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. URR aims to eventually be a fusion of roguelike and strategy two genres - rather than a strategy game where you command with omniscience (even in ancient eras), you instead command as an individual character also in the game. Orders must be issued in person; you can lose contact with distant armies; but the same mechanics affect the AI players who also lack omniscience and depend upon the knowledge of situations they themselves can garner. Worlds can be generated over a vast array of sizes, climates and types, but all ultimately with no fixed objective but a world full of civilizations and factions to be allied with or battled against. It aims for depth in character development and world events, but with much in the 'middle' - constructing buildings, city growth, resource management - abstracted out (as other games exist which handle those well). Political and social dynamics will be modeled via a complex system that aims to generate both a history for the world, and the current state of political affairs when your game begins.

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4 comments by UltimaRatioRegum on Apr 18th, 2014

As I’m away from tomorrow until the next weekend, this week’s update is a little shorter, and a little bit early for once. First off, thank you all for the awesome response to 0.5 – copies have been flying off the virtual shelves and I’ve got a lot of really supportive feedback, and some important bits of constructive criticism too. Since I don’t know the meaning of “resting on your laurels”, I have already started work on 0.6 and made big strides in generating many of the game’s settlements. I decided to start off with farms, and have created a system for generating farms of various sizes, with various crops and various interior dimensions. Farms are obviously far from finished – I still need to get buildings generating, as well as making the trees in the orchards (currently just generic trees) – but it’s a solid start. I’m leaving the generating of buildings part until I have all the different types of settlement ready for building generation so that I can code it all in one fell-swoop; I expect taking account of all the required factors will end up being quite complex, so I’d like to do it all within a couple of coding days back-to-back.

TerrainTest

I’ve also begun to implement some of the basic parts of town generation. It starts off by creating a network of roads appropriate to the type of road going through the town (if any – special cases for isolated towns have not yet been handled) and then spreading buildings along them. There will be a variety of rare and crucial buildings in towns – more on this in some later entry – and then a large amount of general housing and the like. For now, just for the sake of testing the system, the buildings are generating… as lava… but I’m sure you get the idea in the bottom image for how towns will end up looking. The town code as it stands now only took a little over a day and I’m amazed at how interesting these layouts are already looking. Once I start to add buildings to towns I’ll put up another update on that. I’ve started to work on generating architectural styles as well, and varying the materials that civilizations like to construct buildings from, but the next step for towns is basically the creation of a massive building database.

Towns

From this point onwards (once I’ve done the few additions to farms I need to do) I’ll be working on the non-building parts of other settlements. I’ve got some very interesting ideas for how hunter-gatherer settlements will generate, but I think I may work on graveyards next, or possibly nomadic fortresses. We’ll see. Either way, I have a train so catch to that’s everything for this week. Let me know what you think of these very early stages, and see you all in eight days. Until then 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. Any thoughts, please leave them in the comments! Stay tuned...

Post comment Comments  (30 - 40 of 98)
SteelMantle
SteelMantle Dec 2 2012, 2:52pm says:

You do not know how excited I am for this game. I downloaded your 0.2.0 release and although there isn't a lot to do at the moment (alpha), the content I have read from your website is amazing. This is the type of game I've been wishing for a long time. It's a shame that this is a single player, but I know it's extremely hard to set up a multi-player option due to the turn-based movement.

But anyways, a humongous thanks from me for starting this project, I'll definately be tracking this game. Thank you!

+3 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Dec 3 2012, 8:28am replied:

Thanks! Ditto; because I'm a one-man team, and releasing for free, I have that kind of freedom to just shovel everything I've ever wanted to see in a game, into the game! Multiplayer I did briefly consider, but rejected both for the reason you said, and because I know nothing about it technically. You're very welcome! Let me know what you think of 0.2.1, which I've just released - added resources, and you can export maps to .png now, too.

+2 votes     reply to comment
Zollec
Zollec Dec 2 2012, 5:17am says:

Well, bright idea. But!!! Make a working and usable in persin ordering system for a huge kingdom... Not an easy task, not a bit sir. But far not imposible. But beware of gamekilling bugs (Dwarf Fortress :)).

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Dec 2 2012, 1:42pm replied:

Undoubtedly :). I'm doing a very bottom-up approach, which is why there isn't yet that much gameplay. I'm doing extensive in-house playtesting, and - thus far - no gamebreakers have appeared!

+2 votes     reply to comment
Zollec
Zollec Dec 2 2012, 4:16pm replied:

good to know. But u know, DF problem is, instead of making a great polishing and game fixin, they add more and more kontent (bugged fcourse:). And if we find somethig broken, we let u know. So I look forward for 0.3.0. yeah and any idea about the price?

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Dec 2 2012, 7:13pm replied:

Agreed; I don't intend to keep adding content whilst previous issues still exist. Also - price? It's free!

+2 votes     reply to comment
Zollec
Zollec Dec 3 2012, 1:30pm replied:

yes I know. I mean u will keep it free in the full version too?

+2 votes     reply to comment
Zollec
Zollec Dec 2 2012, 5:09am replied:

Nicely wrote. I played the Version 0.2.0, and came here to write my congrats. But u hit the point. One more thing to say, I hope that URR will dont have a game killing bugs like DF.

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Dec 2 2012, 1:43pm replied:

Thanks for congrats, again! Let me know what you think of 0.3 once it's out.

+2 votes     reply to comment
UltimaRatioRegum
UltimaRatioRegum Nov 7 2012, 3:30pm replied:

I absolutely agree. Indeed, maybe strangely, were I aiming to sell it I would be aiming a lot lower because I have to meet deadlines, put polish on the 'product' early, etc. The freedom to develop you mention is exactly what appeals to me, and exactly what I'm enjoying. And thanks - I hope it will :).

+2 votes     reply to comment
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Ultima Ratio Regum
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