Development blog

Dev Diaries

How The Long Century is built — economy, populations, diplomacy and the engine underneath. New entries as work progresses.

  • Dev Diary #5: The scripting API and the decisions behind it

    One way to do each thing, names instead of numbers, read-only views, and a rule to build in the script before adding to the game. Here are the calls we made on the scripting interface, what we turned down, and what is still open.

  • Dev Diary #4: The scripting system

    Decisions, events, casus belli, state foci, state buildings, and most of the on-screen interface are written in scripts you can open and read. Here is what they can touch, what they cannot, and how changes stay in step across a multiplayer game.

  • Dev Diary #2: How the market clears

    Every game day, real goods and real money move through local submarkets, the world market, and its supply pools. Prices react to what was actually scarce, bought, and left unsold.

  • Dev Diary #3: Populations that change

    Pops eat, earn, grow restless, and change occupation in response to real local demand. The state labour pool turns a new job into pressure that reshapes the people who live nearby.

  • Dev Diary #1 — Why a generalizable engine

    Grand Strategy is built on a foundation. This engine that we have built for this game is extensible and shows great promise for delivering on the experience we want to provide. It can simulate all that we need and gives avanues and room for more down the line.