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Scythian Wonder: Royal Kurgan


nifa
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55 minutes ago, nifa said:

Thanks for the refs. So I guess I should get rid of the entrance and give the hill a more conical shape?

I think yes it would be better. You can make a ditch around the kurgan with a small pallisade and there add an entrance, with the statues. 

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8 hours ago, Genava55 said:

I think yes it would be better. You can make a ditch around the kurgan with a small pallisade and there add an entrance, with the statues. 

480604325_Screenshot2026-01-24235615.png.984e9a2e69c99d8859c671a9c06dcbcf.png

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  • 4 weeks later...

wip

149927142_Screenshot2026-02-22152055.png.afa9a4ae39baf4090cbbd13f29f8c9b3.png

On 09/11/2025 at 6:36 PM, Genava55 said:

The burial chamber was decorated and we can imagine they used similar decoration outside when they performed ceremony celebrating their ancestor:

image.thumb.jpeg.bc6994276f86883d8499997720d36ab1.jpeg

 

@Genava55 Do you by chance have further references for that wagon in this picture?

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14 hours ago, wowgetoffyourcellphone said:

kk, let's use this.

That's just a mockup so far. With the other texture it doesn't look so bad either.

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On 9/11/2025 at 12:35 AM, nifa said:

 

823639534_Screenshot2025-11-08220121.thumb.png.8850efb9662e711a9aff2b0d260ee96e.png

 

Hello. Kurgan stelae have recently caught my attention as well. They seem like remnants of a much older, shared cultural tradition. We see very similar examples across a vast geography, from Central Asia to Western Europe. I recall that there are many examples found in Ukraine and its surroundings. Using these in a wonder is definitely a great idea. I should say that I really like this original design and the overall concept. It conveys the organic, human-made nature of the period very well. It’s not perfect and that’s a strength. It’s rich in texture and detail. The variation in the curvature of the ground, the torches, the scattered rocks. All of these make it much better than the new model.

On 25/1/2026 at 1:57 AM, nifa said:

480604325_Screenshot2026-01-24235615.png.984e9a2e69c99d8859c671a9c06dcbcf.png

The new model feels quite lifeless and frankly, boring. There’s no sense of a sacred space, no visual grandeur. Just a hill. It’s also important to keep in mind that these grassy mounds form over time as monuments, graves, or structures like amphitheaters are gradually covered by soil and vegetation when they are abandoned. That doesn’t mean there shouldn’t be a hill, on the contrary, it adds a sense of depth. The issue is that it shouldn’t be "just a hill".

A similar situation can be seen at Göbekli Tepe (Potbelly Hill in Turkish). It was discovered as a hill because the structures there were either naturally or deliberately buried (For Göbekli Tepe, there are also theories that the structures may have been deliberately covered either as people left the area or to protect them from the threat of war. However, they were not buried while they were in active use.) 

So representing this as just a hill while the civilization is still active may not make much sense. For this reason, the latest example is not only visually underwhelming but also historically less grounded.

In the end, this is a game, not a documentary. So the priority should be strengthening the visual impact and overall atmosphere without making major historical mistakes. That’s why drawing from diverse references or adding creative elements shouldn’t be a problem. After all, our knowledge of thousands of years ago is limited and without imagination we wouldn’t get very far.

Well done.

 

Edited by ittihat_ve_terakki
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6 hours ago, wowgetoffyourcellphone said:

I'd honestly like to have both styles in the game. The more exciting one as a Scythian wonder and the "boring" one as a map object. 

The first one doesn't seem to be based on real-world examples from the Scythian period. But in your mod, you can do whatever you want. Do you have any suggestions for improving the second one?

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11 hours ago, ittihat_ve_terakki said:

So representing this as just a hill while the civilization is still active may not make much sense. For this reason, the latest example is not only visually underwhelming but also historically less grounded.

A kurgan is a tomb. I understand your reasoning, but it's not supported by evidence. It was very common for tombs and burial sites to be looted or damaged a few generations after their construction. These kinds of monuments weren't venerated by the whole of society; it was a form of ancestor worship. It is, in a way, an expression of power. If the ruling clan changed, the monuments associated with the previous clan weren't maintained.

I understand the criticisms regarding the aesthetic aspects; they are valid. However, any historical or sociological interpretation must be supported by facts and observations.

If we want to add objects and decorations, there has to be a meaning to it.

Edited by Genava55
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1 hour ago, Genava55 said:

A kurgan is a tomb. I understand your reasoning, but it's not supported by evidence. It was very common for tombs and burial sites to be looted or damaged a few generations after their construction. These kinds of monuments weren't venerated by the whole of society; it was a form of ancestor worship. It is, in a way, an expression of power. If the ruling clan changed, the monuments associated with the previous clan weren't maintained.

I understand the criticisms regarding the aesthetic aspects; they are valid. However, any historical or sociological interpretation must be supported by facts and observations.

If we want to add objects and decorations, there has to be a meaning to it.

I didn’t fully understand your message, what exactly is not supported by evidence?

Most of the buildings in the game are fictional. Most of the decorations are fictional. The soldiers clothing in the game is also fictional and it has to be, even if you take inspiration from examples in various museums you still have to design it fictionally because there’s no other choice. Historically, we don’t have precise knowledge about things from thousands of years ago. That’s why I strongly disagree with the statement, “If we want to add objects and decorations, there has to be a meaning to it.” It’s completely incorrect.

If we are going to make a historical correction about the Kurgan above, first of all, the grassy green hill is not accurate. That vegetation is something that formed naturally over time due to neglect after these structures were abandoned. When you look at them today, that’s what you see now but they were not like that when they were originally built. If a mound was constructed while the structure was in use, it would likely have been covered with stones or decorated in a way that gave it a more structured appearance.

If historical accuracy is a concern, then it’s a problem for both cases anyway because we simply don’t have enough historical data to achieve complete accuracy. If I’m playing a game and I have to choose between a visually engaging example and a boring one, I will definitely choose the first.

 

 

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1 hour ago, ittihat_ve_terakki said:

Most of the buildings in the game are fictional. Most of the decorations are fictional. The soldiers clothing in the game is also fictional and it has to be, even if you take inspiration from examples in various museums you still have to design it fictionally because there’s no other choice. Historically, we don’t have precise knowledge about things from thousands of years ago. That’s why I strongly disagree with the statement, “If we want to add objects and decorations, there has to be a meaning to it.” It’s completely incorrect.

1 hour ago, ittihat_ve_terakki said:

If historical accuracy is a concern, then it’s a problem for both cases anyway because we simply don’t have enough historical data to achieve complete accuracy. If I’m playing a game and I have to choose between a visually engaging example and a boring one, I will definitely choose the first.

https://en.wikipedia.org/wiki/0_A.D._(video_game)

"The historical accuracy of game elements has been the highest development priority. Unit and building names are shown in the original language of the civilization they belong to, and they are also translated into the language in which the user is playing the game. There is also a strong focus on attempting to provide high visual accuracy of unit armor, weapons, and buildings."

Edited by Genava55
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You seem to have missed the finished state of the kurgan in the video you shared. If you look closely, there is no green mound there, the kurgan is completed with a stone-covered structure. In the next shot, it appears as a green hill because time has passed and the scene has shifted to a later period (you can tell from the clothing details, the buildings behind and even the visible wear and deterioration on the structure).

At some point, you have to adapt or create things. For example, who really knows what Germans barracks looked like 2000 years ago? Most likely, no such standardized structure even existed. But for the sake of the game you still have to design something.

I understand the effort to stay historically grounded, like having a unit fighting with a lightsaber would obviously break the mood. Still, I stand by my point: if one of two historically inspired designs creates a stronger visual atmosphere, I would choose that one. 

In any case, the green mound version is historically inaccurate. The video you shared clearly demonstrates that.

On 22/1/2026 at 8:33 PM, Genava55 said:

 

In my opinion, stone stelae should be more prominent in design, they are the most striking remains that have survived from that period to the present, rather than a green hill.

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Historical accuracy is not to be a burden to the gameplay but a means to improve, diversify and enrich it.

290149028_EkranResmi2026-04-1718_47_14.png

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33 minutes ago, ittihat_ve_terakki said:

You seem to have missed the finished state of the kurgan in the video you shared.

I didn't.

33 minutes ago, ittihat_ve_terakki said:

If you look closely, there is no green mound there, the kurgan is completed with a stone-covered structure. In the next shot, it appears as a green hill because time has passed and the scene has shifted to a later period (you can tell from the clothing details, the buildings behind and even the visible wear and deterioration on the structure).

If you look closely the other mounds are green. That's my point, after a few generations it look like this.

image.png.fc408e1620f623db432b6bf861cba881.png

I am not against a pebbles/stones covering. I am just saying your reasoning, claiming that the people of one's 'civilization' were necessarily maintaining such structures in the long term, is wrong.

33 minutes ago, ittihat_ve_terakki said:

Still, I stand by my point: if one of two historically inspired designs creates a stronger visual atmosphere, I would choose that one. 

Only one of the design is historically inspired. 

Edited by Genava55
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6 minutes ago, Genava55 said:

I am just saying your reasoning, claiming that the people of one's 'civilization' were necessarily maintaining such structures in the long term, is wrong.

I didn’t say anything like that. I’m not sure this is being understood in the way I clearly meant it.

What I’m saying is that depicting this freshly built structure with green grass doesn’t make sense. Therefore the version you proposed is also not historically accurate. Grass like that typically appears later, when a structure is abandoned or poorly maintained over time. In that sense, it’s similar to depicting the Colosseum in its current partially ruined state as if that were its original form.

If you are going to replicate the example exactly, then it should be the stone-covered version. The green hill depiction is inaccurate.

7 minutes ago, Genava55 said:

Only one of the design is historically inspired. 

And “inspired” doesn’t mean copying. One just aims to be a boring (and false) replica while the other tries to create a more visually engaging interpretation.

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