If you would like to write your own homebrew content for Rulers, this section will offer you an insight into how the Rulers system is designed and balanced.

If you want to publish what you created with Rulers, please to do in accordance with the 🧾 License.

Creating your own Resources

Attributes and Resources can be renamed to anything to suit your game, which is the simplest approach to creating a different narrative or scale for your game.

All Basic Resources are derived from Attributes which are placed in Regions. Each Basic Resource multiplies one Attribute by x2 and another Attribute by x1 to determine the Basic Resource production.

Special Resources are derived from sources other than Attributes. Influence and Might are both calculated from Settlements, which offer a different amount of “production” depending on the size of the Settlement (Minor or Major).

Special Resources are weighted 2:1 against Basic Resources. That means it takes 2 Basic Resources to produce 1 Special Resource.

Special Resources are a useful tool for creating dependencies.

For Example, a new building called a University could convert 2 Materials into 1 Science. Then other new buildings can require 1 Science in their upkeep or build cost to create a gate to higher levels of technology. The same approach could be used to create a building that produces Magic as a Special Resource, which can be a requirement for other magical buildings.

In this way, it is easier to balance new Special Resources than it is to introduce new Attributes that create new Basic Resources.

Creating your own Buildings

Using the Construct Building action, Resources can be spent to place a building in an available slot in a Settlement.

These are the golden rules for designing a building in Rulers:

Most buildings convert Resources into different Resources at an exchange rate of 1:1. Special Resources have a weighting of 2, against Basic Resources weighting of 1. This means converting 2 Materials to 1 Might is still an even exchange of 1:1.

Buildings require an Upkeep of Resources, that should be balanced against the building output. The construction cost of a building is double it's Upkeep.