From what I understand they use C# for the GUI and the scripting, just like IL2 used Java for the GUI... Most games use a more user friendly language for the scripting like Python (which is rather confusing in a way though

), the thing is that it comes without saying that the scripting part has to be JIT compiled
I'm pretty sure the game itself is coded in C++
Well - my oh my, at this point to not look silly I loaded Reflector to just verify that the core dll:s where C++ dll:s and not .NET and to my amazement the majority are really .NET assemblies, with a small bunch like the SpeedTree dll:s etc written in C++. Hmm, writing the core of a game like this in .NET feels very weird - I actually never thought of it as I was so sure that it was only the GUI and Scripting which felt OK...
A view in reflector of the core.dll that I thought was a C++ dll below... The "WLandscape" class in the image sure is a part of the render code that is in .NET as you can see... Or is it maybe just for the map editor? Nah, no need for "renderSunGlare" there?
coredll.jpg
EDIT: Interesting looking at the methods... Like
cHQ_forestHeightHere(float x, float y)... Could be used to see if you should crash into a tree without actually checking the 3D tree object itself?

And then there are a bunch of unmanaged types returned so there sure is interop going on (naturally)... Needs some more digging on what is done in C++ and what is done in .NET. I really don't understand why someone would come up with the idea to write a game like this in .NET. For an Indie game with no real preformance bottlenecks like Magica - sure. But this?