Political-economy grand strategy

Forge a nation across
the long century.

Politics, economics, diplomacy and war emerge from interacting simulations — not hard-coded scripts. Markets clear good by good, populations migrate and change class, and nations rise or fall on the strength of their economies and armies.

Pay what you want · Built for players who read the spreadsheet behind the map.

Simulation Pillars

Every system feeds the others. There is no separate "AI script" — the world plays by the same rules you do.

Living Economy

Markets, transactions and trade. Resource-gathering operations — mines and agriculture — feed prices that clear good by good, every tick.

Populations

Pops with demographics, migration, occupation and class conversion. People move toward work and opportunity, reshaping every province.

Politics & Characters

Country-level politics driven by leaders and characters, with power dynamics that shift as fortunes change.

Diplomacy

Relations, diplomatic requests, casus belli and the road to war — leverage built from the same simulation everyone else plays.

Military

Armies and navies, movement, tactics and battles drawn from real manpower pools. Logistics matter as much as numbers.

A Living World

Provinces, states and nations with natural resources, climate and map data — loaded from fully scripted scenarios.

Moddable

Game logic is exposed through embedded AngelScript. Script content, events and rules without touching the engine.

Custom Engine

A modern OpenGL 4.6 renderer and a multithreaded job system drive large simulations at speed.

Play Together

The Long Century is built for multiplayer from the ground up: host or join lobbies over the network, with the same deep simulation running for every player. Discord and Steam integration tie it into the communities you already play in.

The Data Behind the Map

The same world data the simulation runs on — provinces, climate, soil, rainfall, vegetation and elevation, all modelled per location.

Latest Dev Diaries

Design notes and progress straight from development.

Dev Diary #2 — How the market clears

Every tick, every good finds a price. A look at how supply, demand and resource-gathering operations settle the economy — and why letting the market clear honestly makes the whole game more interesting.

Read more →

Dev Diary #1 — Why a generalizable engine

Paradox games share a foundation — Clausewitz underlies EU4, CK3 and Victoria 3. The Long Century starts from that idea: a generalizable engine where the rules of politics, economics and war emerge from simulation.

Read more →
Read the blog →

Get the Game

Support development and get access. Pay what you want. Payments are handled securely off-site by Stripe.

Purchase / Support →

Prefer to talk first? Join the community on the forum.

Stay in the loop

Get new dev diaries and launch news by email. No spam.