Ultima Ratio Regum is a middle-ground between roguelikes, RPGs and strategy games. It has no fantasy elements and seeks instead to be closer to a realistic history simulator, and a strategy/4x game which just happens to be in ASCII. Combat is rare and deadly - whilst these mechanics are modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them.
An overview of the recent changes to Ultima Ratio Regum's worldmap - a massive increase in size, complexity, and variety.
Posted by UltimaRatioRegum on Nov 4th, 2011
This is a quick update to talk about the major change to the Ultima Ratio Regum worldmap! Originally, it was a mere million squares – 1000 x 1000, and I somehow expected that to hold an entire world. This was, I will admit, a tad naive. The world has now increased rather in size. It is currently 40,000 x 40,000, but this can be increased by just fiddling with a particular variable (and might easily go up to 50k or 60k a side, depending on the eventual density of populations, cities, etc). This makes the world map over 1.5 billion squares in size, and much more fitting for an entire world!
The world generation is still being perfected, but here's a teaser screenshot of what the world map looks like currently:
The central colour is within the 'temperate' biome; above that desert, and below that taiga, then tundra, then arctic (not shown in this pic). There are also tropical biomes, and swamps, and all kinds of other funky stuff. Suddenly, the world is big enough to actually hold a world...
You can read more on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Mondays, and the Twitter/FB roughly daily. Plus, those who follow will get updates first, and may gain access to the alpha (or particular facets of the alpha) before the general public. Stay tuned!