
Relicta Games presents: Prinz Heinrich Strategy Engine. Grand Strategy Engine.
I’ve been working on a custom strategy game engine called Prinz Heinrich Strategy Engine.
The engine is written in modern C++, uses native Vulkan rendering, and follows a data-oriented architecture with a native multithreaded Job System.
The main goal is to provide a scalable foundation for large-scale grand strategy and historical simulation games inspired by Paradox-style design philosophy, while keeping data fully human-readable and moddable.
Core Features
- Modern C++
- Native Vulkan renderer
- Data-Oriented Design (DoD)
- Native multithreading with Job System
- Human-readable data files
- Paradox-inspired scripting/data syntax
- Designed for large-scale simulation workloads
The data format is called TitanForge Data (.tfd) and is heavily inspired by Paradox scripting, but built specifically for simulation-heavy workloads and cleaner tooling.
Example province definition:
province General_Lagos {
name = "PROVINCE_Gral_Lagos_NAME"
desc = "PROVINCE_Gral_Lagos_DESC"
id = 12
color = { 254 60 80 }
terrain = mountain
is_coastal = true
resources = [
SULFUR_ORE { reserves = 8500000.0 }
BORATES { reserves = 2100000.0 }
]
manpower = 2000.0
development = 3
population = 43000
history {
20.10.1883 = {
controller = CHL
owner = PER
add_core_of = CHL
}
}
}
Resources:
resource COPPER_ORE {
type = STRATEGIC
sub_type = METAL
isRenovable = false
base_value = 8.0
}
Country definitions:
country CHL {
prestige = 900.0
treasury = 2500000.0
stability = 0.72
war_support = 0.35
}
The engine is currently focused on:
- Historical simulation
- Economy systems
- Resource extraction
- Province/state management
- Building chains
- Population & manpower systems
- Timeline/history-driven gameplay
I’m especially interested in feedback regarding:
- Data architecture
- Simulation scalability
- Multithreading approaches
- Modding workflows
- Parsing/data pipelines
Would love to hear thoughts from other engine developers working on simulation-heavy or strategy-focused projects.