<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[The Long Century Forums - Main]]></title>
		<link>https://forum.thelongcentury.com/</link>
		<description><![CDATA[The Long Century Forums - https://forum.thelongcentury.com]]></description>
		<pubDate>Wed, 22 Jul 2026 06:43:26 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[MP?]]></title>
			<link>https://forum.thelongcentury.com/showthread.php?tid=9</link>
			<pubDate>Tue, 03 Jun 2025 03:24:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.thelongcentury.com/member.php?action=profile&uid=12">Lord Death</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.thelongcentury.com/showthread.php?tid=9</guid>
			<description><![CDATA[When's mp happening]]></description>
			<content:encoded><![CDATA[When's mp happening]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[banks]]></title>
			<link>https://forum.thelongcentury.com/showthread.php?tid=8</link>
			<pubDate>Mon, 19 May 2025 05:57:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.thelongcentury.com/member.php?action=profile&uid=7">Oliver Alan Brown</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.thelongcentury.com/showthread.php?tid=8</guid>
			<description><![CDATA[I've been wondering about the mechanics of saved money in the game. will money saved go to a bank and circulate again? or would it just be saved and go out of circulation?]]></description>
			<content:encoded><![CDATA[I've been wondering about the mechanics of saved money in the game. will money saved go to a bank and circulate again? or would it just be saved and go out of circulation?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Tech Tree]]></title>
			<link>https://forum.thelongcentury.com/showthread.php?tid=7</link>
			<pubDate>Mon, 19 May 2025 05:52:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.thelongcentury.com/member.php?action=profile&uid=8">Zesty</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.thelongcentury.com/showthread.php?tid=7</guid>
			<description><![CDATA[Will the techs be a direct copy and paste from base game Vic II?<br />
<br />
Will there be any modifications planned;<br />
<br />
and now I'm curious what changes people would want - if any.]]></description>
			<content:encoded><![CDATA[Will the techs be a direct copy and paste from base game Vic II?<br />
<br />
Will there be any modifications planned;<br />
<br />
and now I'm curious what changes people would want - if any.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How will wars and diplomacy regarding them work?]]></title>
			<link>https://forum.thelongcentury.com/showthread.php?tid=6</link>
			<pubDate>Sun, 11 May 2025 07:21:47 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.thelongcentury.com/member.php?action=profile&uid=9">TheZro</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.thelongcentury.com/showthread.php?tid=6</guid>
			<description><![CDATA[I'm curious as to how you'll implement how nations wage and resolve wars throughout the timeframe, especially how Great Wars would escalate and involve more nations as the war progresses along with shifting wargoals. Currently, most other games in this genre are extremely limited in playing these things out; I'm very interested in if you plan to remedy this, and if so, what do you have in mind?]]></description>
			<content:encoded><![CDATA[I'm curious as to how you'll implement how nations wage and resolve wars throughout the timeframe, especially how Great Wars would escalate and involve more nations as the war progresses along with shifting wargoals. Currently, most other games in this genre are extremely limited in playing these things out; I'm very interested in if you plan to remedy this, and if so, what do you have in mind?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Questions regarding The Long Century]]></title>
			<link>https://forum.thelongcentury.com/showthread.php?tid=5</link>
			<pubDate>Fri, 09 May 2025 02:12:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.thelongcentury.com/member.php?action=profile&uid=6">Naitor295</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.thelongcentury.com/showthread.php?tid=5</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">So i have several questions to ask as of now, with development going pretty smoothly it seems like.</span><br />
<br />
1- Will nations like Germany, Italy, Yugoslavia and Scandinavia still sometimes form without player or AI great power input from rebels?<br />
<br />
2- How is combat going to work exactly? are divisions going to attack eachother in the same tile like in Victoria 2 and EU4, or are they going to fight between them like in HOI4?<br />
<br />
3- Will there be dynamic province and maybe even state names?<br />
<br />
4- Are there going to be secret easter egg tags like Jan Mayen, Byzantium and Babylonia like in the original vicky2 if the player somehow meets the requirements?<br />
<br />
5- Is the newspaper mechanic also going to be present? with it being far more varied and dynamic?<br />
<br />
6- How is colonizatination going to be reworked? and what replaces the life rating mechanic?<br />
<br />
7- Are the cultures going to be very varied? with pops like catalonians, basque, occitanians, arpitans and bretons being represented? alongside their own respective tags (Countries)?<br />
<br />
8- Are events going to be less spammy and cause a more signifcant part of the population to get effected?<br />
<br />
9- Is there going to be more flavour? and i don't mean insane alt history, but rather more events regarding historical events and people in countries like the USA, Germany, UK, Russia etc.<br />
<br />
10- How many start dates there are going to be?]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">So i have several questions to ask as of now, with development going pretty smoothly it seems like.</span><br />
<br />
1- Will nations like Germany, Italy, Yugoslavia and Scandinavia still sometimes form without player or AI great power input from rebels?<br />
<br />
2- How is combat going to work exactly? are divisions going to attack eachother in the same tile like in Victoria 2 and EU4, or are they going to fight between them like in HOI4?<br />
<br />
3- Will there be dynamic province and maybe even state names?<br />
<br />
4- Are there going to be secret easter egg tags like Jan Mayen, Byzantium and Babylonia like in the original vicky2 if the player somehow meets the requirements?<br />
<br />
5- Is the newspaper mechanic also going to be present? with it being far more varied and dynamic?<br />
<br />
6- How is colonizatination going to be reworked? and what replaces the life rating mechanic?<br />
<br />
7- Are the cultures going to be very varied? with pops like catalonians, basque, occitanians, arpitans and bretons being represented? alongside their own respective tags (Countries)?<br />
<br />
8- Are events going to be less spammy and cause a more signifcant part of the population to get effected?<br />
<br />
9- Is there going to be more flavour? and i don't mean insane alt history, but rather more events regarding historical events and people in countries like the USA, Germany, UK, Russia etc.<br />
<br />
10- How many start dates there are going to be?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Salutations]]></title>
			<link>https://forum.thelongcentury.com/showthread.php?tid=4</link>
			<pubDate>Fri, 25 Apr 2025 20:42:54 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.thelongcentury.com/member.php?action=profile&uid=5">JoeyVoelders2</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.thelongcentury.com/showthread.php?tid=4</guid>
			<description><![CDATA[print("hello world!"<br />
<hr class="mycode_hr" />
syntax error]]></description>
			<content:encoded><![CDATA[print("hello world!"<br />
<hr class="mycode_hr" />
syntax error]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FAQ]]></title>
			<link>https://forum.thelongcentury.com/showthread.php?tid=3</link>
			<pubDate>Wed, 23 Apr 2025 18:20:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.thelongcentury.com/member.php?action=profile&uid=2">Pyros</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.thelongcentury.com/showthread.php?tid=3</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">What is this?</span><br />
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.Â <br />
<br />
<span style="font-weight: bold;" class="mycode_b">What are the design goals of this project?</span><br />
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.Â <br />
<br />
<span style="font-weight: bold;" class="mycode_b">How is this game going to be particularly moddable?</span>Â <br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">This sounds complicated. Is this game going to be hard to play or pick up?</span>Â <br />
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.Â <br />
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.Â <br />
<br />
<span style="font-weight: bold;" class="mycode_b">How Exactly Does Modding Work?</span>Â <br />
There are a few ways to mod the game or create different scenarios to play:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Content Modding:</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">More to come in the near future</span>]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">What is this?</span><br />
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.Â <br />
<br />
<span style="font-weight: bold;" class="mycode_b">What are the design goals of this project?</span><br />
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.Â <br />
<br />
<span style="font-weight: bold;" class="mycode_b">How is this game going to be particularly moddable?</span>Â <br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">This sounds complicated. Is this game going to be hard to play or pick up?</span>Â <br />
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.Â <br />
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.Â <br />
<br />
<span style="font-weight: bold;" class="mycode_b">How Exactly Does Modding Work?</span>Â <br />
There are a few ways to mod the game or create different scenarios to play:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Content Modding:</span><br />
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.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">More to come in the near future</span>]]></content:encoded>
		</item>
	</channel>
</rss>