Trade, Economy, and SupplyTrade and economy are difficult things to model in a game accurately. Especially so if you want to model trade across a long historical…Apr 15, 2023Apr 15, 2023
ChatGPT and Procedural WorldsAfter a long hiatus of 1–2 years I’ve started revisiting the procedural campaign map. I had shelved the project because at the time I…Feb 5, 2023Feb 5, 2023
Empires and Revolution: Performance, AIIts been around 5 months since my last blog post. Much of the delay has been simply because my personal life and work has been somewhat…Oct 29, 2022Oct 29, 2022
Victoria 3 ReviewMy very first blog post was regarding the announcement of the game. Its hard to believe in 1.5 years the game is out and playable. I’m glad…Oct 29, 2022Oct 29, 2022
June 2022First of all, I’ve created a patreon site: https://www.patreon.com/empire_and_revolution which I intend to use as a small fund to measure…May 31, 2022May 31, 2022
Empire And Revolution: Caracoles and DragoonsWith the development of the pistol there arose a new kind of cavalry. One that could use speed to fire point-blank into enemy infantry…Apr 3, 2022Apr 3, 2022
Feb Update: Empires and RevolutionsBattalion Orders and High-Level AI UpdatesFeb 19, 2022Feb 19, 2022
Dec Update: Empire and RevolutionAs the armies of European warfare became larger and more complex, there arose a need to reduce these masses into more manageable levels of…Dec 11, 2021Dec 11, 2021
Fall Update: Empire and RevolutionStill working… not much broad features to expand on. Lots of small features to work on. There’s always the danger of scope creep but I…Oct 15, 20211Oct 15, 20211
Grid-based tactical decisionJustifying why real-time tactical battles should be grid-based when reaching a certain level of scaleAug 5, 2021Aug 5, 2021