This is very cool !!! About the Shatt Al Arab/Arvand border: the current border you used is the modern one formed after iran-iraq war, before that it went along the thalwag according to the algiers treaty from the 1970s, in the time period of this game (1836-1936 assuming it's like Vic 2) the border wasn't really clear, some maps from the time period only show a straight line going north-west from the sea all the way to the mountainous areas without alteration, I thought it would be cool if I share this info since you really put alot of effort in the ottomans (you even put mamluk iraq) this is very cool can't wait to play it !
Alot of the borders for the middle east I kind of had to freehand or base them off modern borders cause like you said the borders weren't clear. At this point Qajar Persia and the Ottomans had quite a few border skirmishes so (im doing Persia rn) Persia has quite a few thin strip provinces which in the north are nominally independent Kurdish vassals and to the south is owned by a Persian vassal (think I named it Arabistan but idk if that's the right term cause it was from some old British map). Hopefully those provinces will be able to simulate the fluidity of the borders in that region. Glad you like it so far (:
This is perfect i love when people make games that they want to play, This looks Amazing! just one thing the ui could use some work but i think you might Do that at the end
6:02 That is such a great idea! It combines the problem of how to handle tribal populations (are they soldiers? farmers? nothing really fits) and the way colonization should work, being a costly and slow process. That is so smart Generally, this is the first time ive heard of this and it looks absolutely awesome. Please keep doing what youre doing, this is such great work.
This project is fantastic. I especially love the use of nanite tessalation. I did a very similar project in the past in UE4.2X (can't remember which version) and used an essentially identical system of virtual textures to use to store data (similar to you, I used paradox games as my point of reference, but in my case all the terrain was generated at runtime as I wanted random maps). I found the most difficult part of development was just handling the constant cross-referencing required - it's hard to create a usable and useful heirarchy of objects that all constantly need to refer to data contained within each other. Another fun issue was border rendering along rivers (and just rendering rivers in general). Looking forward to seeing how you manage that so I can get some inspiration 😉 By the way, I'd suggest that it might even be useful to use a set of strings (or a set of ints if you stick with that) for your "state" variable in a province - even if you don't currently plan on allowing for a province to be associated with multiple states, in the long-run I could see that being useful (and it would be very frustrating to have to change it later!)
Nice to see I'm not the only one trying to do this (: I think I'll probably make rivers an almost entirely visual thing and use a texture with over emphasized rivers so we can actually see them. And the generator for pathing and adjacencies will try to pick them up so they'll be river crossing penalties and such and manually add trade bonuses for provinces with a major river. Currently for all keys/id's in the datatables I use FName which idk how much u know but its a really cool variable type. Its essentially stores a hash that can be decoded into a string for display and debugging but its super small (think its equivalent to a double precision float cause its 14bits+2 allocation or something idk) so in theory all theprovince ID's could be the name of the province but that brings up localisation issues cause then i'd need a seperate FText variable. Also FName runs faster in TMap related stuff which is good (:
The map is very beautiful! It would be great if this game came out on mobile so I could play it. Who knows, maybe it will become a competitor for Age of History 3.
@@stupidonesgames5923that’s to be expected with any kind of mobile port. Cool thing is, the screens are so small that 1080p is very reasonable standard because of Pixel density. Challenge is going to be good UI and I guess power usage because, yknow, mobile phone.
Looks amazing, what art style are you planning to go with when fleshing out map, character and ui assets? will you lean more into Vic 2 or will you do your own thing
It'll have in general the same ui menus and functionality of vic 2 + more But'll be way different visually eventually. I'm comfortable with Vic's graphics now but when I started playing it was a nightmare. Ultimatley tho i'll probably get a ui artist on board later to do that stuff (:
Thanks! I'll probably look for more developers once most of the core stuff is complete. Cause then Id be able to apply for grants and investment cause personally I'm not a huge fan of kickstarter and such (:
Its so cool to see you tackling it in unreal engine. Its not that its somehow harder, on the contrary, but I guess i falen into trap of thinking of ue5 as primarly fps engine :) Are you going to do some auto material for montains ect or are you planning of maintaning more simplified look?
I'm guessing the world/heightmap textures and province shapes are going to be hardcoded, or at least you won't have dynamic changes during gameplay? Was wondering that as you zoomed into the Lowlands region. As you're aiming for a timespan of 1830-1930, there have been a lot of changes in the map of the Netherlands such as the creation of Flevoland.
I had at some point an idea to have a couple dynamic provinces which can change from sea to land tiles for the creation of various megaprojects and damns and the Zuiderzee Works. But that'll be a quite a while later (:
@@stupidonesgames5923 Yeah that makes sense, obviously take care of core mechanics first. But I do suspect that this is one of those things that if you end up adding it on later, (especially after a year or so) it will be a major source of bugs. Unit pathfinding not taking the dynamically created provinces into account (and it being a pain to recalculate during runtime), shader stuff (not my field of expertise lol) having to do some nasty reloads because the heightmap is changing ... Just sets my dev 'alert' bell off. :) But I don't work in Game Dev, so what do I know. ;)
The provinces adjacency table knows about surrounding water tiles and land tiles so the pathfinding should work and I've got another texture channel for vfx that I use to hold data to do weather fx in the future for provinces so ill probably use that to also determine if a province is water or not so there wont be any grpahics changes. Only problem is The'll be really wonky looking sea tiles ):
It looks truly amazing, keep it up! I have a question though: How do you intent to implement a capable and challenging AI? Its the thing most developers (even big studios) struggle with. Your game might be amazing yes but... if the AI we play against is dumb, makes irrational moves or behaves in a very simplistic way and we, the players, are affected by -X% just to make it a challange... then It will not succeed.
Thanks. In terms of AI most of the internal mechanics and economy are handled organically by the pops. Which the AI will choose various policies, tax rates e.t.c based off there ruling parties' ideology. In terms of combat AI I've already written systems that can query provinces and designed in such a way where I could get a rudimentary ai setup. However It'll take a lot of tweaking and adding features once the game is released for it to work effectively cause people will always be able to game it.
@@stupidonesgames5923 I understand. I'm much more relaxed after hearing that. Do you intend to hire someone to take care of the AI or it will be a solo adventure?
I see grand strategy, I see GLOBE, I like. I love Victoria but the fact you have a GLOBE makes me so happy. Definitely going to be on my radar. Is there a Steam listing so I can keep up with progress or should I keep looking to TH-cam?
Good work, but I have a question: how do you plan on showing states with different degrees of autonomy, as well as increases and decreases in said autonomy? (I.E Russian Grand Duchy of Finland, Congress Poland, Chinese relationship with Mongolia and Tibet, Colonial companies and administrations, etc)
Currently I've got areas with significant autonomy as separate countries which will each have a category of relationship. E.g a country can be a colony, company, substate, Personal union e.t.c with different levels of progression (similar to hoi4 but with more effects and meaningful changes not just name changes depending on ideology). They'll also be specific levels of a relationship for certain countries (e.g Satsuma might be a substate of Japan but is a Shogunate substate) but if their autonomy levels change, they'll just get the generic ones. idk if i explained this well but it'll hopefully be more accurate and better than most other games (:
@@stupidonesgames5923 in regards to the progress bar, is it more about integration or integration vs independence/autonomy desire? And how much control will the player have over the affairs of one of these countries? (Shared institutions vs independent institutions like judiciary and legislature, appointing their governors vs letting the citizens vote for them, if they can build troops or not, granting or revoking economic privileges etc)
I've just finished implementing subject relationships (in terms of data not mechanics) and so the idea that I've got implemented is that liberty desire is the largest impact on autonomy changes which is in turn effected by thing you'd expect like opinion, culture e.t.c. Currently I've got custom modifiers which are specific to puppets which will allow for manpower sharing, taxes e.t.c. I really like that idea of a shared legislature or elections so ill design mechanics with that sort of stuff in mind (:
This looks very interesting, but I'm wondering what's the ultimate goal for this project. Is it just going to be a personalized recreation of Vic2 in Unreal? While still undoubtedly impressive, I'd imagine it would be ultimately healthier for the game to be something more unique.
It'll be somewhat similar to victoria but it'll have alot more historical events and decisions as well as better mechanics in terms of combat and trade. Hopefully systems used to create better mechanics like terrain/veg/climate/different types of puppets e.t.c will make it more unique but its hard cause there both gonna be map games which simulate the same time period.
Its on the list of things to do but I've got to put a 32k texture through a curvature filter which crashes my computer, so I've got to split the texture into 8 parts. It'll get done just a hassle (:
@@stupidonesgames5923 the exaggerated topography looks good imo, it's a game not a research tool and making terrain features easily readable from a distance is just a benefit.
post notifications on, if you ever make a patreon or the like to get a bit of money flowing your way for your work be sure to post it! would def throw a dollar your way (the most i can reasonably do haha)
The dark theme of the map is depressing and not very blesing to the eye Look to ck3 and vic3 how bright the map is It is more "alive" Hope you make it brighter and more alive
@@Adam-iv1sk Algeria's gonna get alot of love an attention in the future (I have pied-noir heritage and im sorry for all the happend for what its worth) so stuff like the collapse of the regency and the rise fall and rise again of Emir Abdelkader will all be modelled. I'm especially not a fan of the way the Algerian conquest is done in vic2 cause it's like 1 war which lasts a year compared to the 30-70yr long set of campaigns.
Have you that about how you’ll handle wars? I feel like no Grand Strategy game has done it properly so far (though some are better than others). It’s almost always an extremely rigid framework, with some modifiers attached. The worst is HoI4 in my opinion. It didn’t even have a “send peace offer” for a long time. Wars were much more… fluid? Maybe “varied” is better.
I plan on implementing a decently extensive escalation mechanic. So that countries aren't able to mobilize 50% of their population because of a colonial conquest or border skirmish (like in pretty much every game which is kinda funny). General idea is as more people join the war, or a side wants to add more claims the war expands which then can have effects like mobilization size, combat width e.t.c.
@@stupidonesgames5923 That’s really interesting, excited to see how that plays out! So no 500k Spanish army in the Philippines when there’s a border dispute!
It'll probably take quite a while longer cause there's a lot of mechanics that are way deeper than RON and other games. The wait will be worth it tho (:
Map is very dark, really should be brighter, it's very difficult to look at, it looks like there is a black filter on everything. Perhaps the ocean should be a light blue instead of black.
The idea I had for the way lighting works is that it changes depending on the system time of the player, so for most people it'll be light blue instead of dark orange. But I set it to always be sunset cause it helps my eyes (:
@@stupidonesgames5923 Thats a really cool idea, but as a player it would be nice to have an ability to override that - just in case I'm playing late at night and want the display to be brighter.
If you understand Ottomans, you understand ever nation of the world but understanding Ottomans is very hard. Yoruks and Bedouins dont care about borders and Ottomans see themselfs borderless, never ending state/country. Ottomans work without rationel bureaucracy. Ottoman didn't have a real army in 19th ceuntry
From my understanding at least at the time period (1830+) the Anatolian and Balkans, particularly the Bulgarian provinces had a decent bureaucracy. But other parts particularly in the Kurdish plurality areas were tribes which swore fealty to the sultan. It's almost impossible to simulate tribal borderless nomads like the Bedouins because the game is designed around pre-defined borders but hopefully the new pop type and country modifiers will give accurate buffs and debuffs to those nations and pops (:
@@stupidonesgames5923 the Ottomans had just begun the Tanzimat reformation, so that is true to an extent. Hope a Tanzimat mechanic in the future could be nicely done (considering Victoria 3 executed it pretty poorly)
Please add a shit ton of provinces. I hate that in an alt-history game, only Europe has resources and provinces to have fun wars. Africa, South America, India, etc should have a shit ton of provinces to represent the massive size and potential for discovery of industrial resources. What is more alt-hist than an non-European continent industrializing fast and early?
At the moment the province density is much more uniform than paradox games. The density is on par with eu4. However, pops exist on the province level so more provinces->more pops->more lag.
Something to note is when you list ethnicties you list greek instead of hellenic, it would be alot more accurate to say hellenic, as greek is a modern nationality as of 1832. i dont actually know if you have it or not but you may be mising the Macedonian ethnicity. i have proof that we were a people in Solun as of 1910, and further proof due to a historical event called "the Macedonian Question" which was a question forwarded by the bulgarians before the claim that Macedonians were bulgarians was pushed. if you would like the proof i have maps which have everything there anyway looks sick im gonna follow this
Greek is the English translation of Hellenic, and the modern identity was cemented around 1830s cause of the greek revolutions. Might make it so that if a some cultures becomes a great power that they can use there prestige to rename themselves diplomatically away from translated names i.e Turkey->Türkiye (although this is more modern so idk if it fits). From my understanding the Macedonians national identity kind of started around the 1850s after various revolts but was spearheaded by Greeks. But Greek Macedonian identity was never that big cause in the 1870s there was revolts against revolts because Greek Macedonians wanted to join Greece and Bulgarian/Slavic Macedonian wanted to join Bulgaria. And whilst Macedonians were different to Bulgarians it was more or less a similar situation to Serbians and Montenegrins where it doesn't really make sense to have them split from a gameplay perspective because there so similar. From what I've read most of Macedonian identity came about in the Yugoslav era where they became completely separated from Bulgarian identity. I'll probably make in the future when I'm doing events and stuff event chains that Bulgaria if it owns Macedonia will have to deal with cultural differences or if independent or owned by a different country make there be cultural divergence events.
@@stupidonesgames5923 to some extent you are right, but I personally see it as the word Germanic, that word refers to many different peoples not just Germans. And the way that the word Greek is now used it’s completely wrong and warps what really happened.
I guess there were pontic ionian and crimean greeks too. Its just I cant have every single culture and subculture represented cause it'll tank performance unfortunately ):
@@stupidonesgames5923 well at the very least add Macedonian please. Man I’ve been trying to make this type of game for so long, good to see it’s possible
Alot of the graphics will be able to be customized by the player or the computers time as the lighting will change throughout the day so it wont always be sunset
Loving the progress. Definitely one I'm gonna keep my eye on.
Looking better and better, Sam. Grand strategy is definitely not a small undertaking. Can't wait to see what's next. :)
This just landed in my TH-cam recommendations, and I am sold right away. It looks very promising.
This is very cool !!!
About the Shatt Al Arab/Arvand border: the current border you used is the modern one formed after iran-iraq war, before that it went along the thalwag according to the algiers treaty from the 1970s, in the time period of this game (1836-1936 assuming it's like Vic 2) the border wasn't really clear, some maps from the time period only show a straight line going north-west from the sea all the way to the mountainous areas without alteration, I thought it would be cool if I share this info since you really put alot of effort in the ottomans (you even put mamluk iraq) this is very cool can't wait to play it !
Alot of the borders for the middle east I kind of had to freehand or base them off modern borders cause like you said the borders weren't clear. At this point Qajar Persia and the Ottomans had quite a few border skirmishes so (im doing Persia rn) Persia has quite a few thin strip provinces which in the north are nominally independent Kurdish vassals and to the south is owned by a Persian vassal (think I named it Arabistan but idk if that's the right term cause it was from some old British map). Hopefully those provinces will be able to simulate the fluidity of the borders in that region. Glad you like it so far (:
Very interesting! Love the introduction of age brackets!
tremendous project, I'm going to follow it until the day I can play it
Wow, this looks very promising. It seems so daunting to keep track of each states own history and political environment (alone).
Alright, subscribed. I love how you explain your game development
This is perfect i love when people make games that they want to play, This looks Amazing! just one thing the ui could use some work but i think you might Do that at the end
6:02 That is such a great idea! It combines the problem of how to handle tribal populations (are they soldiers? farmers? nothing really fits) and the way colonization should work, being a costly and slow process. That is so smart
Generally, this is the first time ive heard of this and it looks absolutely awesome. Please keep doing what youre doing, this is such great work.
This project is fantastic. I especially love the use of nanite tessalation. I did a very similar project in the past in UE4.2X (can't remember which version) and used an essentially identical system of virtual textures to use to store data (similar to you, I used paradox games as my point of reference, but in my case all the terrain was generated at runtime as I wanted random maps). I found the most difficult part of development was just handling the constant cross-referencing required - it's hard to create a usable and useful heirarchy of objects that all constantly need to refer to data contained within each other. Another fun issue was border rendering along rivers (and just rendering rivers in general). Looking forward to seeing how you manage that so I can get some inspiration 😉
By the way, I'd suggest that it might even be useful to use a set of strings (or a set of ints if you stick with that) for your "state" variable in a province - even if you don't currently plan on allowing for a province to be associated with multiple states, in the long-run I could see that being useful (and it would be very frustrating to have to change it later!)
Nice to see I'm not the only one trying to do this (: I think I'll probably make rivers an almost entirely visual thing and use a texture with over emphasized rivers so we can actually see them. And the generator for pathing and adjacencies will try to pick them up so they'll be river crossing penalties and such and manually add trade bonuses for provinces with a major river.
Currently for all keys/id's in the datatables I use FName which idk how much u know but its a really cool variable type. Its essentially stores a hash that can be decoded into a string for display and debugging but its super small (think its equivalent to a double precision float cause its 14bits+2 allocation or something idk) so in theory all theprovince ID's could be the name of the province but that brings up localisation issues cause then i'd need a seperate FText variable. Also FName runs faster in TMap related stuff which is good (:
Nice work
I love vic3, and this game seems interesting
this is awesome, i'll follow your work, good luck in this
Looks Great, bro!
The map is very beautiful! It would be great if this game came out on mobile so I could play it. Who knows, maybe it will become a competitor for Age of History 3.
I might release a mobile version after the pc version, but I'd probably have to decrease some of the graphics features ):
@@stupidonesgames5923that’s to be expected with any kind of mobile port. Cool thing is, the screens are so small that 1080p is very reasonable standard because of Pixel density. Challenge is going to be good UI and I guess power usage because, yknow, mobile phone.
@@stupidonesgames5923WOAHHHH
Geez laweez that is a good map
Looks amazing, what art style are you planning to go with when fleshing out map, character and ui assets? will you lean more into Vic 2 or will you do your own thing
It'll have in general the same ui menus and functionality of vic 2 + more But'll be way different visually eventually. I'm comfortable with Vic's graphics now but when I started playing it was a nightmare. Ultimatley tho i'll probably get a ui artist on board later to do that stuff (:
Very good. I'm speechless.
This is amazing, man! Do you plan on hiring more developers? If so, I'd love to join your team and contribute to this beauty.
Thanks! I'll probably look for more developers once most of the core stuff is complete. Cause then Id be able to apply for grants and investment cause personally I'm not a huge fan of kickstarter and such (:
Very nice work. Great devlog.
Making a medieval strategy game so it is interesting to see how you do things, though I am using a very different engine.
Its so cool to see you tackling it in unreal engine. Its not that its somehow harder, on the contrary, but I guess i falen into trap of thinking of ue5 as primarly fps engine :) Are you going to do some auto material for montains ect or are you planning of maintaning more simplified look?
I might make a special shader for mountain slopes cause it stretches the texture a bit
I'm guessing the world/heightmap textures and province shapes are going to be hardcoded, or at least you won't have dynamic changes during gameplay?
Was wondering that as you zoomed into the Lowlands region. As you're aiming for a timespan of 1830-1930, there have been a lot of changes in the map of the Netherlands such as the creation of Flevoland.
I had at some point an idea to have a couple dynamic provinces which can change from sea to land tiles for the creation of various megaprojects and damns and the Zuiderzee Works. But that'll be a quite a while later (:
@@stupidonesgames5923 Yeah that makes sense, obviously take care of core mechanics first.
But I do suspect that this is one of those things that if you end up adding it on later, (especially after a year or so) it will be a major source of bugs. Unit pathfinding not taking the dynamically created provinces into account (and it being a pain to recalculate during runtime), shader stuff (not my field of expertise lol) having to do some nasty reloads because the heightmap is changing ...
Just sets my dev 'alert' bell off. :)
But I don't work in Game Dev, so what do I know. ;)
The provinces adjacency table knows about surrounding water tiles and land tiles so the pathfinding should work and I've got another texture channel for vfx that I use to hold data to do weather fx in the future for provinces so ill probably use that to also determine if a province is water or not so there wont be any grpahics changes. Only problem is The'll be really wonky looking sea tiles ):
It looks truly amazing, keep it up!
I have a question though: How do you intent to implement a capable and challenging AI? Its the thing most developers (even big studios) struggle with. Your game might be amazing yes but... if the AI we play against is dumb, makes irrational moves or behaves in a very simplistic way and we, the players, are affected by -X% just to make it a challange... then It will not succeed.
Thanks. In terms of AI most of the internal mechanics and economy are handled organically by the pops. Which the AI will choose various policies, tax rates e.t.c based off there ruling parties' ideology. In terms of combat AI I've already written systems that can query provinces and designed in such a way where I could get a rudimentary ai setup. However It'll take a lot of tweaking and adding features once the game is released for it to work effectively cause people will always be able to game it.
@@stupidonesgames5923 I understand. I'm much more relaxed after hearing that. Do you intend to hire someone to take care of the AI or it will be a solo adventure?
I'll see how I go but probably (:
I see grand strategy, I see GLOBE, I like. I love Victoria but the fact you have a GLOBE makes me so happy.
Definitely going to be on my radar. Is there a Steam listing so I can keep up with progress or should I keep looking to TH-cam?
For now its just youtube I might make a discord in a couple of months (:
Its looking pretty good
Good work, but I have a question: how do you plan on showing states with different degrees of autonomy, as well as increases and decreases in said autonomy? (I.E Russian Grand Duchy of Finland, Congress Poland, Chinese relationship with Mongolia and Tibet, Colonial companies and administrations, etc)
Currently I've got areas with significant autonomy as separate countries which will each have a category of relationship. E.g a country can be a colony, company, substate, Personal union e.t.c with different levels of progression (similar to hoi4 but with more effects and meaningful changes not just name changes depending on ideology).
They'll also be specific levels of a relationship for certain countries (e.g Satsuma might be a substate of Japan but is a Shogunate substate) but if their autonomy levels change, they'll just get the generic ones. idk if i explained this well but it'll hopefully be more accurate and better than most other games (:
@@stupidonesgames5923 in regards to the progress bar, is it more about integration or integration vs independence/autonomy desire? And how much control will the player have over the affairs of one of these countries? (Shared institutions vs independent institutions like judiciary and legislature, appointing their governors vs letting the citizens vote for them, if they can build troops or not, granting or revoking economic privileges etc)
I've just finished implementing subject relationships (in terms of data not mechanics) and so the idea that I've got implemented is that liberty desire is the largest impact on autonomy changes which is in turn effected by thing you'd expect like opinion, culture e.t.c. Currently I've got custom modifiers which are specific to puppets which will allow for manpower sharing, taxes e.t.c. I really like that idea of a shared legislature or elections so ill design mechanics with that sort of stuff in mind (:
This looks very interesting, but I'm wondering what's the ultimate goal for this project. Is it just going to be a personalized recreation of Vic2 in Unreal? While still undoubtedly impressive, I'd imagine it would be ultimately healthier for the game to be something more unique.
It'll be somewhat similar to victoria but it'll have alot more historical events and decisions as well as better mechanics in terms of combat and trade. Hopefully systems used to create better mechanics like terrain/veg/climate/different types of puppets e.t.c will make it more unique but its hard cause there both gonna be map games which simulate the same time period.
Would tweak that heightmap a bit
seems like the topography is very hyperbolic, IE mountains are huge
this looks sick tho
I suggested this a few dev logs ago and he said he'd fix it
Its on the list of things to do but I've got to put a 32k texture through a curvature filter which crashes my computer, so I've got to split the texture into 8 parts. It'll get done just a hassle (:
@@stupidonesgames5923 the exaggerated topography looks good imo, it's a game not a research tool and making terrain features easily readable from a distance is just a benefit.
I may buy it if this is released
"Mr.Paradox, there's been a second Victoria game"
Looks cool ngl
Anatolia culture is going to be divisive, like it was when revealed in project ceasar
Here when 9,2k views and 1,42k subs
post notifications on, if you ever make a patreon or the like to get a bit of money flowing your way for your work be sure to post it! would def throw a dollar your way (the most i can reasonably do haha)
Ah yes text block. My favorite french province
hope you manage to finnish this.
W project
The dark theme of the map is depressing and not very blesing to the eye
Look to ck3 and vic3 how bright the map is
It is more "alive"
Hope you make it brighter and more alive
Are you planning to release Early Access?
Probably not for a while (at least 9 months)
I wonder what the linked comments were
This looks interesting. What you show about Dutch / Flemish pops doesn't reflect reality at all for the historical period.
How so?
What's the specific date this game is set to?
Target date is 1830-1930
@@stupidonesgames5923 I'm algerian can you do special mechanics to Algeria when the French invade like the collapse of the Regency?
@@Adam-iv1sk Algeria's gonna get alot of love an attention in the future (I have pied-noir heritage and im sorry for all the happend for what its worth) so stuff like the collapse of the regency and the rise fall and rise again of Emir Abdelkader will all be modelled. I'm especially not a fan of the way the Algerian conquest is done in vic2 cause it's like 1 war which lasts a year compared to the 30-70yr long set of campaigns.
guy liked europa a little too much. keep at it!
Yall have a forum or discord?
After a couple more features are done I'll do that (:
Isnt this the vic2 gfm map?
Its my own map but I took some inspiration form it on how to do the borders of some of the tribes in arabia (:
I recognized it from the colors of the countries
Alot of the country colors are their standard national colors but yeah, I see the resemblance
Are you working on this yourself?
Yes
bro's cooking
Have you that about how you’ll handle wars? I feel like no Grand Strategy game has done it properly so far (though some are better than others). It’s almost always an extremely rigid framework, with some modifiers attached. The worst is HoI4 in my opinion. It didn’t even have a “send peace offer” for a long time.
Wars were much more… fluid? Maybe “varied” is better.
I plan on implementing a decently extensive escalation mechanic. So that countries aren't able to mobilize 50% of their population because of a colonial conquest or border skirmish (like in pretty much every game which is kinda funny). General idea is as more people join the war, or a side wants to add more claims the war expands which then can have effects like mobilization size, combat width e.t.c.
@@stupidonesgames5923
That’s really interesting, excited to see how that plays out! So no 500k Spanish army in the Philippines when there’s a border dispute!
when will this release
this looks like rise of nations but 1000x better
It'll probably take quite a while longer cause there's a lot of mechanics that are way deeper than RON and other games. The wait will be worth it tho (:
What Is RON?@@SPYROUS-wi1fn
@@stupidonesgames5923 i cant wait
Map is very dark, really should be brighter, it's very difficult to look at, it looks like there is a black filter on everything. Perhaps the ocean should be a light blue instead of black.
The idea I had for the way lighting works is that it changes depending on the system time of the player, so for most people it'll be light blue instead of dark orange. But I set it to always be sunset cause it helps my eyes (:
@@stupidonesgames5923 Thats a really cool idea, but as a player it would be nice to have an ability to override that - just in case I'm playing late at night and want the display to be brighter.
discord?
This is so good but one request pls make a modern map too of this game would be better or like ww1 or ww2 thanks and the game is amazing
I'll probably have different start dates for the American civil war, ww1 and ww2
@@stupidonesgames5923 thank you man and don’t forget modern tho it maybe hard but good luck man
If you understand Ottomans, you understand ever nation of the world but understanding Ottomans is very hard.
Yoruks and Bedouins dont care about borders and Ottomans see themselfs borderless, never ending state/country. Ottomans work without rationel bureaucracy. Ottoman didn't have a real army in 19th ceuntry
From my understanding at least at the time period (1830+) the Anatolian and Balkans, particularly the Bulgarian provinces had a decent bureaucracy. But other parts particularly in the Kurdish plurality areas were tribes which swore fealty to the sultan. It's almost impossible to simulate tribal borderless nomads like the Bedouins because the game is designed around pre-defined borders but hopefully the new pop type and country modifiers will give accurate buffs and debuffs to those nations and pops (:
@@stupidonesgames5923 the Ottomans had just begun the Tanzimat reformation, so that is true to an extent. Hope a Tanzimat mechanic in the future could be nicely done (considering Victoria 3 executed it pretty poorly)
Please add a shit ton of provinces. I hate that in an alt-history game, only Europe has resources and provinces to have fun wars. Africa, South America, India, etc should have a shit ton of provinces to represent the massive size and potential for discovery of industrial resources. What is more alt-hist than an non-European continent industrializing fast and early?
At the moment the province density is much more uniform than paradox games. The density is on par with eu4. However, pops exist on the province level so more provinces->more pops->more lag.
Ive noticed that russians are a majority in crimea, but at the time the majority was made up from crimeans
In the game Crimea is majority Tartars but compression made them look a similar color to russians. Its more visible in the religious map mode
Something to note is when you list ethnicties you list greek instead of hellenic, it would be alot more accurate to say hellenic, as greek is a modern nationality as of 1832. i dont actually know if you have it or not but you may be mising the Macedonian ethnicity. i have proof that we were a people in Solun as of 1910, and further proof due to a historical event called "the Macedonian Question" which was a question forwarded by the bulgarians before the claim that Macedonians were bulgarians was pushed. if you would like the proof i have maps which have everything there
anyway looks sick im gonna follow this
Greek is the English translation of Hellenic, and the modern identity was cemented around 1830s cause of the greek revolutions. Might make it so that if a some cultures becomes a great power that they can use there prestige to rename themselves diplomatically away from translated names i.e Turkey->Türkiye (although this is more modern so idk if it fits).
From my understanding the Macedonians national identity kind of started around the 1850s after various revolts but was spearheaded by Greeks. But Greek Macedonian identity was never that big cause in the 1870s there was revolts against revolts because Greek Macedonians wanted to join Greece and Bulgarian/Slavic
Macedonian wanted to join Bulgaria. And whilst Macedonians were different to Bulgarians it was more or less a similar situation to Serbians and Montenegrins where it doesn't really make sense to have them split from a gameplay perspective because there so similar. From what I've read most of Macedonian identity came about in the Yugoslav era where they became completely separated from Bulgarian identity.
I'll probably make in the future when I'm doing events and stuff event chains that Bulgaria if it owns Macedonia will have to deal with cultural differences or if independent or owned by a different country make there be cultural divergence events.
@@stupidonesgames5923 to some extent you are right, but I personally see it as the word Germanic, that word refers to many different peoples not just Germans. And the way that the word Greek is now used it’s completely wrong and warps what really happened.
I guess there were pontic ionian and crimean greeks too. Its just I cant have every single culture and subculture represented cause it'll tank performance unfortunately ):
@@stupidonesgames5923 well at the very least add Macedonian please. Man I’ve been trying to make this type of game for so long, good to see it’s possible
Я так понимаю что освещение будет потом сделано? А то выглядит как будто вся территория на планете в закате
Alot of the graphics will be able to be customized by the player or the computers time as the lighting will change throughout the day so it wont always be sunset
This is what the community needs. Take my money now man 🫡