A semi-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.

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0 comments by UltimaRatioRegum on Sep 20th, 2014

Managed to find time for some programming this week, as we inch towards my year of full-time development on the game. A fair bit of this time was spent working on religious buildings. I’ve been putting these off for a little while because the method I wanted to use to generate them was a little bit daunting, but I decided the time has come.

So, in keeping with my objective to give everything in the game a totally unique generation algorithm and therefore make my workload infinitely greater (and, y’know, make the game look better), I decided to try something new with religious buildings. They are created in a modular manner. Each religion chooses a unique layout for its religious buildings (and also a unique name, so you’ll get churches, stupas, pagodas, monasteries, convents, etc) and this consists of a central component and a number of peripheral parts to the building. The central part of the religious building has a number of points where extra parts can be “attached”. There’s somewhere in the range of fifty cores to these buildings (each of which will have unique generated interiors in the next version), and around fifty attachments. Some attachments can only go on some cores, so there’s a little over a thousand possible religious buildings. Each religion will always have the same type so the player may come to recognize them as the game goes on. Whereas most cities have their religious buildings scattered around, some cities have religious districts like this one:

So, in this case we have nine religious buildings; this is from a nation with a lot of religions. Only nations with the “Religious Freedom” policy will have such a district, so it’s pretty rare. Other nations will place their religious buildings in other districts – a “Zealotry” nation will have a religious building in every district and have no room for other religious buildings (much like those with “Theocracy” leadership), whilst some might have religious buildings in city centres, or in a small number of districts, or throughout the countryside in towns.  In a “Collective Faith” or “Organized Religion” civ, for instance, you’ll have religious buildings around most districts, though OR will be a little more centralized/organized than CF. Some nations will therefore have many religions represented, some will only have few, and in 0.7 you’ll be able to walk around inside these modular buildings and steal the holy cheeses, or whatever one may find inside. The district is not 100% finished – some of the edge roads need shortening, for example, and I need to work on generating some things within the religious building walls –  but it gives a good impression of the final product.

The last thing to do on religions for this release is to handle the spread of religions so we know which are represented in which cities, and therefore which religious buildings should appear where. I’ll probably implement a simple version of this for this release, and then in later versions possibly allow you to the spread of each religion on the world map, or at least give the player more information about it. I also fixed a bunch of bugs to do with roads I hadn’t really noticed before, stacked up a bunch of other things to fix closer to release, and started to seriously think about how docks were going to work before realizing I needed to do a lot more research first on how the hell 17th-century ships actually docked.

Until next time you can keep up to date on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Saturdays (or sometimes Sundays), Facebook a few times a week, and the Twitter roughly daily. Stay tuned...

Post comment Comments  (90 - 100 of 113)
AFellowStalker Nov 15 2011, 5:45pm says:

Probably missed something, but how modable will this be? Will it be easy to mod?

I really want to make an Avatar: The last airbender mod for some reason.

+1 vote     reply to comment
UltimaRatioRegum Nov 16 2011, 5:20pm replied: Online

Not sure yet. Probably not going to be easy; it's a very, very low priority for me. We'll see, though :)

+2 votes     reply to comment
AFellowStalker Nov 16 2011, 5:42pm replied:

You have to remember for when you start letting people play, mods can easily raise the life of a game to years ahead, even decades.

0 votes     reply to comment
UltimaRatioRegum Nov 26 2011, 7:58pm replied: Online

Mmm, true. But you imply I'm not going to be working on it that long myself! :)

+2 votes     reply to comment
AFellowStalker Nov 5 2011, 7:19pm says:

The more I think about the army thing, the more excited I get about it.

+3 votes     reply to comment
UltimaRatioRegum Nov 5 2011, 8:29pm replied: Online

Cheers :D - it's ultimately a longer term goal, but I want a basic version of independent adventuring, small group adventuring, serving in an army, and army-leading, all in before too long. Then I work on each one, rather than just perfecting one before moving onto the next. Should also give people more to play, since all four will be available in some form from reasonably early on...

+2 votes     reply to comment
AFellowStalker Nov 5 2011, 8:31pm replied:

I just want to be able to stroll into a town and burn **** up with five thousand *** holes following me after I joined the rank of the *** hole army and earned prestige by biting our their leaders eyes and strangling him with my turban like I do to people in DF.

+2 votes     reply to comment
UltimaRatioRegum Nov 5 2011, 8:33pm replied: Online

That seems... pretty accurate! Though reaching the top of armies by killing those above is going to be interesting. Some creatures will respect the strongest and immediately follow whoever fights their way to the top, while others might be shocked and disgusted by that kind of immorality :)

+2 votes     reply to comment
Bugtrooper Nov 5 2011, 4:28pm says:

Awaiting for release :D

+1 vote     reply to comment
UltimaRatioRegum Nov 5 2011, 7:17pm replied: Online

Thanks! I'm more concerned about quality than instant release, but I'm definitely looking at some time in the next few months... :)

+2 votes     reply to comment
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