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Reference/History

Changelog

Last updated 2026-08-24

All notable changes to Grand Century are documented here.

[Unreleased]#

1.6.1 - 2026-08-24#

1.6.0 - 2026-08-24#

The world of 1820#

Grand Century now begins in 1820, after the Napoleonic settlement and amid the Atlantic independence era. The date is its own premise, not an inherited 1836 starting line.

[1.5.0] — 2026-08-01#

The great game#

The century had stopped moving. On the default seeds no nation ever unified, the same eight great powers held the table for ninety years, and the economy quietly starved from year thirty onward. All four were mechanisms, not tuning.

1.4.0 — 2026-07-27#

The chancery#

Diplomacy was a wall of buttons. Forty eight countries, each with six identical parchment buttons stapled to it, sitting under a war form that filled the whole screen. On a phone you could not see a single country without scrolling.

It is now three bands, in the order a foreign minister actually works in.

Great Powers got the same treatment and now links straight through to a country's dossier, so you are not holding two screens in your head.

Everywhere else#

Under the floor#

Groundwork for the economy rework, switched off by default so nothing changes yet. The market has been paying producers for everything they make rather than everything they sell, which quietly created money out of nothing: by 1825 it was paying out seven and a half times what buyers spent. That is why taxes have never had any bite. The replacement is written and measured, and turning it on comes with the rebalance it needs.

1.3.0 — 2026-07-27#

The floor#

The game does the same things it did yesterday, using markedly less of your machine to do them. Nothing here changes how it plays — that was the rule, and it was checked rather than assumed.

Checked, not assumed#

Every change here was verified to produce a byte-identical world: ten sim-years across three seeds, hashed and compared against the previous release. Two things that verification caught, which would otherwise have shipped:

1.2.0 — 2026-07-27#

The instruments#

Nothing here changes how the game plays. It changes what we can see — the gates every later change will be measured against.

What the new instruments immediately found#

The gates earned their keep on their first run. None of these are regressions — they are things that were always true and that nothing could see:

1.1.0 — 2026-07-27#

The audit release. A thirteen-system design pass asked three questions of every mechanic — is it balanced, is it visible, is it deep — and this is the answer to the first two. The game stops hiding its own arithmetic, and stops quietly lying about the parts that never worked.

The game stops lying#

Five reforms were decorative. Guarantees did not join the wars they guaranteed. Factory subsidies were debited from the treasury and never credited to the factory. Negative tariffs were free money. All of it is wired now.

The economy you can finally see#

A century that moves#

The hidden state, surfaced#

Roughly forty things the simulation always computed and never showed: war score by component, diplomatic points and fabrication cost, colonial points and claims, crisis showdown forecasts, upper-house composition, party standings and election maths, alliance acceptance previews, tech modifier stacks, invention odds, per-type militancy and needs in the province panel, migration and promotion ledgers, occupation percentage, supply badges, in-panel battle logs. Population and culture get real charts; every number traces to its inputs on tap or hover, on a phone as well as a desktop.

Faster#

Also#

1.0.0 — 2026-07-22#

The Unification Arc. A campaign now has a beginning, a story, and an end.

The arcs#

The visible economy (E1)#

War readability (U4)#

The finish line (U5)#

Pacing (U3)#

Also#

0.9.0 — 2026-07-21#

The visual overhaul: the game now looks like the atlas it always wanted to be.

The atlas plate (V1–V7)#

Nation flags (1.0-U0)#

Procedural map modes (PR #5)#

Fixes#

0.8.0 — 2026-07-21#

Nationalism, performance, and a mobile fix pass.

The Age of Nationalism (culture / national identity)#

Performance#

Mobile UI#

Notes#

0.7.0 — 2026-07-21#

Deeper gameplay: great-power crisis diplomacy + a much bigger tech tree.

The Concert of Europe (new headline system)#

Technology depth#

Notes#

0.6.0 — 2026-07-21#

"The Inventive Century" — a real technology & invention system for the 1820-1920 industrial arc.

Technology & inventions (new)#

Critical economy fix#

Notes#

0.5.0 — 2026-07-21#

The visual overhaul — the map now reads as a premium antique atlas.

Map rendering (0.5.1 + 0.5.2)#

0.4.0 — 2026-07-21#

The big one: live multiplayer, a full UI + visual overhaul, a topology-fixed map, and a timeline rescope. Play: https://lakesidegames.net/games/grand-century/

Multiplayer (new)#

UI overhaul#

Visual / map overhaul (0.5.1)#

Map data — borders fixed + rescope#

Performance#

Notes#

0.3.0 — 2026-07-20#

Theme: deepen the war pillar, add narrative agency, pay down platform debt — plus a major map-data rework from playtest feedback.

War depth & UI (E5)#

Events & decisions (E4)#

Balance & world feel (B1)#

Map data rework (playtest feedback)#

Performance & platform (E6, #4)#

Fixes#

Known limitations#

0.2.0 — 2026-07-20#

Theme: make a full campaign fun and legible, and give the player a grand goal.

Balance & feel (E1)#

Legibility & onboarding (E2)#

Formable nations (E3)#

Notes#

0.1.0 — 2026-07-20#

First playable release. A single-player, browser-based grand strategy game in the spirit of Victoria 2, on a historical 1836 Earth. Runs fully client-side; the simulation lives in a Web Worker so the map stays at 60fps.

Live: https://lakesidegames.net/games/grand-century/

Systems (the full Victoria-2 loop, broad-but-shallow)#

World & map#

Platform#

Quality#

Known limitations#

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