Ronoplex game guide
Everything the simulation actually does, with real numbers pulled straight from the game data: building levels and upgrade costs, star tiers, housing and storage scaling, worker logistics, research, ages, walls and NPC civilizations.
Building levels 1 to 10
Every completed building can be upgraded one level at a time, up to level 10. Upgrades are deliberately small — they compound instead of doubling — and each one takes construction time during which the building keeps standing but stops producing. Select a building on the map, open its panel and use the upgrade button; the panel always shows the exact cost and the exact gain.
| Level | Star | Housing step | Storage | Output | Job slots |
|---|---|---|---|---|---|
| 1 | Bronze star | +0 | ×1.00 | ×1.00 | +0 |
| 2 | Bronze star | +0 | ×1.03 | ×1.03 | +0 |
| 3 | Bronze star | +0 | ×1.06 | ×1.06 | +0 |
| 4 | Silver star | +1 | ×1.09 | ×1.09 | +0 |
| 5 | Silver star | +1 | ×1.12 | ×1.12 | +1 |
| 6 | Silver star | +1 | ×1.15 | ×1.15 | +1 |
| 7 | Blue star | +2 | ×1.18 | ×1.18 | +1 |
| 8 | Blue star | +2 | ×1.21 | ×1.21 | +1 |
| 9 | Blue star | +2 | ×1.24 | ×1.24 | +2 |
| 10 | Radiant blue star | +3 | ×1.27 | ×1.27 | +2 |
- Housing gains a villager every three levels. A Hut Shelter holds 5 at level 1, 6 at level 4, 7 at level 7 and 8 at level 10.
- Storage rises 3% per level. A Storage Pit carries 600 capacity at level 1 and 762 at level 10.
- Production rises 3% per level, applied to produced resources and to quarry extraction.
- Job slots gain one worker at level 5 and again at level 9.
Star tiers floating over your buildings
A star hovers above every building above level 1 so you can read a city's development at a glance without opening a single panel.
| Levels | Star | Meaning |
|---|---|---|
| 1 | No star | Freshly built, base statistics |
| 2 – 3 | Bronze star | Early investment, cheap upgrades |
| 4 – 6 | Silver star | First housing and slot steps have landed |
| 7 – 9 | Blue star | Late-game core buildings |
| 10 | Radiant blue star | Fully upgraded, glowing |
Upgrade costs
Upgrade cost scales with the square of the current level — 0.8× the build cost for level 1 to 2, and about 65× for level 9 to 10. Levelling one building to the cap is a genuine long-term project, so pick the buildings that carry your economy first. Upgrade work time is 0.5 + 0.35 × level of the original build time.
Hut Shelter
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 16 Wood, 4 Fiber, 2 Hide | 17s |
| 2 → 3 | 64 Wood, 16 Fiber, 6 Hide | 24s |
| 3 → 4 | 144 Wood, 36 Fiber, 14 Hide | 31s |
| 4 → 5 | 256 Wood, 64 Fiber, 26 Hide | 38s |
| 5 → 6 | 400 Wood, 100 Fiber, 40 Hide | 45s |
| 6 → 7 | 576 Wood, 144 Fiber, 58 Hide | 52s |
| 7 → 8 | 784 Wood, 196 Fiber, 78 Hide | 59s |
| 8 → 9 | 1,024 Wood, 256 Fiber, 102 Hide | 66s |
| 9 → 10 | 1,296 Wood, 324 Fiber, 130 Hide | 73s |
Large Hut
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 44 Wood, 12 Fiber, 6 Hide | 64s |
| 2 → 3 | 176 Wood, 48 Fiber, 26 Hide | 90s |
| 3 → 4 | 396 Wood, 108 Fiber, 58 Hide | 116s |
| 4 → 5 | 704 Wood, 192 Fiber, 102 Hide | 143s |
| 5 → 6 | 1,100 Wood, 300 Fiber, 160 Hide | 169s |
| 6 → 7 | 1,584 Wood, 432 Fiber, 230 Hide | 195s |
| 7 → 8 | 2,156 Wood, 588 Fiber, 314 Hide | 221s |
| 8 → 9 | 2,816 Wood, 768 Fiber, 410 Hide | 248s |
| 9 → 10 | 3,564 Wood, 972 Fiber, 518 Hide | 274s |
Storage Pit
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 28 Wood, 12 Stone, 4 Fiber | 51s |
| 2 → 3 | 112 Wood, 48 Stone, 16 Fiber | 72s |
| 3 → 4 | 252 Wood, 108 Stone, 36 Fiber | 93s |
| 4 → 5 | 448 Wood, 192 Stone, 64 Fiber | 114s |
| 5 → 6 | 700 Wood, 300 Stone, 100 Fiber | 135s |
| 6 → 7 | 1,008 Wood, 432 Stone, 144 Fiber | 156s |
| 7 → 8 | 1,372 Wood, 588 Stone, 196 Fiber | 177s |
| 8 → 9 | 1,792 Wood, 768 Stone, 256 Fiber | 198s |
| 9 → 10 | 2,268 Wood, 972 Stone, 324 Fiber | 219s |
Gatherer's Camp
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 20 Wood, 4 Fiber | 26s |
| 2 → 3 | 80 Wood, 16 Fiber | 36s |
| 3 → 4 | 180 Wood, 36 Fiber | 46s |
| 4 → 5 | 320 Wood, 64 Fiber | 57s |
| 5 → 6 | 500 Wood, 100 Fiber | 68s |
| 6 → 7 | 720 Wood, 144 Fiber | 78s |
| 7 → 8 | 980 Wood, 196 Fiber | 88s |
| 8 → 9 | 1,280 Wood, 256 Fiber | 99s |
| 9 → 10 | 1,620 Wood, 324 Fiber | 110s |
Farm Plot
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 32 Wood, 8 Stone, 8 Fiber | 102s |
| 2 → 3 | 128 Wood, 32 Stone, 32 Fiber | 144s |
| 3 → 4 | 288 Wood, 72 Stone, 72 Fiber | 186s |
| 4 → 5 | 512 Wood, 128 Stone, 128 Fiber | 228s |
| 5 → 6 | 800 Wood, 200 Stone, 200 Fiber | 270s |
| 6 → 7 | 1,152 Wood, 288 Stone, 288 Fiber | 312s |
| 7 → 8 | 1,568 Wood, 392 Stone, 392 Fiber | 354s |
| 8 → 9 | 2,048 Wood, 512 Stone, 512 Fiber | 396s |
| 9 → 10 | 2,592 Wood, 648 Stone, 648 Fiber | 438s |
Quarry
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 36 Wood, 12 Fiber | 128s |
| 2 → 3 | 144 Wood, 48 Fiber | 180s |
| 3 → 4 | 324 Wood, 108 Fiber | 232s |
| 4 → 5 | 576 Wood, 192 Fiber | 285s |
| 5 → 6 | 900 Wood, 300 Fiber | 338s |
| 6 → 7 | 1,296 Wood, 432 Fiber | 390s |
| 7 → 8 | 1,764 Wood, 588 Fiber | 442s |
| 8 → 9 | 2,304 Wood, 768 Fiber | 495s |
| 9 → 10 | 2,916 Wood, 972 Fiber | 548s |
Training Camp
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 80 Wood, 48 Stone, 16 Hide | 306s |
| 2 → 3 | 320 Wood, 192 Stone, 64 Hide | 432s |
| 3 → 4 | 720 Wood, 432 Stone, 144 Hide | 558s |
| 4 → 5 | 1,280 Wood, 768 Stone, 256 Hide | 684s |
| 5 → 6 | 2,000 Wood, 1,200 Stone, 400 Hide | 810s |
| 6 → 7 | 2,880 Wood, 1,728 Stone, 576 Hide | 936s |
| 7 → 8 | 3,920 Wood, 2,352 Stone, 784 Hide | 1062s |
| 8 → 9 | 5,120 Wood, 3,072 Stone, 1,024 Hide | 1188s |
| 9 → 10 | 6,480 Wood, 3,888 Stone, 1,296 Hide | 1314s |
Outpost Tower
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 48 Wood, 16 Stone, 8 Fiber | 102s |
| 2 → 3 | 192 Wood, 64 Stone, 32 Fiber | 144s |
| 3 → 4 | 432 Wood, 144 Stone, 72 Fiber | 186s |
| 4 → 5 | 768 Wood, 256 Stone, 128 Fiber | 228s |
| 5 → 6 | 1,200 Wood, 400 Stone, 200 Fiber | 270s |
| 6 → 7 | 1,728 Wood, 576 Stone, 288 Fiber | 312s |
| 7 → 8 | 2,352 Wood, 784 Stone, 392 Fiber | 354s |
| 8 → 9 | 3,072 Wood, 1,024 Stone, 512 Fiber | 396s |
| 9 → 10 | 3,888 Wood, 1,296 Stone, 648 Fiber | 438s |
Shrine
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 76 Stone, 36 Wood, 12 Fiber | 204s |
| 2 → 3 | 304 Stone, 144 Wood, 48 Fiber | 288s |
| 3 → 4 | 684 Stone, 324 Wood, 108 Fiber | 372s |
| 4 → 5 | 1,216 Stone, 576 Wood, 192 Fiber | 456s |
| 5 → 6 | 1,900 Stone, 900 Wood, 300 Fiber | 540s |
| 6 → 7 | 2,736 Stone, 1,296 Wood, 432 Fiber | 624s |
| 7 → 8 | 3,724 Stone, 1,764 Wood, 588 Fiber | 708s |
| 8 → 9 | 4,864 Stone, 2,304 Wood, 768 Fiber | 792s |
| 9 → 10 | 6,156 Stone, 2,916 Wood, 972 Fiber | 876s |
Palisade Wall
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 16 Wood, 4 Stone | 26s |
| 2 → 3 | 64 Wood, 16 Stone | 36s |
| 3 → 4 | 144 Wood, 36 Stone | 46s |
| 4 → 5 | 256 Wood, 64 Stone | 57s |
| 5 → 6 | 400 Wood, 100 Stone | 68s |
| 6 → 7 | 576 Wood, 144 Stone | 78s |
| 7 → 8 | 784 Wood, 196 Stone | 88s |
| 8 → 9 | 1,024 Wood, 256 Stone | 99s |
| 9 → 10 | 1,296 Wood, 324 Stone | 110s |
Palisade Gate
| Upgrade | Cost | Work time |
|---|---|---|
| 1 → 2 | 28 Wood, 8 Stone, 4 Fiber | 38s |
| 2 → 3 | 112 Wood, 32 Stone, 16 Fiber | 54s |
| 3 → 4 | 252 Wood, 72 Stone, 36 Fiber | 70s |
| 4 → 5 | 448 Wood, 128 Stone, 64 Fiber | 86s |
| 5 → 6 | 700 Wood, 200 Stone, 100 Fiber | 101s |
| 6 → 7 | 1,008 Wood, 288 Stone, 144 Fiber | 117s |
| 7 → 8 | 1,372 Wood, 392 Stone, 196 Fiber | 133s |
| 8 → 9 | 1,792 Wood, 512 Stone, 256 Fiber | 149s |
| 9 → 10 | 2,268 Wood, 648 Stone, 324 Fiber | 164s |
Resources
| Resource | Category | Base price | First age |
|---|---|---|---|
| Food | food | 2 | 1 |
| Wood | material | 3 | 1 |
| Stone | material | 4 | 1 |
| Fiber | material | 5 | 1 |
| Hide | material | 6 | 1 |
| Copper | metal | 10 | 2 |
| Tin | metal | 12 | 2 |
| Gold | currency | 1 | 1 |
Cities, workers and logistics
- Your first hearth is a 2×2 centre that houses 8, stores 200 per resource and sees 6 tiles.
- Worker parties physically walk to a node, occupy it and haul the yield home. Distance is real time, so a weaker node close to the hearth usually beats a rich node far away.
- The People console manages every crew globally: add or remove workers one at a time, recall a whole city, or snap the camera to a crew in the field.
- Storage is per resource. Anything gathered above the cap is lost, so assign Storage Pits to whatever your crews actually bring back.
- Nodes deplete. The world tracks depletion globally, so contested ground runs dry for everyone.
Research and ages
| Age | XP required |
|---|---|
| Stone Age | 0 |
| Bronze Age | 1,200 |
| Iron Age | 6,000 |
| Classical Age | 20,000 |
| Medieval Age | 60,000 |
| Renaissance Age | 150,000 |
| Industrial Age | 400,000 |
| Modern Age | 1,000,000 |
| Information Age | 2,500,000 |
| Future Age | 6,000,000 |
Scholars generate research, research unlocks technologies, and technologies unlock buildings and units. Age advancement needs XP, which comes from building, gathering, research and combat. Upgrading buildings also grants XP, which makes levelling a legitimate route to the next age.
Walls, gates and defence
Palisade segments knit automatically to their neighbours. A closed perimeter is truly closed: workers, scouts, armies and NPC units all reroute to the nearest open gate. Leave at least one gate or your own gatherers will stall at the wall. Damaged buildings must be repaired before they can be upgraded.
NPC civilizations and combat
NPC tribes are classed F through SSS and plan on their own: they expand, garrison, trade and raid. Villages and trade hubs are worth more alive than burned early on; bandit camps exist to be cleared. Combat resolves on the server, and armies that lose still cost you the population you recruited.
Keep reading
- How to play — your first thirty minutes.
- Buildings — base costs, footprints and job slots.
- Resources, ages and NPC civilizations.