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.
These are the modding goals before having a public release:
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.
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.
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?)
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.
Diary #3: Modding progress so far, quick peep of urban areas, a few new countries and flags and pre-alpha test information.
Diary #2: About political leaders, political parties, and their conceptual evolution and adaptability through the geopolitics of the 20th and 21st century...
Diary #1: Introduction to the mods ideas and goals.
когда выйдет мод?
В этом году. Бета-версия.
а когда именно?(()))))))))))0)0))0
У серпні.
Will Monaco, Andorra, Liechtenstein, San Marino, Vatican, Gaza, Palestine, South Ossetia, Abkhazia, Transnistria be in the game? It would be interesting, these microstates.
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.
como juego
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...
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??
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...