u/IgnathiusNZX

Relicta Games presents: Prinz Heinrich Strategy Engine. Grand Strategy Engine.

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.

https://preview.redd.it/rsx700yy271h1.png?width=1920&format=png&auto=webp&s=e1f4d3e38f73a077ccae6d2d08826e685ae3f2c0

https://preview.redd.it/shxncvz5371h1.png?width=1920&format=png&auto=webp&s=ed9fd9d672ca5e72943c5cf4767e82379ba12aec

https://preview.redd.it/rmw12vce271h1.png?width=1920&format=png&auto=webp&s=7334dd3bdc815a8a98b45483a1c6fa907f2729de

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.

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u/IgnathiusNZX — 12 hours ago