Mod in development. Aims to simulate globalization from 1908 to 2036, as well as an expanded fictional timeline. Inspired mainly by NWO, but also CWE and GFM/TGC.

Post news Report RSS Orbis Regnum Mod --- THE GLOBAL KINDGOM

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

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ORBIS REGNUM

The Global Kingdom

ormlogo2


12/04/24. Vision.

Hey guys, I've been working on this mod for ages now--almost seven years, I think, and I'm practically new in the Vic 2 modding scene, so I hope it all comes out good and enjoyable for the community. I've been having fun and a lot of distraction with it, learning everything I could to materialise my own vision of what modern geopolitics is, and about the struggles of globalisation (both the 'good' and the 'bad'), about how some nations thrive and some others collapse, about how history feels still so much alive nowadays (perhaps repeating itself, though hopefully not), and specially, why and how is it that politics can be so fascinating to most of us, perhaps idealised by the illusion of change and power and influence to make the world and the nations to be of a distinctive 'national or pan-national/global' way, projecting its own development into the future.

I played Victoria III and felt somewhat disappointed, though that's not part the case. I had so much more fun with amazing mods, such as NWO, CWE and GFM (now I'm playing TGC), and I wanted to become part of that too, making a tribute to these guys, but also, offering my own perspective of things. That's why, despite of this mod being somewhat into the same eras of these other mods, I'm not trying to copy or compete with that they did, but instead, present an alternative experience marked by notable differences to these, in my opinion, the mods I've had the most fun playing ever with. In short, I hope the mod can be fun and nice to play with, while focusing on different subjects than other mods do.

I want to focus on development, alternate history, and globalised geopolitics, but most specially, to recreate a challenging or unpredictable scenario for the player to play with. This means that just like the real-world leaders can't know what's ahead in their terms, I wanted my run to feel the exact same way, not knowing what history will provide for me. So, even though the mod will obviously have the historic events belonging to each of era, the results will be set to always be random depending on the conditions of the winning hand of either side. WW2 won by the Axis? Why not. WW1 didn't broke apart the old empires of Europe? Exactly my point. What if you're in charge of nation of those years, and something like that happens... What would you do then?

That's the whole perspective for this mod, and that's why I hope it can offer something unique and new to the community, while presenting tribute to the mods that already shaped Victoria II into what it became: a never-ending experience full of exciting stories for us history lovers. I don't know what the results will be, but I hope I can keep having enough time to work on it, and also, I hope the mod can grow to support its own small community of testers, collaborators and modders to keep shaping this vision, and achieving a new way to play Vicky 2 together. I'm a very introvert/off-the-grid person, but I would greatly enjoy such event.

Regards, guys... Lib out.

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How ideological blocs will appear

Nations will change colours depending on the blocs they're part of, representing the expansion of the growing global influence and interdependence. Despite the alternative outcomes, each bookmark (already six planned) will be initially as much historically accurate as possible.


PS: 'News' graphic asset from CWE.

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Guest
Guest - - 689,972 comments

Cool

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Libertino Author
Libertino - - 16 comments

Thanks.

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