I find that you really have to think of R:TW as a Battles BC kind of thing. Just enough history to make you feel where you are, but ultimately it is cool stuff (sword fights, splodey stuff, i.e. "eye candy") that sells the product, and ultimately, selling the product is what it's all about.
Edit: No offense to any CA guys here, it really would be impractical to do total realism research on these games. (Look at how many man hours go into research for a mod like EB, and you'll soon realize that realism to that level is not profitable when it has to go onto the payroll/release timetable demands from parent companies.)
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