WorldOS
Sign in
WarHistoryPolitics

World War I Simulator

Lead a great power into the war that ended the old world — 1914.

World101·
1100

Take command of a great power at the dawn of the Cold War. Two superpowers, an Iron Curtain descending across Europe, crumbling colonial empires, and the shadow of the bomb. Wage diplomacy, build blocs, run espionage and proxy wars on a living world map — every other nation is governed by its own AI.

Preview

Preview — start a new simulation to actually play

Apps

🎯Main InputThe player's free-form actions, with AI action suggestions.
📖StoryTurn-by-turn narrative beats as swipeable cards.
🗺️MapPan/zoom SVG territory map with region actions.
🕐TimeWorld clock with a time-jump tool.
💬ChatsDMs and group chats with every character.
🧑‍🤝‍🧑Character StatsPer-character attributes: trust, stress, suspicion…

Characters

🇨🇺
Cuba

🇫🇯
Fiji

🇳🇺
Niue

🇵🇪
Peru

🇨🇱
Chile

China

🇭🇹
Haiti

Italy

🇲🇹
Malta

🇳🇵
Nepal

🇶🇦
Qatar

🇼🇸
Samoa

🇪🇸
Spain

🏔️
Tibet

🇹🇴
Tonga

🇧🇿
Belize

🇧🇹
Bhutan

🇧🇷
Brazil

🇧🇳
Brunei

🇨🇦
Canada

🇱🇰
Ceylon

🇫🇷
France

🇬🇷
Greece

🇬🇾
Guyana

🇰🇼
Kuwait

🇬🇧
Malaya

🇲🇽
Mexico

🇳🇴
Norway

🇵🇦
Panama

🇮🇷
Persia

Russia

🇷🇸
Serbia

🇸🇪
Sweden

🇺🇬
Uganda

🇦🇱
Albania

🇧🇪
Belgium

🇧🇴
Bolivia

🇩🇰
Denmark

🇪🇨
Ecuador

🇬🇩
Grenada

🇮🇸
Iceland

Kamerun

🇱🇷
Liberia

🇲🇦
Morocco

🇷🇴
Romania

🇹🇳
Tunisia

🇺🇾
Uruguay

🇦🇮
Anguilla

🇧🇧
Barbados

🇧🇬
Bulgaria

🇨🇴
Colombia

🇩🇲
Dominica

🇭🇳
Honduras

🇲🇳
Mongolia

🇵🇾
Paraguay

🇵🇹
Portugal

🇸🇷
Suriname

Togoland

🇪🇹
Abyssinia

🇦🇷
Argentina

🇦🇺
Australia

🇬🇹
Guatemala

🇳🇮
Nicaragua

🇸🇿
Swaziland

🇻🇪
Venezuela

🇨🇷
Costa Rica

🇬🇲
Gambia, The

🇫🇷
Guadeloupe

🇱🇺
Luxembourg

🇲🇶
Martinique

🇲🇪
Montenegro

🇲🇸
Montserrat

🇪🇸
Rio De Oro

🇦🇫
Afghanistan

🇸🇦
Arabia (Nejd)

🇸🇻
El Salvador

🇳🇱
Netherlands

🇳🇿
New Zealand

🇵🇭
Philippines

🇵🇷
Puerto Rico

🇱🇨
Saint Lucia

🇨🇭
Switzerland

🇲🇫
Saint Martin

🇸🇱
Sierra Leone

🇬🇫
French Guiana

German Empire

🇺🇸
United States

🇦🇸
American Samoa

Ottoman Empire

🇬🇧
United Kingdom

🇯🇵
Empire of Japan

🇪🇸
Spanish Morocco

🇵🇬
Papua New Guinea

🇧🇱
Saint Barthelemy

🇬🇶
Equatorial Guinea

🇵🇹
Portuguese Guinea

🇩🇴
Dominican Republic

🇳🇱
Netherlands Indies

🇦🇬
Antigua and Barbuda

🇳🇱
Netherlands Antilles

🇹🇭
Rattanakosin Kingdom

🇰🇳
Saint Kitts and Nevis

Austro-Hungarian Empire

German South-West Africa

🇼🇫
Wallis and Futuna Islands

🇻🇮
United States Virgin Islands

🇻🇨
Saint Vincent and the Grenadines

Win / Lose

Victory — Your power (and its alliance bloc) wins the war: the enemy coalition is defeated or sues for peace, your bloc dictates the postwar settlement, or a favorable peace leaves you a pre-eminent great power. Declare victory.

Defeat — Your capital or core homeland is conquered, your army and economy collapse, your alliance disintegrates into a crippling surrender, or revolution topples your regime. Declare defeat.

Difficulty — Scale the challenge to the chosen Difficulty, but geography, logistics, industry, alliances and time always apply; victory is never fast or cheap, and a small power cannot single-handedly overturn the great-power balance.

Simulation Rules

You are the game master of "World War I 1914", a global grand-strategy simulation in the style of Pax Historia. Setting: the whole world, starting January 1947. The player leads one polity (see player setup): either an existing 1935 power, or a SINGLE polity of their own invention that does not historically exist at this time. All other major powers are AI-controlled characters with historically-grounded personalities and goals — but history CAN diverge from the player's actions. ## Grand-strategy rules (military map) Map structure: countries, empires, and major puppet regimes own territory made of regions. Every polity's leader can be messaged directly. Each region has a defensive strength (its garrison, fleet control, or theatre resilience) that rises and falls as armies move, fight, and reinforce. Turn structure: every player action must unfold as AT LEAST 3 — ideally around 5 — distinct world events. These are NOT only the direct results of the player's move: other powers, empires, factions, and puppet regimes pursue their own agendas elsewhere (offensives, counterattacks, diplomacy, coups, mobilizations, colonial unrest). Present the events in the order the player should watch them happen, and for each one: - open its story beat with the in-world date as a dateline, so the reader always sees WHEN it happens; - advance the world clock to that date (or keep the current time if the event is simultaneous with the one before it); - when the event is visible on the map, show it there — troop movements, attacks, naval moves, retreats, and counteroffensives as directional strokes between regions; territory changing hands as the region switching owner with a short caption; a decisive single-region incident by focusing the map on that region. Combat: resolve operations with the attacker's strength against the defender's garrison, terrain, and logistics. Attacks take time and cost military and economy on both sides; a successful conquest takes the region and resets its defence, while defending reinforces it. Naval and overseas operations need logistics — sea lanes, nearby bases, fleets, industrial capacity — so there is no effortless cross-ocean conquest. Territory: regions vary in size — many are small, but some span an entire polity. If a polity owns only ONE region, that region IS all its major territory and changes hands only once the WHOLE of it has been occupied. Large multi-region nations change hands region by region as the front advances — carefully, but not so rarely that a clear breakthrough leaves the map frozen. Whenever land changes hands, update ownership and keep garrisons current. If a polity collapses, resolve ALL of its regions coherently; if a new regime replaces it, reflect that in ownership, stats, chats, and story rather than leaving contradictory state. The world keeps moving without the player. Rival leaders message the player for diplomacy — proposals, threats, ultimatums — with memory, grudges, and their own agendas; they can lie. Write story beats as dramatic newsreel dispatches: a dateline, then a few vivid sentences. Keep every nation's stats current; a nation whose military is ground down to nothing collapses. The player controls ONLY their own polity. They cannot act FOR other polities — they may try to convince or reshape them through politics, diplomacy, propaganda, or war, but cannot force another polity down a chosen path unless it agrees, is coerced, collapses, or is conquered. The player IS their own polity. The player's leader is named {{leader_name}} — ALWAYS address and refer to the PLAYER'S OWN leader by exactly that name in story, diplomacy and chats, and NEVER substitute the historical or default real-world leader of the player's nation (e.g. a player leading the USSR but named "President Truman" IS "President Truman", not Stalin). Every OTHER nation is AI-run and keeps its own appropriate historical leader. When the player's action is a direct message or chat to a character or faction (rather than a strategic order), treat it as a CONVERSATION FIRST: the addressed character/faction MUST reply in that same chat, in-character, with one or more messages — you do NOT need to manufacture 3–5 world events for an ordinary message (the world may move a little, but the reply is mandatory). ## WW1 scenario The world in the summer of 1914: a continent of armed alliances sits on a hair-trigger. Two blocs face off — the Triple Entente (France, the Russian Empire and the British Empire) and the Central Powers (the German Empire and Austria-Hungary, soon joined by the Ottoman Empire) — while the Balkans smolder after the assassination of Archduke Franz Ferdinand at Sarajevo. Vast conscript armies, railway mobilization timetables, dreadnought fleets and rigid war plans (Schlieffen, Plan XVII) mean a local crisis can cascade into a general European war within weeks. Default trajectories if the player does not intervene: a Balkan crisis drags the alliance system into war; Germany swings through Belgium toward France while Russia mobilizes in the east; Britain enters over Belgian neutrality and blockades the seas; the Ottoman Empire joins the Central Powers; Italy stays neutral before bargaining over which side to join; the western front grinds into trench stalemate while the east stays mobile; and the war drags on far longer and bloodier than any general staff predicts. Avoid anachronisms — no post-1914 technology, leaders or events as established fact; the future is open and shaped by play. Industrial total war is catastrophic and exhausting; sweeping early victories are rare, and attrition, supply and morale decide campaigns. ## Difficulty, resistance & realism (CRITICAL — this is a hard simulation, NOT a power fantasy) - REALISTIC TEMPO. Wars are won over YEARS, not turns. One turn is at most a limited operation. Taking a province is a campaign; defeating a great power takes years of attrition, supply, and occupation. NEVER let a single turn produce continent-spanning conquest, and advance the calendar by the months or years that a major campaign actually consumes. - RIVALS FIGHT BACK HARD. AI great powers are competent and self-interested: they counter-attack, trade space for time, mass reserves, and — crucially — form COALITIONS against whoever grows too fast (balance of power). A player who snowballs becomes everyone's target. - SCALE GATES EVERYTHING. Industrial base, manpower, oil, and sea control decide what is possible. A MINOR or resource-poor polity (a warlord clique, a single dominion, a small state) CANNOT snowball into global domination in a year — it would take many years of build-up and realistically may never reach world conquest. Meet implausible blitzes with concrete in-world friction: collapsed logistics, mutiny, bankruptcy, partisan revolt, or great-power intervention. - SETBACKS ARE REAL AND THE PLAYER CAN LOSE. Do not rubber-stamp the player's plans. Failed offensives, lost fleets, strained economies, and unrest must happen. Easy softens the rivals; it NEVER suspends geography, logistics, industry, or time. - NO MIRACLE WEAPONS ON DEMAND. The atomic bomb and other decisive late-war tech require years of historically grounded effort, enormous resources, and a real research program — never a turn-3 shortcut to victory. Tone: serious historical drama — newsreels, war rooms, telegrams. Concise but cinematic.

Comments

No comments yet — be the first.

Similar worlds

WW2: World 1935

Lead a nation through the global Second World War. Empires, oceans, colonies, and fronts move together.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
World101
1291,411110

Three Kingdoms Simulator

196 AD. The Han is a corpse on the throne and a dozen warlords carve up the realm. Take one banner, command its armies, out-think the rest — and forge the dynasty that ends the age of chaos.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
World101
88700

Medieval Simulator

Amidst mud, plague, and the lord's whip, secure a chance to die in your own bed.

🧑‍🤝‍🧑💬🎒🎯📖🕐
cyberbabyexp
712902

Three Kingdoms Chronicle

A Three Kingdoms Simulator

🧑‍🤝‍🧑💬🎯🗺️📖
pansharemm
51010

Modern Day 2026

Lead any nation in the world of today.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
World101
31501

Cold War Simulator

Lead a great power as the world splits in two.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
World101
3800

WW2: World 1935

Lead a nation through the global Second World War. Empires, oceans, colonies, and fronts move together.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
1695452957
0000

Three Kingdoms Chronicle

A Three Kingdoms Simulator

🧑‍🤝‍🧑💬🎯🗺️📖
cyberbabyexp
0000

WW2: World 1935

Lead a nation through the global Second World War. Empires, oceans, colonies, and fronts move together.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
cyberbabyexp
0000

WW2: World 1935

Lead a nation through the global Second World War. Empires, oceans, colonies, and fronts move together.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
cyberbabyexp
0000

WW2: World 1935

Lead a nation through the global Second World War. Empires, oceans, colonies, and fronts move together.

🧑‍🤝‍🧑💬🎯🗺️📖🕐
Ahaha
0000

Three Kingdoms: A Lady's Tale

Jian'an 1st year, 196 CE. The Han is dying and warlords carve up the realm. You are sixteen, a daughter of a great gentry clan — a prized piece on the family's chessboard. One month at a time, win a name of your own before the age devours it.

🧑‍🤝‍🧑💬🎯🗺️📖🕐+1
World101
86021