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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Blog RSS Feed Report abuse Latest News: Ultima Ratio Regum v0.5 released!

6 comments by UltimaRatioRegum on Apr 12th, 2014

With 3.5 months of development behind it (my fastest release to date), I present Ultima Ratio Regum v0.5! You can download it here. Here’s a summary of the major additions: 

- History generation!
 The world now contains over a thousand years of history of conflicts, religions, settlements, colonies and more. Some categories such as discoveries and cults will be added to more in later versions. Although they are currently all shown at the start of the game, exploring and discovering these histories (and the gameplay/world information they provide) will later emerge into a central game mechanic.

- Enlarged world map!
 The world map is now 250×250 rather than 150×150, but due to various optimizations takes up less memory than the older version. This allows for far more room for everything the game needs, and with a larger world map I can start to think about various mechanics for exploring the world without it all opening up too quickly.

- Religion generation!
 The world is now populated by religions – monotheistic, polytheistic and spiritual/animist/shamanistic – some of which may spread between multiple civilizations. The game describes their entire pantheons in addition to (for feudal religions) what agendas they might wish their followers to pursue.

- Cities, towns, fortresses and settlements!
 The world map is now populated by the capital cities and smaller towns of feudal civilizations, the desert fortresses of nomads (between which their caravans will later roam) and the settlements of hunter-gatherer civilizations. These different types of civilization also have different types of flag and symbols associated with them. In the next version, 0.6, these population centers will be fully explorable.

- Coats of arms and families! 
Feudal civilizations now contain a number of noble houses, each of which has a procedurally generated coat of arms to go with it. The player is assigned to a non-ruling house in their civilization of choice, and house allegiance will be one of several “faction” alignments that offer both benefits and risks as the game progresses.

- Updated start/load screen! 
The start/load a game screen now displays a wealth of information about each save to allow you to easily browse the saves you may have, and also loads in a fraction of the time that was required in the past. You are also now given a choice of what civilization to follow, and whether to follow the lead religion in that civilization (if any).

- Policies! 
There are now a large number of “policies” that each civilization possesses, spread across eight different categories. These will act as passive boosts to the player’s abilities, skills and stats in various areas.

- Road generation! 
A network of roads now criss-crosses the parts of the world controlled by feudal civilizations, and also generate on the human-scale map (not just the world map).

Hope you all like it. Let me know any feedback you have, any bugs you might find (I think the release is bug-free, but there is only so much playtesting two people can do) and any other suggestions or feedback. In the next few weeks I’ll be talking quite a bit about the plans for URR this coming year which I’m rather excited about, so I invite you all to join me for that discussion in the near future. Hope you enjoy the release! 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  (80 - 90 of 98)
APinkPanzer 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:

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
APinkPanzer 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
Bugtrooper Nov 5 2011, 4:28pm says:

Awaiting for release :D

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

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
Threeli Nov 5 2011, 10:08am says:

The term "cooperative adventuring" makes me exude joy. Also, I'll be watching this. Cool stuff.

+2 votes     reply to comment
UltimaRatioRegum Nov 5 2011, 11:31am replied:

Haha, thanks! I'm hoping to get the small-scale adventuring group dynamic working every bit as much as the large-scale military one. It'll probably come earlier, too, since presumably it'll be a heck of a lot easier to get working...

+1 vote     reply to comment
Imagamer45 Oct 7 2011, 6:36am says:

The thing I like about URR over DF is how it isn't trying to be hugely complex and convoluted, which should speed up the game's development quite a bit. DF will eventually become one of the greatest games ever, but it's going to take years to get there.

+1 vote     reply to comment
UltimaRatioRegum Oct 10 2011, 8:28am replied:

I guess I'm trying to put complexity into areas DF doesn't. I want to focus on combat, AI and army management, rather than construction or settlement management. Also, some things I'd like to be more 'streamlined' - for instance, some combat messages in DF don't really divulge any useful information. URR ones are equally detailed, but I think every message gives the player worthwhile info. That's just an example (and, obviously, only my opinion), but indicative of what I'm trying.

+2 votes     reply to comment
UltimaRatioRegum Oct 2 2011, 7:39pm replied:

Since the 5 minute editing time has expired - I'm not aiming to reproduce any of the Fortress Mode features, nor much of the worldgen, or the "living breathing world" aspect. My focus is on other areas.

+1 vote     reply to comment
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