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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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  (30 - 40 of 113)
romenigcandido
romenigcandido Jan 2 2013, 1:46pm says:

I must say that I created an account just to be able to follow the development of this game, and if you ever decide to charge for the game I'll be more than happy to pay. The game seems to be extremely complex, which is something that I love, not to mention that you make ASCII graphics into something beautiful to behold. My sincere congratulations!

+5 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Jan 4 2013, 9:44am replied:

My sincere thanks! Very glad you like the concept and the graphics. As I speak, I'm finishing off the religious symbol generation (which there will be a blog entry on next week), which is itself another graphical route I'm exploring (along with flags). Let me know if you have any thoughts/ideas for the game in general, anyway :)

+2 votes     reply to comment
romenigcandido
romenigcandido Jan 4 2013, 11:50am replied:

I have some questions and ideas about Religions, but I'll wait for the next update to comment on the matter.

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Jan 4 2013, 8:08pm replied:

Cool; I await them come Monday :).

+2 votes     reply to comment
Arethrid
Arethrid Jan 1 2013, 2:48pm says:

I am looking forward to see this project's final version :)

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Jan 4 2013, 8:57am replied:

Thanks :) - though I couldn't possibly say when that will be...

+2 votes     reply to comment
taylan!
taylan! Dec 30 2012, 10:34pm says:

Looks like a very ambitious game and highly interesting. I downloaded 0.2.1 and played around a bit. One thing that I noticed was the frequent loading pauses in the game (to load zones, I assume?), which can be bothersome after a while. Oh and the game crashed for some reason. Are you interested in crash logs to be emailed to you?

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Dec 31 2012, 9:56pm replied:

Re: loading, yes, loading does happen often. However, it seems much more often because there is nothing "to do" yet, so to speak - if you're spending half an hour on a single map grid, the odd loading screen shouldn't be a trouble, whereas just running across a map grid is going to trigger another load screen very quickly. Yes, please, absolutely re: the crash log, and info about OS as well :)

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Dec 10 2012, 8:16am replied:

Thanks for the question! Well, a longer explanation is going to go up on a blog entry in the future, but here's the brief one. The game produces two kinds of languages from scratch, either based around syllables (so it will generate a database of syllables for that language, like 'car' or 'ur' or 'ab' and piece them together into words) or based around chances of letters, so a language might have 'z' as its most common letter and 'h' as second, so it'll have a preference for those, and same goes for vowels. Each produces visually different languages. The ancient languages in the game do not use a Latin alphabet, but I'm not saying any more about those for a while! If an NPC says a word to you in another language, the game first checks if you know it - if so, it is translated - if not, it checks if a non-English word for that English word yet exists in that language's dictionary. If yes, it uses that word (so 'the' will always be translated the same), if no, it creates a word, checks that word is unique, then adds it to the dictionary. I know this means that all languages have the same grammar/syntax/whatever as English, which is far from true, but from a gameplay perspective I felt they had to keep the same structure to help the player make sense of half-translated sentences, and also because a system for the game recognizing adjectives, nouns, verbs etc and re-ordering them would be a) immensely complex, b) unnoticeable to a player looking at a non-translated language, and c) would prevent the player making informed guesses at unknown words. Shout with any more questions :)

+2 votes     reply to comment
HereticUK
HereticUK Dec 12 2012, 7:27am replied:

That is a very interesting way of generating languages... I shall be keeping an eye on this for sure!

So, will the player character have to learn new languages in order to communicate with others?

+2 votes     reply to comment
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Ultima Ratio Regum
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