Dev Diary #3 — Populations that move
Pops aren't a number in a box. They have demographics, occupations and a reason to move. How migration and class conversion turn a static map into a living one.
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Political-economy grand strategy
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.
The simulation behind the map
The Long Century is an in-depth political-economy simulation in the tradition of Paradox grand strategy — Victoria, EU4, CK3 — but built around a generalizable engine the way Clausewitz underlies those games. The rules of politics, economics, diplomacy and war emerge from interacting simulations rather than bespoke scripting.
Every province has a population that works, trades, migrates and converts between occupations; markets settle supply and demand every tick; leaders and characters steer the politics of nations.
Buy / SupportEvery system feeds the others. There is no separate "AI script" — the world plays by the same rules you do.
Markets, transactions and trade. Resource-gathering operations — mines and agriculture — feed prices that clear good by good, every tick.
Pops with demographics, migration, occupation and class conversion. People move toward work and opportunity, reshaping every province.
Country-level politics driven by leaders and characters, with power dynamics that shift as fortunes change.
Relations, diplomatic requests, casus belli and the road to war — leverage built from the same simulation everyone else plays.
Armies and navies, movement, tactics and battles drawn from real manpower pools. Logistics matter as much as numbers.
Provinces, states and nations with natural resources, climate and map data — loaded from fully scripted scenarios.
Game logic is exposed through embedded AngelScript. Script content, events and rules without touching the engine.
A modern OpenGL 4.6 renderer and a multithreaded job system drive large simulations at speed.
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 same world data the simulation runs on — provinces, climate, soil, rainfall, vegetation and elevation, all modelled per location.
Design notes and progress straight from development.
Pops aren't a number in a box. They have demographics, occupations and a reason to move. How migration and class conversion turn a static map into a living one.
Read more →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 →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 →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.