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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Blog RSS Feed Report abuse Latest News: The Thousand Religions of URR, Part 2

2 comments by UltimaRatioRegum on Sep 28th, 2014

Kept working on religions this week in my spare time. I abstracted out the religious-building-generation into its own function, and can now be used wherever I need it. In addition to these rare religious districts in “religious freedom” civs, I’ve also figured out how religious buildings are going to be distributed elsewhere in feudal civs (nomadic civilizations never have a state religion, whilst hunter-gatherer civs always have their own unique beliefs). There are five religious policies, and each places religious buildings differently (in addition to having other specific buffs for the player character, but those aren’t relevant just yet):

Religious Freedomcities have a single, well-organized district for religious worship; towns will have a single random religious building chosen from all the religions within that nation. This means finding a religious freedom civ early in the game might give you a chance to encounter a lot of other religions earlier than you otherwise might.

CultismThese civs have no religious buildings in them whatsoever, but the secretive cults (which will be making more of an appearance later) will be much more likely to have a presence around their cities/towns. Religious worship wouldn’t be banned within the home, however.

Collective FaithI decided to make this and “Organized Religion” into opposites; collective faith religions have a religious building in every town, but only a small number in their main city. I wanted to get a feeling that this was slightly more of a ground-up religion, perhaps without too much wealth at the top, so it’s distributed well through-out the nation.

Organized ReligionBy contrast, Organized Religion civs have a religious building in every middle-class or lower-class district within their capital, but no churches out in the far-flung reaches of their nation (causing those people to probably result to quiet worship, idols/shrines in the home, etc). Wanted to emphasize the centralization of this religion in this case, and that it’s a religion very focused around the nation’s capital.

ZealotryCivs with the “zealotry” religious policy go all-out: they have a religious building in every housing district and in every town, and no religious buildings from other civilizations are allowed anywhere within their borders.Here’s an example of a town with a religious building in:

NewS

…and, since I’ve been working on it, a town in the marshland (though totally unrelated to all this religion stuff, I just wanted to show off this new and very rare terrain type)…

NewS

…and a lower-class city district with a religious building, a tavern and some slave quarters…

NewS

...and a middle-class district from the same city with a park and a religious building (in this case with a road around it, and some flower/vegetable beds):

NewS

There’s also now a bunch of variables for religious buildings, primarily whether walls spawn around them, whether roads spawn around them, and whether vegetable/flower beds spawn within their walls/roads. Currently in a religious district they have walls, in middle-class districts they will have roads, in lower-class districts they will only have roads if they intersect a main road, and in towns they will have roads; they will have vegetable/flowerbeds in middle-class districts and religious districts, but not in lower-class districts or towns. This means that even though the church structure for each religion is the same each time (picked from the 1000+ variations mentioned last time), each actual iteration will always look a little different. My objective now is to finish off adding some variety to religions – in the comments in the previous entry it was suggested I add unique identifiers like festivals, likes/dislikes of other religions, pilgrimages etc, and I love these ideas, so they’re going in – then religions will be pretty much done for this release. I’ve also been doing some bug-hunting this week and a lot of bugs to do with placing city gates, handling roads and slums/graveyards, towns generating on rivers and handling unusual cases of combinations of coasts and cities have been resolved. Until next time, internet friends! Yyou 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  (20 - 30 of 113)
Guest
Guest Mar 2 2014, 2:22pm says:

I wanna play naaaooow... you can even have my money if you want !!!!

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Mar 2 2014, 5:12pm replied:

Haha, thank you! Having been developing this entirely in my spare time for the last three years, I'm thinking of a Kickstarter so I can spend a year working on the game full time. Check back in a month or so :).

+2 votes     reply to comment
Spacew00t
Spacew00t Mar 4 2014, 6:47am replied:

I'd plop down a good 25 USD for this game! That art style alone... it's crazy how well you've translated the ASCII experience!

+2 votes     reply to comment
SaschaWillems
SaschaWillems Jun 3 2013, 2:07pm says:

Just wanted to download the last release from your blog, but it seems the download links are broken.

Instead of links I only get [wpdm_file id=26] (which I guess is the link format for your wordpress download plugin ;) )

Any chance of fixing them so people can take a look at the game?

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Jun 3 2013, 8:36pm replied:

Looks like you tried in the one minute earlier when I was updating the site's plugins! They're back up now :). This version has been out about six months, and the next version is due out in a month or so.

+2 votes     reply to comment
Sphyrna
Sphyrna Mar 10 2013, 6:10pm says:

Seeing the screenshots, I am immediately reminded of Dwarf Fortress.
I am thoroughly interested how Ultima Ratio Regum will turn out to be.

+3 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Mar 12 2013, 3:45pm replied:

Glad you like the look of it :).

+2 votes     reply to comment
Arethrid
Arethrid Mar 6 2013, 3:28am says:

I am kinda hoping to see a playable demo or at least a video of gameplay sometime soon (If actually there's one that I might have missed, please do tell me).
I love the idea of proceduraly generated graphic elements. Procedural game environments are something most gamers are familiar with but I belive procedural graphics that is as stylistic as pre-designed assets is something yet to be explored.
Being a programmer myself, I am always interested to see what other programmers can come up with procedural generation algorithms. I like watching the development of this project not only from a gamer's perspective but also from a programmer's technical perspective.

+3 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Mar 7 2013, 9:30pm replied:

There's a playable version on the site with my development blog atm, though it's mostly in early alpha - you can walk around and look at the world, but little else. 0.3 which I'm working on now will have the first 'gameplay'. Glad you like the idea - I totally agree that it's a relatively new/unexplored one, which is a big reason why I'm so keen to do it. The talk I'm going to give at the conference is actually about this kind of generation, both in terms of art/graphics and coding, so I'll be sure to post up a link or something about it when the video's up. Though there will probably be updates before then on the same topic...

+2 votes     reply to comment
Arethrid
Arethrid Mar 8 2013, 7:25am replied:

I found the demo in your blog after posting the comment above.
Looking forward to that conference video.

+2 votes     reply to comment
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Ultima Ratio Regum
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