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This category is about video games about alternate history. This can apply to both alternative takes on real-world history and alternative timelines to pre-existing game series. This can apply to both alternative takes on real-world history and alternative timelines to pre-existing game series.
A turn-based strategy 4X video game where players engage with real-world historical figures and events, managing ancient kingdoms, imperialistic expansion, and industrial and digital revolutions. The game emphasizes the geographical and political developments of civilizations, highlighting how cities, technologies, and cultures evolve across eras.
Rise of Nations is a real-time strategy video game developed by Big Huge Games and published by Microsoft Game Studios in May 2003. Designed as a fusion of concepts from turn-based strategy games with the real-time strategy genre, [2] the game's development was led by Brian Reynolds, who founded Big Huge Games following his involvement in the development of the turn-based strategy games ...
The timeline of the game spans from AUC 450 (304 BC) to AUC 727 (27 BC) [1] and includes the period of the Wars of the Diadochi and the establishment of the Roman Empire. The map spans from the Iberian Peninsula to India. [2] [3] As with previous games from Paradox, all of the nations in the game are playable. [4]
Timelines: Assault on America is a real-time strategy game set in an alternate history World War II, developed by Hungarian studio 4Flash Interactive. The game was released for Microsoft Windows , OS X , and Linux , and for iOS and Android on February 17, 2015.
History Line: 1914–1918 (released in North America by Strategic Simulations as Great War: 1914–1918) is a turn-based tactics computer game released in 1992 by the German team Blue Byte. The storyline takes the player through various battles of the First World War. It uses the software engine based on the better known Battle Isle '93.
A large map of the world is laid out. The game involves approximately 70 participants (depending on the size of the venue). Each participant is randomly assigned to one of ten regions in the world: North America, Latin America, Europe, the Commonwealth of Independent States, Africa, The Middle East, India, Southeast Asia, China and the Pacific Rim.
The 32 timeline cards represent significant events in (real) history of two types: Linchpins and Ripple Points. Players use Inverters to directly change the Linchpin events, changing to the alternative event on the reverse side of the timeline card. Changing a Linchpin also turns over one or more Ripple Point cards, exposing paradoxes.