Rúid! is a Real Time Strategy PC-Game developed and released by Forbróir in 2017, finding audiences both at home and overseas. The term rúid means raid, giving rise to the international name of Charge!.
Players are either pitted against an AI, which can be adjusted in difficulty or against each other on random-generated maps or in extremely difficult campaigns. In these games, the player has choose one of X Civilizations (all with unique building styles), build a base, collect resources, raise a population and an army (while avoiding famine, mutiny or going-out of supplies) to fight the other player(s) or the AI while researching new technologies along several ages.
While the techtree is the same for every civilizations, several technologies, units and buildings are not available to all civilizations.
A comprehensive encyclopedia allows to learn about the historical backgrounds of the game, said encyclopedia being praised by many historians as historically accurate, as are the campaigns. Theoretically, a player can control an unlimited number of units - the record for that is 120,977 units for one player at the same time - however, in-game, the population is limited by available population space, which can be enhanced by specific structures like houses.
Development and Release
Development of the game started in 2010, more as a side-project for fun.
The base game was released in 2017.
In 2020, the first add-ons were released, which were for free for those, who bought the game in the first year and still played. Civilization Bundle I added Auwalt,
The game is set in the 17th, 18th and Early 19th centuries, the campaigns starting with the First Vellenge War in 1615. The player does not advance through the ages by a dedicated research like in similar games, but by the ways of a complex techtree, which allows the player to focus more on certain aspects of their game and strategy, advancing in these fields and, due to the limitations on universities, neglect other parts by necessity.
The game has seven resources, Silver, Food, Stone, Wood, Iron, Coal and Supplies. Silver, iron and coal are collected in mines set up over a dedicated resource area, using peasants to mine in these mines. Food is collected by farmers around farmsteads and corrals and by fishing vessels on the high seas. Wood is collected from trees and stone from quarries. Meanwhile, supplies are created in Supply Depots, which can be expanded to have more workers, who produce more supplies, but also to consume more resources while doing so. In general, mines and quarries can be expanded to allow for more workers to work there, while theoretically unlimited workers can collect wood and food from the same resource area. Should supplies run out, the soldiers can not fight anymore, should silver run out, the soldiers will start a mutiny, should food run out, a famine will break out. Additionally, supplies need to be delivered to the units by said units being within range of an encampment or fort or fortress.
With the gathered resources, the player can build buildings or train units. When more buildings of the same type exist at the same time, the costs for additional buildings of that type rise, the only exception being walls and defensive structures.
Rúid! also features an advanced system allowing the player to manipulate the map with his workers/peasants to his advantage, for example by buildings streets (which raise the movement speed of all units moving on them) or by erecting earthworks as part of large defensive structures or siege rings. Certain terrain attributes give certain bonuses to units, for example artillery on high ground has a range advantage over artillery at the foot of the position. Maps can be up to the equivalent of 512 by 512 kilometers in size.
After a certain amount of units killed, a unit may become a hero-unit with special combat bonuses to other units of the same type nearby. Unique units and buildings are civilization-specific units and buildings, which offer specific bonuses and disadvantages, oftentimes replacing standard units and buildings, only rarely being available in addition to the standard ones. Most civilizations have two to four unique units.
Famine and Mutiny
If a player runs our of food, a famine strikes. Instead of loosing units, this means a debuff to all units, their
If a player runs out of silver, however, a part of the Army goes into mutiny. The player permanently looses control over the units, which join the Raider-Civilization. The engine prefers to send units into mutiny, which are close by other units, so the bunched-up army is more likely to mutiny then the scouts looking all over the map on their lonesome.
A very few and very selected units are hidden from view of other units, one prime example being Riflemen. Stealth units can sneak up on other, enemy units without being seen, for example as raiders, and have, for their first strike, a damage bonus of +50 percent (enough to one-shot the vast majority of all units). Once they attack, though, they are visible for a small time period.
This Stealth-Attribute can be lifted by a number of units, for example Light Infantry and Hussars, but also by Observation Posts, Towers and Forts.
Civilization Pack 1 added a new mechanic, Masterpieces, which are chosen at random from a list specific to the corresponding Civilization. When installed in City Halls (or equivalent civilization-specific buildings), they give certain bonuses in the range of the Town Hall. The Masterpieces can be captured and either relocated and used in the own City Hall to the own advantage or destroyed and permanently taken out of the game.
|Civilization||Team Bonus||Civilization Bonuses||Unique Units and Buildings||Notes|
|Lutetii||Trade Ships have +2 Speed||Trading gives 10 percent more Silver||
|Teressien||Recruitment of Mercenaries costs 10 percent less Silver||
|Selkie||Trade Carts yield +10 percent silver||Cavalry units have no movement speed debuffs||
Civilization Pack I
|Civilization||Team Bonus||Civilization Bonuses||Unique Units and/or Buildings||Notes|
|Astares Amauricanum||Famine-Debuff is 25% less||Units under 33% percent health receive +25% Attack||
|Ezhara||To Tell the Story: Ezharan unit can enter a mode, which delays mutinies for a short while, but they can not fight during that time or for a period afterwards||Homeland: Ezharan military units have a buff while within range of their own buildings, but a debuff outside.||
- City Buildings:
- Town Hall: The Town Hall is central building of every game, where peasants are trained. It also provides population space and provides some useful statistics. It raises the population limit by +200. Since Civilization Pack I and the introduction of Masterpieces, Town Halls can store one active Masterpiece.
- House: The standard building in case one needs additional space for population. It raises the population limit by +30.
- University: The University is the primary building to develop new technologies. Per three town halls, the player can build one university.
- Resource Buildings:
- Smelter: Smelters refine silver and iron by the use of coal in order to have more resources available, every tick of the clock producing more of either. The building can be expanded to allow for more workers to work there.
- Farmstead: To effectively work a farmstead, the peasants need to also till Fields. Nearby mills and bakeries enhance the resource collection rates.
- Corral: A nearby slaughterhouse enhances the collection rates.
- Defensive Buildings:
- Stone Wall and Stone Wall Gate: Exactly what it says on the tin.
- Palisade and Palisade Gate: Exactly what it says on the tin.
- Earthworks: Exactly what it says on the tin.
- Observation Post:
- Fort: Forts can be upgraded into Fortresses.
- Military Production Buildings:
- Cannon Foundry:
- Fortress: Fortresses can either be upgraded out of Forts or built directly. They keep their properties as supply posts and garrison more units.
- Supply Depot
- Mercenary Post:
- Waterside Buildings:
- Harbour: The Harbour is the delivery point, both for fishing ships and for trade ships, when they come back. Mercenary Ships are hired here as well.
- Shipyard: In a shipyard, every ship, from shipping ships to ships of the line, is produced.
- Other Buildings:
- Campaign/Scenario Editor Only Buildings:
- Civilian Units:
- Trade Cart:
- Trade Ship:
- Small Fishing Ship:
- Large Fishing Ship:
- Rondartschier: A soldier armoured in a breastplate, helmet, vambraces and greaves, armed with a shield and a sword from the 17th century. With the advent of more effective firearms, this relic of times long past soon fell out of favour.
- Musketeer, 17th Century:
- Musketeer, 18th Century:
- Pikeman: The pike is a long stick with a pointy thing at the end, ideal to poke other people and especially horsemen, to death. The invention of the bayonet and lighter firearms made them superfluous, with some exceptions (like the Younger Militias of the Selkie), they fell out of use in the early 18th century.
- Rifleman: The rifle was, over the course of the 17th and 18th century, an expensive specialist weapon, these riflemen comparable to modern designated marksmen. Their role was to target officers and non-commissioned officers, killing them to destroy unit cohesion. In Rúid!, they are still snipers and still quite deadly, though the absence of officers does not really hurt their skills - they do have a combat bonus against hero-units and are stealth-units.
- Light Infantry: Light Infantry can detect stealth units.
- Cavalry: Cavalry in general is weak to Pikemen.
- Rider: The Rider is the heavily armoured and armed assault and shock cavalry, which fights as a melee unit with a heavy sabre. The Rider is very good against lightly-armoured infantry and cavalry, provided they can catch up, but also against artillery.
- Light Rider: The Light Rider is the lightly armoured, but still heavily armed with a carbine, making it a ranged unit. They are very good against Riders and other armoured units.
- Hussar: Hussars can detect stealth units.
- Marcach-Horsemen: If anyone thought, that the age of mounted archers was over, they can be certain, that the Selkie and their Marcach would beg to differ. As a versatile medium cavalry, these mounted archers are fast, nimble, deadly against unarmoured targets and can pillage buildings.
- Tollpholl Guns: Light and fast artillery piece. Devastating against troops, useless against fortifications.
- Military Ships:
- Ship of the Line:
- Troop Ship
- Mercenary Ships:
- Pirate Ship: Pirate Ships, and their unique unit counterparts, have the unique mechanic of plundering: For the destruction of any trading ship, the player owning that pirate ship will receive a small sum of silver.
Unique Units and Buildings
- Trade Galley: Faster Merchant Ship, lightly armed. Replaces Trade Ship.
- Fortezza di Marmo Rosso: Larger supply radius, more garissioned units, more healthpoints, but can only be built directly, not upgraded out of Forts. Replaces Fortress.
- Younger Militia Pikemen: Pikemen of the Younger Militias, armed with chainmail and long, pointy sticks. Receive a movement speed bonus on fields. Replaces the Pikeman.
- Younger Militia Mounted Crossbows: Mounted Crossbow Girls of the Younger Militias, replacing the Rider. Armed with crossbows, they are good against armoured enemies and are faster then the Generic Rider.
- Capall na dTonn: A fast frigate, ideal for raiding attacks, can plunder. Replaces the Frigate.
- Rovers: Faster Trade Cart, no movement speed penalties on rough terrain.
- Astares Amauricanum (added in Civilization Pack I):
- Bodark: Crossbow-armed infantry of the Imperial Guard replacing the rifleman. Stealth when not moving.
- Caribou Archer: Mounted Crossbowmen of the Wendigo-Tribe riding Caribous. Can move through forests and swamps without movement speed penalty. Replaces the Hussar.
- Jaldascor: Light Cavalry of the Empire, armed with crossbows.
- Silver Palace: Acts as a Town Hall and Fortress, but can only be built once. Added in Civilization Pack I.
- Community Hall — Replaces the Town Hall. Units fighting or working in range of the Community Hall benefit from improved stats, enabling them to gather and move faster. Additionally, a Community Hall can store two Masterpieces instead of one.
- Legate — A unique civilian unit, representing Talents of Ezhara in their adulthood years. While they "gain experience" akin to military units, this is largely from combat or economic work. As a Legate is used, they provide buffs to allied or own combat units in the area. They can also create Masterpieces quicker.
- Kulun — Meaning "Thunder," the Kulun represent the Chulatipakmin Empire's marksmen and early sharpshooters, trained with the rifles of Din Thi Di. They receive a movement bonus in areas that are in line-of-sight of Ezharan buildings, enabling them to rapidly move and defend their territory when threatened.
- First Vellenge War (1615), serving as the tutorial-campaign.
- Fenchu-Rebellion (1655-1660).
- Uprising of the Barons (1723 - 1782).