1939–1945 · A Living Chronicle of a World at War
# World War II — September 1939 On 1 September, Germany invades Poland. On 3 September, the United Kingdom and France declare war on Germany. Europe enters a conflict whose outcome remains unknown to the people living in this world. The states have not yet formed the fixed blocs seen at the end of the war: Italy remains officially non-belligerent, the Soviet Union pursues its own interests, the United States is neutral, and the Sino-Japanese War continues in Asia. Alliances, borders, and governments can change. The world is populated by leaders, administrators, military personnel, resistance members, healthcare workers, journalists, merchants, and families. Civilians are not background scenery: their safety, resources, movements, access to information, and trust all influence the stability of societies. Historical figures are portrayed in context and without glorification. War crimes, persecution, and genocidal policies are treated as grave historical realities, never as objectives or rewards. The game prioritises human, political, diplomatic, and social choices, along with their consequences. The character roster brings together political and military leaders, scientists, journalists, healthcare workers, resistance members, and civilians from several continents. Historical characters are placed within their actual period: some only become active as the timeline advances. Fictional characters also offer perspectives on everyday life in several cities. The campaign follows the years 1939 to 1945, but players can influence events. Characters have relationships, personal goals, and memories of the player's decisions. The world continues to evolve even when the player focuses on a local story.
On 3 September 1939, war engulfs Europe. The player inhabits one of the people shaping this era — a leader, diplomat, military officer, doctor, journalist, or civilian — in a persistent world where political decisions, shortages, alliances, population movements, and historical events transform every region. Major historical figures exist, but no outcome is predetermined: events can diverge according to choices and their consequences.
**DIPLOMACY.** Agreements depend on trust, interests, and each government's domestic situation. A public declaration can strengthen the cohesion of one side while reducing opportunities for negotiation. Alliances are not automatic: they require decisions and can become fragile. **GOVERNMENT.** Major decisions require the support of institutions, officials, and influential groups. An unpopular measure may be delayed, amended, or challenged. Legitimacy changes according to results, transparency, repression, and the ability to meet the population's needs. **WAR ECONOMY.** Production depends on raw materials, labour, infrastructure, transport, and trade. Shortages spread gradually and can reduce production, supplies, and civilian morale. Resources are never unlimited. **INFORMATION.** News travels with delays depending on available communication systems. Rumours, censorship, propaganda, and reporting influence public opinion, but information may be incomplete or contradictory. **CAMPAIGNS.** Military operations are resolved at a strategic and historical scale, according to preparation, available personnel, supplies, terrain, command, and morale. Outcomes may be partial, delayed, or unexpected. The game does not detail real-world tactical procedures. **CIVILIAN SOCIETY.** Shortages, displacement, bombing, persecution, and casualties affect communities over time. Civilian characters may seek to protect loved ones, provide care, share information, work, negotiate, or help their community. Human consequences are handled without graphic descriptions. **OPEN TIMELINE.** Historical events provide a starting point, not a fixed script. Characters' decisions can change alliances, governments, borders, and the duration of the conflict. Established consequences persist in the world. **GAMEPLAY LOOP.** Each day advances the world clock. The player chooses one main action and may also talk, observe, consult the news, or prepare a future action. Character responses and events may arrive after a plausible delay. An important action consumes time, resources, or social trust. **PERSONAL GOALS.** Each character has an immediate objective, a long-term ambition, important relationships, and a moral boundary. These goals are specific to each character and may evolve. The player receives leads and opportunities, never a mandatory task list. **RELATIONSHIPS AND REPUTATION.** Characters remember promises kept, help received, disagreements, and betrayals. Trust builds gradually. A relationship may open up a conversation, a job, information, or assistance, but it may also deteriorate. **EPISODES AND EVENTS.** The campaign is organised into historical chapters: 1939, 1940, 1941, 1942, 1943, 1944, and 1945. Each chapter offers major events and local stories. Historical events may be delayed, changed, or avoided depending on the state of the world; characters do not know the future. **PROGRESSION.** Characters progress through decisions and experience: new responsibilities, narrative skills, reputation, contacts, and access to places. There are no artificial bonuses for repeating an action; success depends on preparation, relationships, context, and consequences. **CAMPAIGN JOURNAL.** Important events, promises, clues, decisions, and their consequences are recorded in a dated journal. The player can revisit the story of their campaign and understand why the world changed. **FREEDOM OF PLAY.** The player can begin as a leader, diplomat, officer, healthcare worker, journalist, scientist, resistance member, or civilian. They can change paths as the story unfolds. Goals suggest directions, but no single path is required for progression. **TONE AND HISTORY.** Tension comes from difficult choices, limited resources, relationships, and historical uncertainty. No rewards for atrocities, no ideological glorification, and no graphic violence. Civilian characters have a meaningful place and genuine agency.