About

write at any of these to chat / know more about modding progress:

Introduction

Orbis Regnum aims to simulate globalization from 1908 to 2036, as well as an expanded timeline with many scripted possible outcomes.

The goal is to loosely recreate the evolution of geopolitical, military, and economic competitions of the great powers and developing countries during World War I, World War II, Cold War, Decolonisation, the unipolar and multipolar worlds, and eventually, a shattered-world scenario, enabling all required historical countries, as well as separatist movements, confederations, cultural, economic, ideological, and religious unions, and therefore, superstates and post-nations too.

There will be a modernization of many concepts from the base game, attempting to recreate contemporary immersion in global political dynamics. Certain base game ideas will also be replaced to function better in an attempt to simulate the political complexity of the modern world.

Expected beta features

  • Political leaders instead of political parties.
  • New ideologies representing the political spectrum of the 20th and 21st century.
  • Cabinets and 'ministers', and a bigger new technology system represented as 'cabinet projects' instead.
  • Urban centers and economy based on services. Simpler concepts too.
  • Unpredictability for every run, expecting different results because of randomisation in events.
  • Immersive alternative history, maintaining railroaded outcomes through scripted events.
  • Functional UN voting (could change depending on real-expectations of modding)
  • Colonial nations and focus on decolonisation, as well as developing nations.
  • A lot of new cultural unions. (Included many fictional)
  • National constitutions, constitutional reforms, and hopefully, legislative elections.
  • Religions replaced by National Values instead, altering how pops feel about the world.
  • Lots of new events, depending on legislation and political leaders personality and agendas.
  • New interface.
  • New skins for military units. Probably no tanks or airplanes, just the infantry one.
  • Confederations and regional blocs, such as EU, etc. Possible unification.
  • Lots of new cultures. Possibility to build a national or pan-national identity from post-colonial cultures.
  • Diplomatic relations changing dynamically on factors such as ideology, speeches, etc.
  • Ideological blocs, such as Axis, Allies and Comintern during WW2, but also Cold War and modern-day.
  • Ideologies treated as political parties, so losing elections can feel like a big mistake.
  • Espionage events, decisions, and some flavour too.
  • New flag types for different types of governments and geopolitical alignments.
  • Flavour changes to make the game feel more like a geopolitical simulator of the last two centuries.
  • Specific attention for each region and nation through eventual updates.

Current goals

These are the modding goals before having a public release:

  • 1908 history files (around 20%)
  • Urban Centers (around 65%)
  • Essential events and decisions for early game (nothing yet)
  • Initial political leaders for each region (around 35%)
  • Migrations and pops behaviours (nothing yet)
  • Casus bellis and rebel types (nothing yet)
  • Functional services economy (around 10%)
  • Tech tree (15%)

Status (Pre-alpha)

Current version is v0.3.0, which isn't the first pre-alpha build we've had. The mod has had already quite a large tested work, but it is now we're finally making a package and starting to debug as much as possible to have a better-semi-stable release eventually. Currently, the mod is not there yet and KIND-OF-STABLE. Most of stuff done so far works, but sometimes, random crashes happen.

Team

We accept people interested in working with us. We're looking for collaborators mostly, as I can do most coding and mapping at the moment, and due the ambitious (and unstable) nature of the project, I prefer to keep it that way for now. However, if you still want to reach out and become part of the team, contact me through private message. Especially if it's for working on any of the current goals.

In general, what we most need is help for researching and flavour, how to distribute pops, what legislation should have which countries, what leaders or events should they have, what cultural unions do you think would come alive during the first half of the 20th century, etc. So, if you have ideas that you want to share, please, mention it on the forum! We will discuss about it and consider it while working on the history and events files, or anything related to flavour for each nation and region.

Thanks

To the teams of NWO, CWE, GFM and TGC. Guys, I've been playing your mods for years now. Thanks a lot. I hope this mod can be as half as good as any of what you guys did! Also GPT-4, because it's been helping a lot with some stuff, including research and graphic assets. (Though do AIs count when giving thanks anyway?)

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ORBIS REGNUM

The Global Kingdom

Pre-alpha progress: 40%


Discord server link: Discord.gg


---


Hey guys, hope you’ve had a couple of good weeks. I didn’t post anything last one because I was busy solving a crash the game was having regarding the mod, something related to the quantity of nations the game can support without crashing.

Interestingly, it seems the game cannot handle more than 512 nations because of limitations on the RAM required to load the .tga file where flags database is stored. When the flag quantity surpasses 512, it needs to duplicate its size in the graphic database to make room for the whole new bunch, therefore, increasing the file size too from 16 MB to 32 MB.

I know of mods that have found a way to overrun this naturally, like TGC, but unfortunately, I haven’t realised how to fix this myself. I had to spent some days stuck at the problem analysis, and then, testing over and over until I somewhat discovered a manual fix: a constant rescale of the .tga flag database is after its generation during the startup done directly from the documents folder.

I must admit I feel this fix is too rough for a final version, even for a beta. However, it’s working out so far despite reducing the flags quality (also something I need to solve eventually), and it will be the workaround for a while. This, to be honest, made me want to talk about performance…

Regarding this, the mod has quite a unstable performance for now. There are plenty of unexpected crashes at the moment, more often occurring while checking out each of the government’s areas, like the budget or reforms. These problems are somewhat not too worrying as identifying them is not too hard, actually it’s quite easy (sort of). In example: the budget crashes relate to economic modifiers or calculations, and these are exclusive to certain files in the commons folder.

However, I’ve found another type of bug which worries me the most, as I cannot identify if they occur because of wrong modding, or because of the overall performance of my computer. That is why I’ll be having a few tests with some users in the next month, probably by the end of it.

The killer bugs I'm referring to are certain ‘graphic collapse’ glitches, where the interface stops working, the game freezes without repair, etc. This is what slows me the most, but even so I’ve been committed to advance as much as possible, and fortunately anyway, the gfx glitch happens only so very once in a while.

Discord is finally setup for anyone interested in joining. From there we’ll test and fix all performance issues. I appreciate your support, and will keep in touch with more information of the progress so far, and why not, another article with some of the new stuff.

Take care, Lib out.

Orbis Regnum: Modding progress, discord and pre-alpha testing

Orbis Regnum: Modding progress, discord and pre-alpha testing

News 7 comments

Diary #3: Modding progress so far, quick peep of urban areas, a few new countries and flags and pre-alpha test information.

Orbis Regnum: 'Leaders, parties, and their agendas'

Orbis Regnum: 'Leaders, parties, and their agendas'

News 2 comments

Diary #2: About political leaders, political parties, and their conceptual evolution and adaptability through the geopolitics of the 20th and 21st century...

Orbis Regnum Mod --- THE GLOBAL KINDGOM

Orbis Regnum Mod --- THE GLOBAL KINDGOM

News 2 comments

Diary #1: Introduction to the mods ideas and goals.

Post comment Comments  (0 - 10 of 25)
Guest
Guest - - 691,743 comments

когда выйдет мод?

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Libertino Creator
Libertino - - 20 comments

В этом году. Бета-версия.

Reply Good karma+2 votes
Usernas
Usernas - - 18 comments

а когда именно?(()))))))))))0)0))0

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Libertino Creator
Libertino - - 20 comments

У серпні.

Reply Good karma+1 vote
Guest
Guest - - 691,743 comments

Will Monaco, Andorra, Liechtenstein, San Marino, Vatican, Gaza, Palestine, South Ossetia, Abkhazia, Transnistria be in the game? It would be interesting, these microstates.

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Libertino Creator
Libertino - - 20 comments

Yes, microstates will be in the mod and in fact, the Vatican has already been added as for being one of the vanilla nations. Andorra's territory is also added, I just happen to did it a few days ago. About all the others mentioned, they will be added hopefully on the first beta.

Reply Good karma+2 votes
Guest
Guest - - 691,743 comments

como juego

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Libertino Creator
Libertino - - 20 comments

Aún está en desarrollo, pero este mismo año saldrá la primera beta y entonces se podrá bajar junto a las instrucciones de instalación y demás. Mas o menos en tres o cuatro meses...

Reply Good karma+1 vote
jcorkill01
jcorkill01 - - 4 comments

Is the mod released yet?? If yes, where and how do I download it?? If no, when can we expect it to be released?? Plus why doesn't start in the 1830's?? do you plan on adding the 1830's??

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Libertino Creator
Libertino - - 20 comments

Hey there, I expect to drop a 'smooth' beta this year in a few months, hopefully around august, but I'm still checking when exactly. If all goes well, I might drop an alpha release too earlier, but I'm not too sure about it yet, as I don't want to spoil the first public release with random crashes happening or too much instability.

About the 1830s, I don't think it will ever happen for the eras being too different and this mod being way too modern-day-centered. I've dreamed (nightmares more of xd) about a 1786-2036 continued run, but maaaaaaan... that's way too crazy and obsessive to mod XD. So no for at least ten years jajajajaj...

Reply Good karma+1 vote
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