A roguelike game inspired by the literature of Jorge Borges, Umberto Eco & Neal Stephenson, and the games Europa Universalis and Dark Souls. URR aims to explore several philosophical and sociological issues that both arose during the sixteenth and seventeenth century (when the game is approximately set), and in the present day, whilst almost being a deep, complex and highly challenging roguelike. It explores questions of philosophical idealism, cryptography, linguistics and the writing and formation of the historical record, and will challenge players to hopefully think in ways and about themes that are rarely touched upon by games.

Post news Report RSS Ultima Ratio Regum territory generation!

A demonstration of the territory generation, and what world maps look like at the start of the game.

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On the move towards version 0.3, Ultima Ratio Regum now contains a lot of new generation. Myths and legends are being generated, along with entire languages, but these will be covered in later updates. For now, let's talk about the history generation.

The generator starts at "Year 0" and moves forward to between 1600 and 1700. I've been working on the basics of territorial expansion so far. When the world is first generated, a number of civilizations are placed in locations with food, water, resources, and the rest of it. Over the next 1700 years, they then expand - preferring to expand into areas with rivers, coastlines and temperate climates, rather than the extremes of the world, though they will do that as well - and continue doing so until there is no remaining contiguous land to spread into. NOTE: as of yet, civilizations in the history generation will not declare war, nor explore, nor cross the ocean, hence the possibility of uninhabited islands. But these won't be uninhabited for long...

Currently, maps start off looking like: (full size: Ultimaratioregum.co.uk)


And end up looking like: (full size: Ultimaratioregum.co.uk)


The next step is to create the under-the-hood tech tree to allow civs to advance towards the "modern" technology available to the most advanced civs when the game begins. After this, I'll begin modelling historical diplomacy, and see if we can get some wars going.

You can keep up to date on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Mondays, Facebook a few times a week, and the Twitter roughly daily. Any thoughts, please leave them in the comments! Version 0.3.0 is now in the works, and will generate languages, myths, histories, coats of arms, flags, and entire civilizations. It'll be a big one, but I'm hoping to keep the updates coming regularly, and maybe put out a 0.2.2 in the mean time. Stay tuned...

Comments
AFellowStalker
AFellowStalker

Just wondering, aren't most civilizations based on the coasts?

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ethanethan
ethanethan

in real life you mean? i'd say 'if theyre lucky'. and they will defend their resources and access against others i suppose.

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UltimaRatioRegum Author
UltimaRatioRegum

Assuming you mean in real life, I think "if they're lucky" is about right; though I am trying to include a variety of jungle/nomadic civs as well, and of course many civilizations have arisen without ever seeing the coast! Civs like to start near food, water and resources, but they aren't too fussed about the coast, though they will often expand towards it.

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