation guidance: Make the simulation deterministic, offline-first, and performant on mid-range PCs. Include accessibility settings for text scaling and colorblind-safe palettes. Use modular systems for economy, diplomacy, intelligence, and war so each can be iterated independently. Create placeholder art, simple map visuals, and fully wired UI navigation. Build it so new nations and events can be added via data files rather than hardcoded logic.
смесь SuperPower 2 и Hoi4 это премиальная глобальная стратегия для ПК с альтернативно-исторической песочницей 1991–2050, паузой и изменяемой скоростью времени, глубокой внутренней политикой, экономикой, дипломатией, разведкой и войной., название будет: GEOSTRATA: Age of Sovereignty представь что ты исполняешь роль сразу всех членов ААА+ игровых студий Please generate a full PRD for this (objectives, features, tech stack, edge cases, metrics, and rollout).
Design by The Resonance | Powered by GPC – The AI Transformation Company