
Is SGS We The People worth it for you?
We tell you who should skip it, too.
Play it if you…
Good fit- Historical strategy players interested in the American War of Independence
- Turn-based commanders who want land and naval operations in one game
- Players who prefer scenario-based war games with economic and diplomatic decisions
Skip it if you…
Saves you a refund- Players seeking quick matches rather than campaigns that can span 208 turns
- Players looking for a simple combat game without resource, supply, weather, and diplomatic systems
- Players who prefer a single fixed scenario instead of a grand campaign and shorter historical scenarios
Our take on SGS We The People
Rather than centering only on battlefield engagements, the game folds regional income, trade routes, cards, diplomacy, weather, supplies, and foreign intervention into the war’s turn-by-turn structure. Its scope follows an extended historical campaign instead of a single decisive battle.
What is SGS We The People?
SGS We The People covers the American War of Independence from 1775 to 1783 through two-week turns.
Players command either the British side or the American Colonies, managing regimental land units, naval squadrons, fortifications, supply units, headquarters, artillery, movement, and battles. Control of regions and trade routes generates income, which can fund cards, replacements, and mobile supplies. Cards affect reinforcements, economics, diplomacy, politics, popular support, and combat. Weather changes the map and affects military operations. The game includes a 1775 grand campaign lasting 208 turns, along with shorter scenarios covering Canada, Saratoga, the Clinton-Sullivan Campaign, and the Southern Campaign. French and Spanish intervention, diplomatic activity, and historical events influence the conflict.
How SGS We The People plays
- 01Two-week turns
- The war is played through turns representing two weeks, with the full campaign lasting 208 turns.
- 02Multiple scenarios
- Shorter scenarios cover the Canada invasion, Saratoga, the Clinton-Sullivan Campaign, and the Southern Campaign.
- 03Land and naval forces
- Regimental land units operate alongside naval squadrons, garrisons, fortifications, and supply units.
- 04Card-driven events
- Cards influence reinforcements, economics, diplomacy, politics, popular support, and combat.
- 05Weather effects
- Rain and snow alter the map and affect military operations.
- 06Resource management
- Regional control and British trade routes generate income for cards, replacements, and mobile supply units.
SGS We The People compared to similar games
Men of War: Assault Squad focuses on World War II with direct, hands-on combat and large-scale strategy, while SGS We The People models the American War of Independence through two-week turns, economic decisions, cards, diplomacy, and naval operations. Xenonauts centers on a Cold War-era alien invasion, using small squads of persistent soldiers to recover alien technology; SGS We The People instead covers opposing armies, fleets, regional control, and historical scenarios.
SGS We The People: platforms & release
Is SGS We The People worth it?
It is worth it if: historical strategy players interested in the American War of Independence. Skip it if: players seeking quick matches rather than campaigns that can span 208 turns.
Where can I download SGS We The People?
Use the Download Now button on this page: it opens SGS We The People's store page, where you can choose how to get it.
What platforms is SGS We The People on?
Windows and macOS.











