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yeah... davis, i think a "grand strategy MMO" is kind of an oxymoron. the closest thing to that that I found via Google are basically just variations of strategy MOBAs.
 
Theres the Stronghold MMO thats out there, its ok but buying stuff for cash makes you invincible. Plus after a while it becomes a horribly tedious chore and you cant quit because you put so much time into it.
 
Anyone have recommendations for a grand strategy mmo?

Something with Paradox type of depth/gameplay but on a larger scale?

There are no literal grand strategy MMO's out there. However there are some games that come closer to it than others.

There is of course the Clan War aspect of EVE Online.

Then there is the Online Galactic War in Planetary Annihalation (the RTS aspect will chance to grand strategy once have a respectable big clan and you can call the shots, so that minor members are like the army generals for you and will do the RTS battles on planets for you while you direct the forces in galactic scale)

Then there is Mortal Online and Darkfall Online. Both are like EVE online in their online model, but the setting is like a standard fantasy game(on ground with swords, mounts, 1st person combat, guild management). You can join existing guild and serve as a common soldier and fight in wars that the guild bosses devise or become a guild master yourself and contest with other guilds. You can build fortifications for your guild and even hire AI guards, but everything else is player driven. For example, if you want to conquer a port city, your clan would have to band together and build a man-o-war. Then one player has to go to steering wheel and others would have to man the cannons. Then you would have to sail in real time to their port city and then attack them there. First you destroy their fortification and cannons. Since you were prepared, your cargo bay is full of mounts, so, all of you jump on your mounts and charge to meet the city soldiers on the field.
 
Then there is Mortal Online and Darkfall Online. Both are like EVE online in their online model, but the setting is like a standard fantasy game(on ground with swords, mounts, 1st person combat, guild management). You can join existing guild and serve as a common soldier and fight in wars that the guild bosses devise or become a guild master yourself and contest with other guilds. You can build fortifications for your guild and even hire AI guards, but everything else is player driven. For example, if you want to conquer a port city, your clan would have to band together and build a man-o-war. Then one player has to go to steering wheel and others would have to man the cannons. Then you would have to sail in real time to their port city and then attack them there. First you destroy their fortification and cannons. Since you were prepared, your cargo bay is full of mounts, so, all of you jump on your mounts and charge to meet the city soldiers on the field.

so basically assassin's creed: black flag meets Sid Meyer's pirates!
 
Theres the Stronghold MMO thats out there, its ok but buying stuff for cash makes you invincible. Plus after a while it becomes a horribly tedious chore and you cant quit because you put so much time into it.

*shudders* ah, so a pay 2 win game. i hate pay 2 win games. they pretty much defeat the purpose of playing legitimately. i'd rather eat a box of tacks and sell my soul to bill o'reilly.
 
I have this great game idea which is a mmo with crusader kings land system and players would be kings/dukes etc and ruling other players and filler ai ones. Their character would have age of maybe week or two to encourage change of power and civil wars. I have all these cool mechanics in my head with cool map system where you can name your kingdom and other mechanics which encourage plotting. Also have thought about common people's work and other stuff. If only I had some magic to make that game :D
 
Sadly, there is no "grand-strategy" mmo worth mentioning. If you do want a cheap stupid mmo grand strategy that takes no effort and is mind-numbingly stupid and p2w, just google "browser strategy games". One example would be Grepolis.
 
I have this great game idea which is a mmo with crusader kings land system and players would be kings/dukes etc and ruling other players and filler ai ones. Their character would have age of maybe week or two to encourage change of power and civil wars. I have all these cool mechanics in my head with cool map system where you can name your kingdom and other mechanics which encourage plotting. Also have thought about common people's work and other stuff. If only I had some magic to make that game :D
I've dreamt about a similar game. The great thing about it from my perspective would be the demise limit and as you mentioned the vassal loyalty. Most MMORTS's have a problem that the big eventually crush the small and it's hard for the new to compete with the established. This wouldn't be a problem with a CK Online.
 
I've dreamt about a similar game. The great thing about it from my perspective would be the demise limit and as you mentioned the vassal loyalty. Most MMORTS's have a problem that the big eventually crush the small and it's hard for the new to compete with the established. This wouldn't be a problem with a CK Online.
It would have far worse problems than just that. CK2 online would bring more problems than fixing any.
 
The closest is probably going to be Kingdom Under Fire II.I haven't played it, but from what I've read, the devs said that in multiplayer, there's 15 player vs 15 player battles and sieges between different guilds where each player leads an army.
 
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One game that is online grand strategy but not an MMO, is Neptunes Pride. It is a space grand strategy where people fight against each other in matches. One match lasts about a month of real time. It is a browser based game and you have to spend 15min minimum each day assigning orders in your empire. Its not text based, it is a proper game.
 
It would have far worse problems than just that. CK2 online would bring more problems than fixing any.

I don't want to derail the thread but fix what? Fix MMORTS's? I hope that's what you mean because I'm not talking about fixing CK2 or even improving it. The thread is about online strategy games. I've played my share, Beyond Protocol was the last proper (not counting Age Of Empires Online) MMORTS I played. So it's been awhile but there isn't a hell of a lot of them out there. They had their system for trying to deal with the new competing with the established and the powerful constantly beating up the small which was essentially to put a lot of space between the established and the new or respawning and to keep technological progress when you respawned. It still didn't completely solve the problem and people abused. However a demise limit and vassal loyalty sounds to me like a far more elegant and effective way of countering what I consider (in my experience) to be the biggest problem with MMORTS's. That's all I was referring too, as for the rest of the mechanics and problems that a CK Online would bring it would depend on the design mostly.