I don't know how to explain, but I get a different feeling from this texture work compared to the one I've seen in the previous versions of the mod, a strange sense of maturity, as if you've already mastered the art of painting tiny soldiers.
Thanks, I appreciate that. I do take a lot of pride in the unit model work I did for this version.
RIP the Celtic Knight without helmet, I'm gonna miss that bearded fella, but the new one looks amazing too

I'm impressed with the new models.
Technically he wasn't too inaccurate, just somewhat low-quality. It was basically this guy:
But since I was reworking anyway, I took the opportunity to do a bit of distinction here; now the Celtic foot knight and mounted knight are both Irish, but with a twist. The foot knight represents the old Gaelic elites and use the heraldry of Irish túatha (petty kingdoms)
. The Irish traditionally didn't have heavy horses, so someone wearing heavy armour was more likely to fight on foot. The mounted knights, conversely, represent the newer Hiberno-Norman elites, used to fighting on horseback and using the heraldry of Irish lordships. Their equipment also reflects this, with the foot knights using relatively outdated pieces, such as great helms and coats of plates, and numerous locally made leather elements, whereas the mounted ones are kitted out in the latest continental military fashion.
This is very interesting, considering the Ulanen (a light cavalry, as far as I know) are the modern (heavy) cavalry for the Germans, I kind of get why this is the way it is, but I wonder if I'm missing an interesting fact about them...
Would be really rad to see one of them with a spear, just a thought haha
Ultimately, it comes down to a lack of the right animations, but almost all cavalry by the WW1 era carried both a lance and a carbine (or even a full-length rifle, but for aesthetic reasons I used carbines in all cases), and little to no body armour, so the distinction between light and heavy cavalry disappeared completely. So whether the cavalry in question was called "uhlans", "dragoons", or even "cuirassiers", there was by that time very little practical difference between them. By the classification from earlier eras, almost all WW1-era cavalry, whatever it was called, were de facto dragoons.
Hmm. Since it translates directly into a percentage, the % makes sense. Just feels a bit number-inflationary having "my 500% SAM shoots down your 450% evasion fighter!".
Yeah, those are all my feelings exactly, and I feel removing the % would somewhat eliminate the inflationary effect, but might make everything more opaque for a new player.
Now I'm curious to find out more, if you don't mind explaining the technicalities in short. Also, which of the two techs is the right one for the autobahn?
Civ 4 has no "unique route" concept, so to properly reflect it in pedia and elsewhere, I created a dummy improvement, which is referenced in the tech tree and on German civ's pedia page, for instance. But I absent-mindedly set it to the wrong tech, so there was a discrepancy between it and the actual build action, so both were displayed in the tech tree. Now there's a single entry correctly displayed at the Assembly Line.
And while talking about Königsberg: What do you think about Winrich von Kniprode as a leader for Germany? He was quite a significant figure for the Teutonic Order, which as a whole is well represented by the existing German civ, but it could be nice to have a leader for it. After all, it was a more or less sovereign nation for over two hundred years. (For traits, I think financial + fanatical make a lot of sense, 2nd positive could be conqueror, militaristic, administrator, charismatic or spiritual - many seem applicable and I'm not sure. Militaristic might be the least interesting due to similarity with Frederick, but would of course synergise nicely with Teutonic Knights. But then so does conqueror. Perhaps charismatic would be the most distinct from the existing other leaders.)
Germany has more than enough militaristic leaders already. If (and that's a big if) I ever add more leaders to it, it'll be someone with a different paradigm, like Ludwig II of Bavaria (his traits basically write themselves).
By the way Militaristic is abbreviated as "Agg" in the leader selection for a custom game. I think it's the only trait with a wrong abbreviation though, and it's clear how that came to be.
The trait used to be called "Aggressive", and that's a leftover from that. I'll correct for consistency.
That's a really good point that I missed entirely. Yeah, I can see how that would complicate things a lot.
Unfortunately, there are a lot of such small practical aspects that one becomes acutely aware of having actually started to modify the game code. "How hard can it be to, say, prevent a route automatically spawning on city tiles if your civ can't actually build it". Turns out, the answer is "much harder than it sounds". I feel like I shared this tidbit already, but it seems pertinent here: the word "unfortunately" is currently found 39 time in RI code, mostly in comments inherited from K-Mod.
But now we have the case where a centralised democracy doesn't really do anything significantly different than a constitutional monarchy, except coming later, and a "naked" democracy isn't worth going for at all either.
To be frank, this is the case with modern constitutional monarchies and democracies as well - the difference is cosmetic. But maybe I could factor in some culture bonus (countries that either keep the monarchy "out of cultural tradition" like the UK or where it is a part of national identity like Norway).
Lastly I would like to say that while I really think enlightened absolutism is much better not requiring free religion, I was generally quite a fan of dual-civic buildings. Such as feudal land tenure, imperial cult, or even local automony in a way. I think they offer interesting interactions.
Those are weird - they are either irrelevant or create very specific pidgeonholes, and AI is really bad at understanding those (or rather chooses not to most of the time, as AI "thinks" with flavours, and two civics in question usually don't have synergistic ones, so the flavours get averaged into a mush).
Hey, that means you got through almost two hundred years first without major issues, so that's probably a good vouchsafe that one won't encounter something like this in their first 20ish hours of play.
True, though I do consider myself lucky - a friend of mine got cut short by another earlier on. Anyway, I will reserve the judgement on actual gameplay until they sort out at least the gamebreaking stuff (they just had to roll back one of the major changes of 1.05 as it broke more than it fixed). BUT...
I'm going to watch all the tutorials and let it steep a bit while I focus on tried-and-true and beloved RI for my strategy gaming through the year, I think, but it seems like the purchase was a worthwhile investment, regardless, and I'm pleased so far.
...whoever designed their UI should be shot out of a cannon in the direction of Poland. That's literally the worst UI in my recent memory, maybe ever. I was familiar with most mechanics from the get go as I kept up with the dev diaries, but still I found myself absolutely helpless the first time I started the game, and many hours later my main enemy is not any rival country, but the atrocious UI, which makes it extremely non-trivial to do literally anything, not to mention learn any useful info.
as with this war hammer (or battle axe? - I can't tell).
See my sad confession below
This shield is unique and interesting. Is it supposed to be bronze, because of the color?
I can't speak for Bakuel who designed the unit, and I didn't find the exact item it was based on, but generally speaking Middle Eastern cavalry shields of the time would go with metal+lacquer or metal+leather, which explains why even non-metallic bits are quite glossy.
Halberds are cool and the animation for these is quite fun to watch, as well. I don't often see these depicted in medieval units in games.
Strictly speaking, this is not exactly a halberd, but rather something that is in the process of evolving into one out of a dane axe, a close relative of a sparth axe, or indeed a poleaxe. Polearms are a continuum anyway.
Just the variety of cultural flavors displayed in the designs and armor drip off of these units:
I can't really take credit for most of those, as they are first and foremost Bakuel's work (though I did feed him a lot of source material), but yeah, as much as I trust his method, I usually double-check and often tweak even his work. And his attention to detail is (was?) rather admirable - the first one of the batch you posted, for instance, is the Abbasid abna palace guard, a speculative but well-sourced reconstruction based on Chinese contemporary sources mentioning black robes (black was the Abbasid official colour).
I wanna report something weird with the latest SVN, I had shock 2 in one of my units (a warrior, to be precise) and the tooltip didn't show the melee bonus percentage of both promotions. I haven't tested anything so I don't know if this was a visual bug or something serious, but I wonder if the same happened to anyone else

Because I had a few more promotions in that unit (land tactics and city defense) and those percentages were showing.
Could you provide a bit more detail and/or screenshots?
I don't know much about medieval arms but that's a pole axe isn't it? I'd swear they are supposed to be longer, so I'm probably wrong

but that's the first thing that comes to my mind when looking at it.
Oof, time for a confession. That is indeed a poleaxe, and they
are supposed to be longer. It's just I really wanted to have a poleaxe-wielding foot knight for England, but there is no good animation that represents the way people fight with them IRL. But I
also really wanted English knights to have shields with heraldry on them, and that is kind of incompatible with two-handed animations in any case. So I had the knight wield it with one hand, but then again, he's not superhuman, so I shrank the poleaxe to the size that could be wielded one-handed. All in all, I know that it's historically implausible - but not impossible, as there were indeed "mini-poleaxes", though they weren't at all common. His contemporaries would likely consider him to be a bit weird, but not extravagantly so.
All this aside, I just realized in this new game we have a new diplomatic victory with the comintern! I recall reading something about this here but I forgot and was very surprised to see it ingame.
Not a diplomatic victory, no. While it is an international organisation, there is no associated diplomatic victory. Its only
raison d'etre is giving additional bonuses to the Planned Economy civic.