displaying a battlefield with thousands of units in RoF should not be more complex in RoF than in Empire Total War.
You'll need to study up a bit haltux (which will be enjoyable trust me) if you're interested in simulations generally, functions like geometry instancing mean that there may actually be only five or six soldiers on the table. The rest of the armies are smoke and mirrors
Stop patronizing me. I know perfectly what you are talking about and you did not understand my point. I'll try to make it clearer.
It is a plane simulator. You have to make models of plane, physics of plane, AI, so on... This is complex, there is no such thing in games like Empire Total War.
Then you have to render the environment (like in ETW), and the ground units: soldiers, trains, tanks, so one. What you want from these ground units is that they behave in a way that looks good, in RoF or ETW (and honestly, even a fraction of the realism of ETW in terms of battlefield rendering quality would be great).
There is no reason why the physics of soldiers and tanks should be more accurate in RoF than in Empire Total War. The mirroring techniques used in ETW would be therefore perfectly suitable to render a battlefield in RoF. This is not more complex.
This is a plane simulator where a decent battlefield rendering would have been great. This is not a battlefield simulator where every moving object should be modelised and simulated in a realistic way.
I completely understand that:
- RoF has a much smaller budget than ETW
- Displaying massive amount of units was not the first priority for RoF
But arguments like "what you can do in a game cannot be done in RoF because it is a simulation" are nonsensical.