Playable-world reference

How to play Ronoplex

A current-mechanics reference built from the same game data used by the simulation: building levels and upgrade costs, housing and storage, Worker logistics, Research, Stone Age limits, walls, maritime play and NPC civilizations. Future or disabled systems are labeled explicitly.
Ronoplex Stone Age artwork

Visual field reference

Housing
Storage
Food
Extraction
Gathering
Writing
Warfare
Boatbuilding
BuildGrow the settlement.
ResearchOpen new systems.
ExploreCarry civilization onto water.

Building levels 1 to 10

Completed placed buildings that support upgrades can rise one level at a time, up to level 10. Upgrades compound instead of doubling. While an upgrade timer runs, the structure keeps its current-level effects; a destroyed building pauses the upgrade until it is repaired. Launched vessel hulls become vessels rather than upgradeable buildings.

LevelStarUpgrade costStorage PitFarm/Quarry outputFarm slotsTraining CampRoad/Bridge speed
1Bronze starBase building600×1.0055×1.10
2Bronze star0.5× build cost900×1.0857×1.20
3Bronze star1.5× build cost1,300×1.1659×1.35
4Silver star4× build cost1,800×1.24511×1.50
5Silver star12× build cost2,500×1.32613×1.70
6Silver star35× build cost3,400×1.40615×1.90
7Blue star90× build cost4,600×1.48617×2.15
8Blue star220× build cost6,100×1.56620×2.40
9Blue star500× build cost7,900×1.64722×2.70
10Radiant blue star1,000× build cost10,000×1.72725×3.00
  • Hut Shelter: L4 +1 Housing, L7 +1, L10 +3. It rises from 5 housing at L1 to 10 at L10.
  • Large Hut: L4 +2 Housing, L7 +2, L10 +4, reaching 20 housing at L10.
  • Storage Pit: capacity increases every level with larger increments, from 600 at L1 to 10,000 at L10.
  • Farm Plot and Quarry: +8% output each level, plus +1 Worker slot at L5 and L9.
  • Training Camp: gradual soldier capacity from 5 at L1 to 25 at L10.
  • Outpost Tower: each level adds 2 tiles of vision and 2 tiles of construction radius. At L10 that is vision radius 23 and build-radius bonus +10.
  • Adventurer's Guild: 2 simultaneous Adventures at L1, 4 at L4, 5 at L7 and 6 at L9. Levels not named as milestones add no Adventure slot.
  • Dirt Roads and Bridge Spans: civilization-wide network upgrades. Every segment shares the network level and movement bonus, gradually reaching 3× at L10.
  • Empty perk levels: the upgrade UI points ahead to the next level that actually grants a unique perk. The temporary +6% integrity-per-level rule remains while combat durability is still being tested.

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.

LevelsStarMeaning
1No starFreshly built, base statistics
2 – 3Bronze starEarly investment, cheap upgrades
4 – 6Silver starFirst housing and slot steps have landed
7 – 9Blue starLate-game core buildings
10Radiant blue starFully upgraded, glowing

Upgrade costs

Every currently upgradeable structure uses the same steep economic curve. The paid upgrades to levels 2 through 10 cost 0.5×, 1.5×, 4×, 12×, 35×, 90×, 220×, 500× and 1,000× the structure's original build cost. Upper levels are civilization-scale projects: if a required resource cannot fit in your current stockpile, expand or upgrade Storage Pits first. Upgrade work time remains 0.5 + 0.35 × level of the original build time.

Hut Shelter

UpgradeCostWork time
1 → 210 Wood, 3 Fiber, 1 Hide17s
2 → 330 Wood, 8 Fiber, 3 Hide24s
3 → 480 Wood, 20 Fiber, 8 Hide31s
4 → 5240 Wood, 60 Fiber, 24 Hide38s
5 → 6700 Wood, 175 Fiber, 70 Hide45s
6 → 71,800 Wood, 450 Fiber, 180 Hide52s
7 → 84,400 Wood, 1,100 Fiber, 440 Hide59s
8 → 910,000 Wood, 2,500 Fiber, 1,000 Hide66s
9 → 1020,000 Wood, 5,000 Fiber, 2,000 Hide73s

Large Hut

UpgradeCostWork time
1 → 228 Wood, 8 Fiber, 4 Hide64s
2 → 383 Wood, 23 Fiber, 12 Hide90s
3 → 4220 Wood, 60 Fiber, 32 Hide116s
4 → 5660 Wood, 180 Fiber, 96 Hide143s
5 → 61,925 Wood, 525 Fiber, 280 Hide169s
6 → 74,950 Wood, 1,350 Fiber, 720 Hide195s
7 → 812,100 Wood, 3,300 Fiber, 1,760 Hide221s
8 → 927,500 Wood, 7,500 Fiber, 4,000 Hide248s
9 → 1055,000 Wood, 15,000 Fiber, 8,000 Hide274s

Storage Pit

UpgradeCostWork time
1 → 218 Wood, 8 Stone, 3 Fiber51s
2 → 353 Wood, 23 Stone, 8 Fiber72s
3 → 4140 Wood, 60 Stone, 20 Fiber93s
4 → 5420 Wood, 180 Stone, 60 Fiber114s
5 → 61,225 Wood, 525 Stone, 175 Fiber135s
6 → 73,150 Wood, 1,350 Stone, 450 Fiber156s
7 → 87,700 Wood, 3,300 Stone, 1,100 Fiber177s
8 → 917,500 Wood, 7,500 Stone, 2,500 Fiber198s
9 → 1035,000 Wood, 15,000 Stone, 5,000 Fiber219s

Farm Plot

UpgradeCostWork time
1 → 220 Wood, 5 Stone, 5 Fiber102s
2 → 360 Wood, 15 Stone, 15 Fiber144s
3 → 4160 Wood, 40 Stone, 40 Fiber186s
4 → 5480 Wood, 120 Stone, 120 Fiber228s
5 → 61,400 Wood, 350 Stone, 350 Fiber270s
6 → 73,600 Wood, 900 Stone, 900 Fiber312s
7 → 88,800 Wood, 2,200 Stone, 2,200 Fiber354s
8 → 920,000 Wood, 5,000 Stone, 5,000 Fiber396s
9 → 1040,000 Wood, 10,000 Stone, 10,000 Fiber438s

Quarry

UpgradeCostWork time
1 → 223 Wood, 8 Fiber128s
2 → 368 Wood, 23 Fiber180s
3 → 4180 Wood, 60 Fiber232s
4 → 5540 Wood, 180 Fiber285s
5 → 61,575 Wood, 525 Fiber338s
6 → 74,050 Wood, 1,350 Fiber390s
7 → 89,900 Wood, 3,300 Fiber442s
8 → 922,500 Wood, 7,500 Fiber495s
9 → 1045,000 Wood, 15,000 Fiber548s

Training Camp

UpgradeCostWork time
1 → 250 Wood, 30 Stone, 10 Hide306s
2 → 3150 Wood, 90 Stone, 30 Hide432s
3 → 4400 Wood, 240 Stone, 80 Hide558s
4 → 51,200 Wood, 720 Stone, 240 Hide684s
5 → 63,500 Wood, 2,100 Stone, 700 Hide810s
6 → 79,000 Wood, 5,400 Stone, 1,800 Hide936s
7 → 822,000 Wood, 13,200 Stone, 4,400 Hide1062s
8 → 950,000 Wood, 30,000 Stone, 10,000 Hide1188s
9 → 10100,000 Wood, 60,000 Stone, 20,000 Hide1314s

Outpost Tower

UpgradeCostWork time
1 → 230 Wood, 10 Stone, 5 Fiber102s
2 → 390 Wood, 30 Stone, 15 Fiber144s
3 → 4240 Wood, 80 Stone, 40 Fiber186s
4 → 5720 Wood, 240 Stone, 120 Fiber228s
5 → 62,100 Wood, 700 Stone, 350 Fiber270s
6 → 75,400 Wood, 1,800 Stone, 900 Fiber312s
7 → 813,200 Wood, 4,400 Stone, 2,200 Fiber354s
8 → 930,000 Wood, 10,000 Stone, 5,000 Fiber396s
9 → 1060,000 Wood, 20,000 Stone, 10,000 Fiber438s

Adventurer's Guild

UpgradeCostWork time
1 → 235 Wood, 13 Stone, 8 Fiber77s
2 → 3105 Wood, 38 Stone, 23 Fiber108s
3 → 4280 Wood, 100 Stone, 60 Fiber139s
4 → 5840 Wood, 300 Stone, 180 Fiber171s
5 → 62,450 Wood, 875 Stone, 525 Fiber203s
6 → 76,300 Wood, 2,250 Stone, 1,350 Fiber234s
7 → 815,400 Wood, 5,500 Stone, 3,300 Fiber266s
8 → 935,000 Wood, 12,500 Stone, 7,500 Fiber297s
9 → 1070,000 Wood, 25,000 Stone, 15,000 Fiber329s

Shrine

UpgradeCostWork time
1 → 248 Stone, 23 Wood, 8 Fiber204s
2 → 3143 Stone, 68 Wood, 23 Fiber288s
3 → 4380 Stone, 180 Wood, 60 Fiber372s
4 → 51,140 Stone, 540 Wood, 180 Fiber456s
5 → 63,325 Stone, 1,575 Wood, 525 Fiber540s
6 → 78,550 Stone, 4,050 Wood, 1,350 Fiber624s
7 → 820,900 Stone, 9,900 Wood, 3,300 Fiber708s
8 → 947,500 Stone, 22,500 Wood, 7,500 Fiber792s
9 → 1095,000 Stone, 45,000 Wood, 15,000 Fiber876s

Palisade Wall

UpgradeCostWork time
1 → 210 Wood, 3 Stone26s
2 → 330 Wood, 8 Stone36s
3 → 480 Wood, 20 Stone46s
4 → 5240 Wood, 60 Stone57s
5 → 6700 Wood, 175 Stone68s
6 → 71,800 Wood, 450 Stone78s
7 → 84,400 Wood, 1,100 Stone88s
8 → 910,000 Wood, 2,500 Stone99s
9 → 1020,000 Wood, 5,000 Stone110s

Palisade Gate

UpgradeCostWork time
1 → 218 Wood, 5 Stone, 3 Fiber38s
2 → 353 Wood, 15 Stone, 8 Fiber54s
3 → 4140 Wood, 40 Stone, 20 Fiber70s
4 → 5420 Wood, 120 Stone, 60 Fiber86s
5 → 61,225 Wood, 350 Stone, 175 Fiber101s
6 → 73,150 Wood, 900 Stone, 450 Fiber117s
7 → 87,700 Wood, 2,200 Stone, 1,100 Fiber133s
8 → 917,500 Wood, 5,000 Stone, 2,500 Fiber149s
9 → 1035,000 Wood, 10,000 Stone, 5,000 Fiber164s

Harbour Port

UpgradeCostWork time
1 → 260 Wood, 25 Stone, 13 Fiber179s
2 → 3180 Wood, 75 Stone, 38 Fiber252s
3 → 4480 Wood, 200 Stone, 100 Fiber325s
4 → 51,440 Wood, 600 Stone, 300 Fiber399s
5 → 64,200 Wood, 1,750 Stone, 875 Fiber473s
6 → 710,800 Wood, 4,500 Stone, 2,250 Fiber546s
7 → 826,400 Wood, 11,000 Stone, 5,500 Fiber620s
8 → 960,000 Wood, 25,000 Stone, 12,500 Fiber693s
9 → 10120,000 Wood, 50,000 Stone, 25,000 Fiber767s

Dock Platform

UpgradeCostWork time
1 → 215 Wood, 4 Fiber30s
2 → 345 Wood, 12 Fiber42s
3 → 4120 Wood, 32 Fiber54s
4 → 5360 Wood, 96 Fiber67s
5 → 61,050 Wood, 280 Fiber79s
6 → 72,700 Wood, 720 Fiber91s
7 → 86,600 Wood, 1,760 Fiber103s
8 → 915,000 Wood, 4,000 Fiber116s
9 → 1030,000 Wood, 8,000 Fiber128s

Bridge Span

UpgradeCostWork time
1 → 220 Wood, 13 Stone43s
2 → 360 Wood, 38 Stone60s
3 → 4160 Wood, 100 Stone77s
4 → 5480 Wood, 300 Stone95s
5 → 61,400 Wood, 875 Stone113s
6 → 73,600 Wood, 2,250 Stone130s
7 → 88,800 Wood, 5,500 Stone148s
8 → 920,000 Wood, 12,500 Stone165s
9 → 1040,000 Wood, 25,000 Stone183s

Dirt Road

UpgradeCostWork time
1 → 25 Stone, 3 Wood17s
2 → 315 Stone, 8 Wood24s
3 → 440 Stone, 20 Wood31s
4 → 5120 Stone, 60 Wood38s
5 → 6350 Stone, 175 Wood45s
6 → 7900 Stone, 450 Wood52s
7 → 82,200 Stone, 1,100 Wood59s
8 → 95,000 Stone, 2,500 Wood66s
9 → 1010,000 Stone, 5,000 Wood73s

Resources

ResourceCategoryFirst age
Foodfood1
Woodmaterial1
Stonematerial1
Fibermaterial1
Hidematerial1
Coppermetal1
Tinmetal1
Goldcurrency1

Cities, workers and logistics

  • Your first Hearth uses a 2×2 Settlement Center that houses 8, adds 200 storage per resource and provides local vision/build territory. Stone Age civilizations may have at most 2 Hearths.
  • All Hearths in one civilization share the same resource and population pools. Founding the second Hearth does not create citizens; it creates another valid settlement/build area.
  • 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.
  • Population is shared across the civilization as unassigned citizens, ordinary Workers and troops. Workers can be dispatched as gathering parties, assigned to workplaces, or claimed temporarily by construction and repair projects.
  • 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

AgeEntry cost
Stone AgeStarting age
Bronze Age160 Food, 160 Wood, 120 Stone, 40 Copper, 20 Tin
Iron AgeNot yet defined
Classical AgeNot yet defined
Medieval AgeNot yet defined
Renaissance AgeNot yet defined
Industrial AgeNot yet defined
Modern AgeNot yet defined
Information AgeNot yet defined
Future AgeNot yet defined

Starting a technology pays its resource cost up front, then one research project progresses at a time. Research does not use a Scholar population profession. Writing increases base research speed. The intended age-up rule is to complete every technology in the current age and then pay the next age's upgrade cost, but player age advancement is currently disabled in the pre-testing alpha. Civilization XP does not gate that age rule.

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 civilizations are classed F through SSS and use need-driven policies for gathering, building, research, repairs, recruitment, expansion and combat while they are active. Barter unlocks eligible neutral NPC trade and Currency improves NPC trade prices. Winning a fight does not capture an NPC settlement; eligible destroyed sites can yield loot and rebuild on their own timer. Combat casualties still reduce the population committed to armies.

Keep reading

  • Public GDD — the design rules and current direction behind the playable systems.
  • FAQ — account, persistence, browser and current-alpha answers.
  • Play Ronoplex — enter the shared world.

Water, ports and boats

Water is no longer one flat blue. The world generator measures how open a basin is, so enclosed pockets become lakes, coastal water stays ocean and the far basin floor becomes open ocean. This reads from the same world seed, so existing worlds keep their exact shorelines and only gain the new classification.

Research Boatbuilding to unlock the Harbour Port, built directly on shoreline water beside passable land. Once a Harbour Port is complete you can lay Dock Platforms over the water: the first dock must touch your port, later docks extend that chain, and completed docks are walkable to workers, scouts and armies. Vessels are built on water beside your finished dock or port. Completed hulls launch as movable vessels. Stop beside land or a Dock to board nearby worker parties, scouts or idle armies, then sail and disembark them at another valid shore or Dock. Capacity is measured in people, and passengers remain inactive while aboard. Stone Age hulls are the Reed Raft and Fishing Skiff; later-age vessel definitions such as the Longboat are not current Stone Age build options.

VesselUnlocked byCapacitySpeedWatersCostBuild time
Reed Raftboatbuilding3 people0.80 tiles/sLake, Ocean45 Wood, 30 Fiber60s
Fishing Skiffsailing6 people1.00 tiles/sLake, Ocean90 Wood, 45 Fiber, 15 Hide110s