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Spirit of Europe - EnlightenmentNewsDevlog 6 - The deep web
Community

Devlog 6 - The deep web

Spirit of Europe - Enlightenment · published 25 Aug 2026, 07:00 UTC

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Once the project had some visual identity and a basic technical backbone, the next step was giving the world actual moving parts.

This was the phase where cities, authors, works, stats and factions started becoming proper gameplay entities. This also meant defining how they relate to one another, which again, required some adjustments of the data and even some design tweaks, because some interactions were still not adding up.A lot of this phase was about building the relationships between gameplay entities and basically forming the gameplay systems. We focused on the nodes/cities and their respective personalities, which brought about their works, which needed interaction and relationships with the wider world - as they have in history.So we went back to the design board to sort out how the projects tree would look like: which works were crucial to which fields of science, philosophy, economics etc, and which fields evolved into others or provided the foundations for yet more advanced ones. So we categorized them into tiers and domains, we selected which works will go where and had some idea on how the tree would look like.Then, we also needed to make sure we glue the “tech tree” together with other moving parts, so developments and policies needed to enter the mix. We sorted out the requirements and unlocks of each “tech” in the tree to make sure it all glues up - of course it didn’t, so we had to go back to the content and adjust it, find ways to beat it into submission without sacrificing historical accuracy.Then we grew tired and decided the implementation for all of this will be easy once it’s all clear so we can take a break and leave some work for the next devlog.(January 2026)

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Community15 Sep 2026Devlog 9 - Yes, yes, but where is the game?!Once the UI skeleton was there and the game had its real content sitting inside actual widgets, the next obvious question was: alright then, what can the player do ? That is where developments, policies and actions properly entered the picture. Because cities - or nodes, as they’re internally called - have developments which the player can unlock and build up. Those developments unlock actions.…Community8 Sep 2026Devlog 8 - And so, it begins…Like any respectable 4x game, we need UI. Widgets… Lots of widgets… Modular and procedural widgets within other widgets that fit into lists of widgets that are integrated into the grand “Main_UI”. Once design and implementation stopped eating each other alive, it was finally time to put actual, visible content into the game in a form we could see and interact with. This was the phase where the…Community1 Sep 2026Devlog 7 - The Imp in the SystemOnce our great web of interrelations between works, projects, developments and policies was fully loaded up, looking pretty and shiny in Miro, it had to actually be implemented. While we find implementing systems quite satisfying, this particular web seemed to always turn into creepypasta levels of spaghetti. So, we refactored. And again, and again… Then we realized: Nope, it’s not working beca…