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FAQ - Printable Version +- The Long Century Forums (http://thelongcentury.com/forum) +-- Forum: The Long Cenutry (http://thelongcentury.com/forum/forumdisplay.php?fid=1) +--- Forum: Main (http://thelongcentury.com/forum/forumdisplay.php?fid=2) +--- Thread: FAQ (/showthread.php?tid=3) |
FAQ - Pyros - 04-23-2025 What is this? The Long Century is a grand strategy game set in the 19th and 20th centuries (throughout the Long 19th cenutry). The player will manage the economy, diplomacy, government, and military of a country through this time period. What are the design goals of this project? The main design goals are simulation and moddability. We aim to create a game that accurately simulates real world systems such as agriculture, mining, trade, and the military. The project is designed to be moddable like no other game in the genre ever has been before. You will be able to create scenarios in a large range of time periods, fantasy maps, overhaul mods, multiplayer balance mods, and far more, both more easily and with much greater power. How is this game going to be particularly moddable? Firstly: The Tool Designer Our game includes an in-engine utility for modding. Using a GUI, you are able to intelligently create new tiles, change province/population parameters, and more. The tool designer includes the functionality to auto-generate province information such as climate, agriculture parameters, terrain and more with a single press of a button. The function reads data from several data maps and superimposes on the provided province map. The tool designer includes the ability to export the scenario you have created as a set of files you can feed back into the game as a mod. You will rarely or even never again have to manually change values in a text file! Secondly: The scripting system. Our game includes a robust scripting interface that allows players to do a hugely increased range of things with events, decisions, and other player interactions. The scripting interface is based on AngelScript. Using the provided interface functions, a script can do almost anything you can do with full-featured code. This sounds complicated. Is this game going to be hard to play or pick up? No. The project is designed not to have heavy micromanagement, and use intelligent semi-automation to ease new players in. More experienced players will be able to utilize the depth of the systems to their advantage, without the game being virtually unplayable if you have no idea what you are doing. How far along is this project in development? If a system is discussed in detail either in this FAQ or in a dev diary, chances are it is nearly- or fully-implemented. How Exactly Does Modding Work? There are a few ways to mod the game or create different scenarios to play: Content Modding: The tile data, populations, laws, and other forms of static (does not change over the course of a campaign) content are encoded in the form of JSON files. You can modify these directly in any text editor, or (particularly in the case of tiles and populations) use the included database editor to modify them in a semi-automated way, in-engine. More to come in the near future |