Realms Beyond Reality

Realms Beyond Reality (RBR) is an upcoming Turn-Based 4X Game for the Nintendo Switch, PlayStation 4, Xbox One & PC. The game is similar in ways to other 4X Games focusing on the premise of eXplore, eXpand, eXploit and eXterminate and has the player controlling one of the various factions in the game. RbR is also part of the High Fantasy genre and has the player able to pick from several non-human creatures as well as having various fantastical elements that impact gameplay.
==Plot Synopsis==
During the opening credits of the game there is a cutscene showing the various factions that appear in the game including Humans farming crops on open fields, Gremlins mining for gold within chasms, Fungafolk using chemistry in a laboratory, Merfolk performing at a coastal opera and an army of Beastmen and Draconians going to war with one another.
The player can find out about some of the culture of each of the civilizations both from their bonus attributes, unique units and buildings as well as the game's encyclopedia on elements of the game.
==Gameplay==
Realms beyond Reality is played in a three-dimensional spherical board comprised of 5 to 8 sided tiles, the player's goal in the game is to complete one the various objectives in the game, these depend on if the player is playing a scenario or free-play and can be customized in the latter during the Game Setup section of the menu. The player is able to build settlements, construct buildings, recruit units of various types including combat, scientific, magical and civilian among others and explore the world in search of the other factions on the map and bonuses found throughout.
The game has several starting options including; Nomadic (No Starting City), City Center Only (Just the basic City) or Specialized (City with one Specialized District that the player can choose for their faction).
===Cities===
Cities function quite differently in this game to other 4X Games, there are several types of structures within a City that the player needs to be aware of;
Unit 	Function
City Center 	Constructed by Settlers outside the territory of another city. Capable of producing most non-combat Units. Improved by building City Center Buildings or using Settlers to turn a City center into a Tower of Babel, the City Center takes up one whole tile.
Districts 	Constructed by Settlers within the territory of another city. Able to produce many of the same buildings as a City Center and Non-Combat Units, can also be specialized to produce particular resources, Districts take up one whole tile.
Specialty Buildings	Constructed via the City Center, serve specific purposes, can only have one of each type within a city and the capacity is depednent on the population, Specialty Buildings take up one whole tile.
Landmarks 	Constructed via the City Center, unique buildings with powerful effects, only one of each can be built in the entire game, Landmarks take up one whole tile.
Improvements 	Constructed by Builders, provide a boost to a particular resource or tap into the benefits of a Luxury Resource, Improvements take up one side of their tile (5-8 per tile).
Defensive Buildings	Constructed by Builders, able to produce Combat Units and provide defensive bonuses to a tile. Certain Defensive Buildings can also bolster the effects on Combat Units and some provide a space where late game Combat Units can be kept. Defensive Buildings take up one side of their tile (5-8 per tile).
===Unit Types===
There are a number of Unit Types in the game, each having their own roles and abilities;
*Civilian - The most basic of the units, these include a wide variety of roles including Settlers, Builders, Military Engineers & Traders. Civilians can be recruited at the City Center or Specailty Buildings in some cases and will have generally one specific role to serve in the game.
*Scientific - These are units which specialize in developing technology, Scientific Units need to be sent out to inspect various aspects of the world and can discover technologies through that exploration, this includes inspecting wildlife, flora, natural features and even some of a faction's own buildings and units. Technologies have hints on how to unlock each of them to be researched however it's up to the faction to use Scientific Units to make them available. Scientific Units can also engage other Scientific Units either in friendly Technological Exchange which can have the chance for either faction to unlock technologies the other faction has or through aggressive actions which can lead to stealing technologies unlocking them for the faction and getting a boost towards researching the technology if the enemy already researched it.
*Magical - Magical Units are capable of using magic and discerning the aspects of magic within the world itself, similar to Scientific and Philosophical Units they need to explore the world to unlock different types of magic, unlike their counterparts however once a magic is unlocked the faction simply needs to bring the Magical Unit back to a City, District or Specialty Building and have them publish their Tome to have that magic accessible. Magical Units can also be used for combat although are not particularly effective as there are Magically-inclined Combat Units available fairly early on in the game.
*Philosophical - The third Research based Unit type, Philosophical Units need to explore the world to unlock different Philosophical Moments and similar to Scientific Technologies these can then be researched. Philosophical Units are also able to explore into territories most other units for a faction cannot go including into other faction's borders without causing war. Philosophical Units can be used to have a Cultural Exchange with another faction temporarily boosting both factions' ability to research Philosophical Moments or can be used to Condemn a faction if they have a different government type to the Philosophical Unit's faction which can impact the output of that city.
*Combat - Simple units which are designed to fight one another, take over land, deal with wild creatures and unruly folk as well as capture other types of units. Combat Units come in many types some for direct combat others with ranged or bombarding tactics. Combat Units are produced at Defensive Buildings unlike most other units and so are tied to the production output of the tile their building is located on. Each Faction has several unique Combat Units across the Eras which give them distinct advantages with that particular unit over their enemies.
*Religious - Religious Units are units that are able to spread faith of a faction's belief system as well as establish several unique improvements such as Heritage Sites, National Treasures and Relic Sites which can contribute towards the output of a city. Religious Units are also able to be used to influence over other units to the religious unit's faction's side, the probability of this working varies based on a number of factors but however can allow a faction to turn the tide of a battle.
*Environmental - Environmental Units are a rather unique type of unit, they're able to be sent to unmodified tiles and based on technologies, magic and moments that have been unlocked can turn these tiles into Gifted Tiles which have additional bonuses to them and typically spawn rare resources that a faction can make use of. Environmental Units can also be sent in to improve the output of certain buildings across a faction's city and in the later stages of the game can be used to cause natural disasters or natural bounties the former having devastating impacts on any faction caught in the disaster's wake and the latter providing a massive bonus in the surrounding area for a temporary period of time. Environmental Units are the only unit type in the game that regardless of the state between two factions cannot enter another faction's territory.
===Victory Types===
There are several Victory Types in Realms beyond Reality that the player can strive to achieve, during the Game Setup different Victories can be Enabled or Disabled;
*Score Victory - By the end of the game (designated by a number of turns during the Game Setup) the faction with the most points (or factions if team mode is on) wins.
*Conquest Victory - Win by eliminating every enemy faction from the game until only your faction and your teammates remain.
*Scientific Victory - Win by being the first to send an Astronaut to another planet, this requires completely almost all of the Scientific Research Tree.
*Magical Victory - Win by being the first to unlock and use Mind Wipe the most powerful Magical Spell in the game which can only be unlocked through creating the necessary buildings to research it.
*Ideological Victory - Win by having your faction construct the Ideological Marvel a special landmark building which is unlocked by completing the Philosophical Research Tree.
*Nature Victory - Win by having the highest synergy with nature and then summoning Mother Nature through a combination of Science, Magic and Philosophy.
*Religious Victory - Win by having your Belief System followed by between 50-100% of the world's population.
*Landmark Victory - Win by building or controlling a certain percentage of the possible landmarks (excluding the Ideological Marvel) in the game (between 50-100%).
*Diplomatic Victory - Win by acquiring enough Diplomatic Favours, Bribes and Alliances to have your faction voted as the World Power.
*Anarchy Victory - Win by causing every other faction in the game to collapse into anarchy one way or another.
==Factions==
Faction 	Bonus
Human 	Industrial Worker - Builders have two additional charges they can use and Improvements produce 10% more Production for their Tile.
Elf 	Longevity Wisdom - Scientific Units provide a boost to Research if they discover a technology within the player's Territory.
Gremlin 	Power of the Horde - Cities do not lose population when creating Settlers, new Cities come with a District immediately included on an adjacent tile.
Cycloptian	Focused Fight - Flanking Bonuses for Combat Units is doubled, when three or more combat units of the player's surround an enemy combat unit without any adjacent enemy combat units there is a 5% chance per turn that unit will join the player's faction.
Fungafolk 	Mycelium Regeneration - Adjacent Units (regardless of type) will heal double health when recovering health, this does not stack for multiple adjacent units.
Golem 	Blessings of Earth - All Mineral-based Luxury and Strategic Resources count as double, Mines and Quarries have their outputs doubled and are able to produce Melee Combat Units.
Merfolk 	Return to the Ocean - Can construct Districts and Specialty Buildings on bodies of water, Fisheries have their output doubled and cost of Naval Combat Units is reduced by half.
Cahnbracci	Ocean's Deep - Naval Combat Units have +1 Sight and +1 Range, Oceanic-based Luxury and Strategic Resources count as double.
Beastman 	Full Moon - Combat Units have +1 Movement and +10% Power on Tiles with Vegetation or when Underground, does not apply when attacking structures.
Vampire 	Vampiric Essence - Defeating Enemy Combat Units or Capturing Enemy Non-Combat Units will restore up to 25% of the player unit's health.
Draconian 	Power of Legends - Mountains produce Gold for the player, the player can purchase units with gold without the necessary Philosophical Moments unlocked.
Harpy 	Trading Winds - Traders have +1 Movement, Trade Routes between Cities have +50% Output for both Cities.
Ent 	Life of the Forest - Forests have double yields in the player's territory, Improvements have +10% Output on Tiles with Vegetation, Defensive Buildings have +10% Production towards Combat Units when built on Tiles with Vegetation.
Chimera 	Cultural Mixing Pot - When meeting other Factions gain a boost to unlocking the current researching Philosophical Moment. +2 Culture in Districts with at least 1 Specialty Building Adjacent to them.
Imp 	Burning Passion - Generate 100 Culture when killing or capturing an enemy unit, Builders can move after constructing a Defensive Building.
Capillima 	Way of the Wind - +1 Movement for all player units within their or an ally's territory, Windmills have double output.
Gribbit 	Cute Reflex - +25% Favour per Turn from Landmarks, borders with Allies generate Favour.
Naga 	Shedding Off - Grievances against the player wear off 50% faster, Declaring War causes 50% less Grievances and joining an Ongoing War does not cause grievances.
Siren 	Alluring Melody - Religious Units spread faith while idle, Religious Units have +1 Charge.
Gargoyle 	Stone-Hard Resistance - Defensive Buildings have +5% Health, Attacks from Garrisoned Units deal +10% Damage.
==Buildings==
===City Center & Districts===
Building 	Research Requirement	Output
Farm 	Irrigation 	
Woodcutter's Camp	Woodcutting 	
Mine 	Manual Drill 	
Aqueduct 	Calendar 	
Library 	Libraries 	
Garden 	Festivals 	
Tailor 	Tailoring 	
Theater 	Games & Recreation 	
Animal Totem 	Monuments 	
Stone Works 	Masonry 	
Apothecary 	Healing 	
Circus 	Traditions 	
Mana Well 	Crystal Detect 	
Lighthouse 	Lighthouses 	
Arena 	Architecture 	
Market 	Currency 	
Order's Farmland 	Theology 	
Throne Chamber 	Religious Law 	
Burial Tomb 	Burying Ceremonies 	
Hippodrome 	Iconography 	
Shrine 	Mysticism 	
Dock 	Ports 	
Forum 	Education 	
Public Bath 	Public Baths 	
Trade Hub 	Trade Routes 	
Outpost 	Int. Communication 	
Greenhouse 	Windmills 	
Sawmill 	Clocks 	
Workshop 	Machines 	
Granary 	Scheduling 	
Smelter 	Metallurgy 	
University 	Guilds 	
Coffee House 	Colonialism 	
Museum 	Naval Tradition 	
Terrace 	Parting Clouds 	
Opera House 	Republic 	
Magic Tower 	Caste System 	
Water Mill 	Civil Engineering 	
Mint 	Gold Standard 	
Festival Grounds 	Printing Press 	
Origami Craftwork	Cartography 	
Bank 	Merchant Republic 	
Divine Forge 	Ignition 	
Monastery 	Theocracy 	
Oracle 	Holy Blessing 	
Colosseum 	Feudalism 	
Temple 	Patronage 	
Shipyard 	Square-Rigging 	
Customs House 	Certification 	
Constabulary 	Espionage 	
Foreign Ministry 	Maritime Diplomacy 	
Royal Society 	Dynasties 	
State Church 	Vassal State 	
Embassy 	Immigration Policy 	
Urban Farm 	Industrial Farming 	
Logging Plant 	Plywood 	
Factory 	Mass Production 	
Hospital 	Vaccinations 	
Canal 	International Waters	
Observatory 	Astronomy 	
Industrial Loom 	Assembly Line 	
Comms. Tower 	Telegraph 	
Obelisk 	Relic Hunting 	
Sage's Quarters 	Time Bubble 	
Infinite Hotel 	World Map 	
Arcanium 	Levitate 	
Fishery Plant 	Dry Docks 	
Shopping Mall 	Urbanization 	
Zoos 	Zoos 	
Alchemy Lab 	Botanical Gardens 	
Guild Hall 	Merchant Fleet 	
Community Center 	Religious Moderation	
Deity Hall 	Reformed Church 	
Sewer 	Sanitation 	
Power Lines 	Electricity 	
Police Station 	Safety Regulations 	
Bazaar 	Nationalism 	
Debating Ring 	Free Speech 	
Food Labs 	Vertical Farming 	
Levee 	Reforestation 	
Power Plant 	Renewable Energy 	
Gene Farm 	Cultured Meat 	
Hydro Dam 	Hydroelectric Dams 	
Research Lab 	Advanced AI 	
Farmer's Market 	Decentralization 	
Brewery 	Corporate Protection	
Performance Plaza	Mass Media 	
Floating Gardens 	Arcology 	
Psyionic Hub 	Telepathy 	
Stargazer 	Quantum Computing 	
Aqua-Biome 	Deep Sea Vessels 	
Warehouse 	Cargo Ships 	
Medical Lab 	Biometrics 	
Stadium 	Modern Sports 	
Stock Exchange 	Commercial Flight 	
Volunteer Center 	Cultural Melting Pot	
Spiritual Chamber	Virtual Reality 	
Recycling Center 	Recycling Programs 	
Courthouse 	Bureaucracy 	
Spaceport 	Spacecraft 	
Historical Museum	Heritage 	
PreCrime Station 	Neural Networks 	
Religious State 	Neo-Religion 	
Senate 	Central Intelligence	
===Speciality Buildings===
Building 	Research Requirement 	Function 	Type
Man-Made Delta 	Reservoirs 	Excess Food is gathered and will be put into the next Population Point for the City once the current Population Point is complete giving the next Population Point a headstart. 	
Sewerage Facility 	Sewerage 	Adjacency Bonus to Food Output of neighbouring buildings. Reduces Population Growth Rate by up to 20% based on distance from City Center. 	
Supermarket 	Decentralization 	Adjacency Bonus to Food Output of neighbouring buildings. Food Output of Supermarket is dependent on the number of adjacent City Centers and/or Districts. 	
Sports Park 	Modern Sports 	Civilian Units built in the City have +1 Movement, Production Cost is 15% less for Non-Combat Units in the City Center. 	
Transport Hub 	Caste System 	Roads between Buildings increase Production while this building is active, effect improves with later Technologies and Moments. Also increases Movement Speeds of Units on Roads within a three tile radius. 	
Place of Holding 	Time Bubble 	Excess Production generated from completing a building Project is doubled and put towards new projects. 	
Fuel Station 	Urbaniztion 	Adjacency Bonus to Food & Gold Output of neighbouring buildings. Must be built on a tile with a pre-existing Road, the tile a Fuel Station occupies does not consume Movement for Units. 	
Builder's Union 	Labor Union 	Production Rate can be overclocked in the city, which consumes all Gold produced in the City converting it into Production. 	
Pitstop 	Radio 	Must be built at least five tiles away from any City Center. If a unit starts its turn occupying the Pitstop its Movement is doubled for that turn. 	
Robotics Factory 	Advanced AI 	Adjacency Bonus to Production for neighbouring buildings. Production at City Center is increased by 15%. 	
Transport Hub 	Caste System 	Roads between Buildings increase Production while this building is active, effect improves with later Technologies and Moments. Also increases Movement Speeds of Units on Roads within a three tile radius. 	
Mathematics Hall 	Mathematics 	Population generates Science per turn, improves secondary outputs of Science-based Buildings. 	
Archives 	Writing 	Excess Science is pooled and is used once a new Scientific Technology or Government starts Research. Increases the Science Output of adjacent Science-based Buildings. 	
Automotive Factory 	Tanks 	Increased Movement for all Units on Roads within the City's Range. +20% Production towards Mounted Land Units from Defensive Buildings within three tiles of the Automotive Factory. 	
Gilded Monument 	Memoriums 	Rate at which Civics or Government can be changed is reduced based on the City's Population relative to the total population of the Faction. Excess Culture is pooled and is used once a new Philosophical Moment or Government starts Research.	
Theme Park 	Amusement Parks 	Adjacency Bonus to Culture Output of neighbouring buildings. Rate of Population Growth increases based on the number of cities with Trade Routes to the city. 	
Broadcast Tower 	Mass Media 	Religious Units are 20% more powerful at Converting. Adjacency Bonus to Gold Output of neighbouring buildings based on the population of the city. 	
Tourist Trap 	Social Media 	Must be built on a Tile with 5+ Appeal, doubles Culture Output for any buildings within a four tile radius. If the Tile the Tourist Trap is built on loses its appeal the building will not function. 	
Meditation Park 	State Property 	Probability of Revolts in the City are reduced by 20%, Adjacency Bonus to Culture Output of neighbouring buildings. 	
Pet Enclosure 	Zoos 	Must be built adjacent to an Animal-based Luxury Resource, doubles the effect of any Animal-based Luxury Resources in the City's Range. 	
Celestial Orb 	Telekinesis 	Excess Magicka is pooled and is used once a new Magic Spell or Government starts Research. Units on or adjacent to the building have their MP boosted temporarily. 	
Star Tree 	Constellations 	Drains MP from enemy units within 2 Tiles of the building. Adjacency Bonus to Food Output for neighbouring buildings. 	
Witch's Commune 	Plague 	Adjacency bonus to Magic Output for neighbouring buildings. Water tiles within two tiles of the Witch's Commune cannot be pillaged by enemy units. 	
Symposium Chamber 	Aristocrats 	Adjacency bonus to Culture Output for neighbouring buildings. Allows the player to convert Culture into Magicka and vice versa in that city. 	
Gold Vault 	Safety Regulations 	Allows City to spend Gold to purchase City Center/District Buildings. Adjacency Bonus to Gold Output for neighbouring buildings. 	
Aquarium 	Botanical Gardens 	Must be built on a Coastal Tile, Adjacency Bonus to Gold Output of neighbouring Buildings. Fisheries in the City's Range have increased Food Output. 	
Trade Depot 	Coordinates 	Must be in overlapping territory of two of the player's Cities. Gold Output from Trade Routes in both cities is increased by 15%. 	
Skyscraper 	Bureaucracy 	Must be built adjacent to the City Center, Adjacency Bonus to all Outputs for neighbouring improvements. 	
Gathering Dome 	Patronage 	Reduces Religious Pressure within 9 Tiles of the Building, new Citizens in the City will immediately adopt the dominant Religion. 	
Holy Bastille 	Holy Monuments 	Can produce Religious Units, also functions as a defensive structure with 100HP and 25 Armour. Units with a 3 Tile Radius are immune to Religious Conversion. 	
Foreign Embassy 	Republic 	Can only be constructed on a tile bordering another Faction, doubles the Favour Output of that city. 	
Radio Tower 	Radio 	Adjacency Bonus to Favour Output of neighbouring buildings. +1 Gold per turn at this building for every City's Range that overlaps with a five tile radius around the building (including other Factions). 	
Therapy Clinic 	Cultural Assimilation 	The City does not receive War Weariness and will not revolt during a War while an enemy combat unit is within the City's Range. 	
Propoganda Center 	Nationalism 	Increases Military Strength of nearby units when active and effect lasts temporarily. 	N/A
Harbour 	Ports 	Allows Cities not built on the Coast to construct Ships, reduces Production Cost of Ships if adjacent to Production Buildings. 	N/A
Recruitment Center 	Military Service 	All Units created in a city with this building have 25% more Hitpoints. 	N/A
Journalist HQ 	Newspapers 	Favour Output is doubled in the city while the player is at war with another Faction. When a Landmark is completed the city's Culture Output is doubled for five turns. 	N/A
Tower of Sight 	Longsight 	Improves Sight of all units in City's Range by 1 Tile, effect improves with later Technologies & Moments. 	N/A
Prison 	Police State 	Reduces effect of enemy Religions and the effect of Favour on the city. Enemy Units killed in the City's Range have a chance to join the player's Faction. 	N/A
Racetrack 	Jet Engine 	Increases Movement Speed of Units using Roads in the City's Range. Vehicular Units have 10% less Production cost in the city. 	N/A
Recon Center 	Signal Codes 	Damaged Units healing in the City's Range heal for double. Production Output is increased for all buildings connected to the Recon Center via Roads that aren't obstructed by other buildings. 	N/A
Community College 	Rights of the Individual	Non-Combat Units created within two tiles of the Community College have one additional Charge. 	N/A
Schooling Complex 	Schooling System 	Must be built adjacent to a City Center and/or District. Production Cost towards Non-Combat Units for Adjacent Buildings is reduced by 10%. 	N/A
Monitoring Station 	Insurgency 	Causes Spies to appear visible that are within 3 Tiles of the building. +1 Range for Bombardment Attacks by the player's Combat Units that are within 1 tile of the Monitoring Station. 	N/A
Static Tower 	Springs 	Improves Movement of all units within 3 Tiles, improves Production Output of Powered Buildings. 	
Coal Power Plant 	Powered Machines 	Powered Building, must be built adjacent to a Coal Deposit, high Power Output but negatively impacts the surrounding environment. 	
Nuclear Power Plant	Nuclear Power 	Powered Building, must be built adjacent to a Uranium Depsoity, high Power Output but can have a meltdown leaving the surrounding area uninhabitable. 	
Solar Farm 	Solar Cell 	Powered Building, Power Output dependent on location, built on Hill is a positive, built adjacent to other hills or mountains is a negative. 	
Wind Farm 	Wind Power 	Powered Building, Power Output dependent on location, the closer to the coast the greater the Power Output. 	
Geothermal Plant 	Geothermal Energy 	Powered Building, must be built adjacent to a Mountain, moderate Power Output however can lead to volcanic eruptions. 	
Biocycle Plant 	Biomass Energy 	Powered Building, must be built adjacent to a 5+ or Greater Food Output location, moderate Power Output but consumes excess Food generated by the city. 	
Wave Turbines 	Wave Energy 	Powered Building, must be built in deep water, moderate Power Output however naval units cannot move on the same tile as it. 	
Seafloor Plant 	Ocean Vent Power 	Powered Building, must be build in deep water at least three tiles away from the coastline, high Power Output however can lead to volcanic eruptions. 	
Lightning Rod Tower	Lightning Rod Tower 	Powered Building, must be built on a hill, high Power Output however land units cannot move on the same tile as it, effects of Static Tower are doubled if adjacent. 	
===Improvements===
===Defensive Buildings===
Building 	Research Requirement 	Function
Barracks 	Spears 	Can construct Melee Land Units
Ship Builder 	Sailing 	Can construct Light Naval Units
Archery Range 	Archery 	Can construct Ranged Land Units
Labour Camp 	Serfdom 	Can construct Cheap Melee Land Units
Shipyard 	Ports 	Can construct Light & Medium Naval Units
Stone Walls 	Walls 	Provides Defensive Bonus for Land Units on the Tile
Stables 	Horseback Riding 	Can construct Mounted Land Units
Smithery 	Steel 	Melee Land Units constructed on the same tile gain 5% more Experience
Siege Factory 	Siege Weapons 	Can construct Siege Land Units
Concrete Walls 	Architecture 	Provides Defensive Bonus for Land Units on the Tile
Lookout Tower 	Military Training 	Ranged Land Units constructed on the same tile gain +1 Sight Range
Chariot Arena 	Chariots 	Mounted Land Units constructed on the same tile gain +1 Movement
Command Tent 	Formal Armies 	Land Units constructed on the same tile gain 5% more Experience
Bowyer Home 	Crossbows 	Ranged Land Units constructed on the same tile gain 10% more Experience
Brick Walls 	Defensive Tactics 	Provides Defensive Bonus for Land Units on the Tile
Siege Field 	Trebuchet 	Siege Land Units constructed on the same tile gain 10% more Experience
Naval Barrrier 	Naval Warfare 	Provides Defensive Bonus for Naval Units on the Tile (Land Units cannot disembark onto the tile until the Naval Barrier destroyed)
Cavalry Armourer 	Advanced Cavalry 	Mounted Land Units constructed on the same tile have 25% more Health
Bombadier Factory 	Firebomb 	Can construct Wallbuster Land Units
Fort 	Battle Formations 	Can construct Leader Units
Gunsmithery 	Gunpowder 	Ranged Land Units constructed on the same tile have 10% greater Strength
Naval Academy 	Square-Rigging 	Allows the construction of Flotillas from Naval Unit Construction Buildings within a nine tile radius
Weapon Storage 	Cannons 	Wallbuster Land Units constructed on teh same tile have 25% more Health
Reinforced Keep 	Explosives 	Can construct Siege & Wallbuster Land Units
Shipping Complex 	Frigates 	Can construct Heavy Naval Units
Spy Tower 	Espionage 	Can construct Espionage Units
Mercenary Camp 	Mercenaries 	Can construct Cheap Ranged & Mounted Land Units
Independent Port 	Privateering 	Can construct Cheap Light & Medium Naval Units
Armoured Walls 	Worker Contracts 	Provides Defensive Bonus to Land Units on the Tile, Enemy Units take while occupying the Tile
Pirate's Headquarters 	Piracy 	Can turn Cheap Light & Medium Naval Units into Regular Light & Medium Naval Units
Munitions Facility 	Rifling 	Melee & Ranged Land Units constructed on the same tile have 10% greater Defence
Dry Dock 	Dry Docks 	Medium & Heavy Naval Units constructed on the same tile have 25% more Health
Command Center 	Organized Armed Forces	All Land Units constructed on teh same tile gain 5% more Experience
Naval Bunker 	Turtle Ship 	Provides Defensive Bonus for Naval Units on the Tile, can be built on Shallow Water Tiles
Training Bunker 	Bolt-Action 	Melee & Ranged Land Units constructed on the same tile gain 10% more Experience
Naval Reserve Academy 	Battleships 	Heavy Naval Units constructed on the same tile have 25% more Health
Reinforced Walls 	Cement 	Provides Defensive Bonus for Land Units on the Tile, boosts strength of Land Units on the Tile by 15%
Ship Armourer 	Reinforced Hulls 	All Naval Units constructed on the same tile have 10% greater Defence
Explosives Factory 	Dynamite 	Wallbuster Land Units constructed on the same tile have 15% greater Bombardment and do receive penalty movement points for moving on Defensive Buildings
Reporting Station 	Telegraph 	Espionage Units constructed on the same tile have 2 extra Charges
Train Yard 	Locomotive 	Can construct Locomotive Land Units
Naval Artillery 	Naval Cannons 	Provides Defensive Bonus for Naval Units on the Tile, allows Naval Units to attack twice from the Tile
Medic's Tent 	Anaesthetic 	Melee, Ranged & Mounted Land Units and Light Naval Units constructed on the same tile have 15% more Health
Transfer Depot 	Distribution Transport	Locomotive Land Units constructed on the same tile have +1 Movement
Submarine Bay 	Submarines 	Can construct Submarine Naval Units
Auto Plant 	Diesel Engine 	Can construct Vehicular Land Units
Military Asembly 	Nationalism 	All Combat Units constructed on the same tile have 5% greater Strength
Airbase 	Aircraft 	Can construct Light Aerial Units
Valor Hall 	Military Service 	All Combat Units constructed on the same tile gain 10% more Experience
Codebreaker Building 	Double Agents 	Espionage Units constructed on the same tile have +1 Movement, Enemy Espionage Units can be detected by the building from up to 2 Tiles away
Modern Armour Plant 	Kevlar 	Melee & Ranged Land Units constructed on the same tile have 20% greater Defence
Tanker Shipyard 	Dreadnought 	Takes up two slots on a tile, Heavy Naval Units constructed on the same tile have 10% greater Strength and Defence
Alloy Refinery 	Super Alloy Armor 	Must be constructed on the same tile as a Mineral-Based Resource; Siege, Wallbuster & Vehicular Land Units and Medium & Heavy Naval Units and Light & Heavy Aerial Units constructed on the same tile have +1 Movement
Militia Camp 	Conscription 	Can construct Cheap Siege, Wallbuster & Vehicular Land Units
Airship Dock 	Zeppelin 	Can construct Airship Aerial Units
Tank Factory 	Tanks 	Vehicular Land Units constructed on the same tile have 25% greater Defence
Air Comms Tower 	Powered Flight 	All Aerial Units constructed on the same tile have +2 Movement
Nuclear Silo 	Nuclear Power 	Can construct Nuclear Missiles
Missile Silo 	Rocketry 	Can construct Ballistic Missiles
Air Hangar 	Jet Engine 	Can construct Heavy Aerial Units
Submarine Armament 	Nuclear Submarine 	Submarine Naval Units constructed on the same tile have 10% greater Strength and +1 Range
Missile Control 	Missile Systems 	All Missiles constructed on the same tile have 20% greater Range
Reservist HQ 	Reserve Army 	Allows the construction of Divisions from Land Unit Construction Buildings within a nine tile radius
Laser Research Division 	Lasers 	All Units with Ranged Attacks constructed on the same tile have +1 Range
Air Fleet Base 	Organized War Plan 	Allows the construction of Regiments from Aerial Unit Construction Buildings within a nine tile radius
Multi-Layer Walls 	Fortification Reserves	Provides Defensive Bonus for Land Units on the Tile, allows Land Units to attack twice from the Tile
Mixed Arms Center 	Aircraft Carrier 	Medium & Heavy Naval Units constructed on the same tile have 20% greater Strength, must be constructed on the same tile as an Airbase or Air Hangar
Commando Tent 	Commando Tactics 	Melee Land Units and Espionage Units constructed on the sametile have 30% more Health
Triad Center 	Modern Military 	All Units constructed on the same tile have 5% more Health, must be constructed on the same tile as at least one Land Unit, Naval Unit and Aerial Unit Construction Building
Rally Tower 	Police State 	All Land Units constructed on the same tile have 20% more Health and cost 10% less Production, must be built on a tile adjacent to a City Center or District
Trench Ops Tower 	Deep Sea Vessels 	Submarine Naval Units constructed on the same tile have +1 Movement and 20% more Health
Fusion Reactor 	Fusion Power 	Vehicular Land Units and All Naval Units constructed on the same tile have +2 Movement
Plasma Jet Facility 	Plasma Propulsion 	Light Aerial Units constructed on the same tile have +2 Movement
Military Management 	Combined Arms 	Leader Units constructed on the same tile have 2 extra Charges
Evasion R&D 	Cloaking 	Espionage Units constructed on the same tile gain +3 Movement when detected by an enemy Unit or Building
Smart Walls 	Fire Wall 	Provides Defensive Bonus for Land Units on the Tile, prevents Religious Conversion from enemy units
Energy Walls 	Force Fields 	Provides Defensive Bonus for Land Units and Naval Units on the Tile, can be constructed on any non-Mountainous and non-Oceanic Tiles
Bio-Combat Labs 	Super Soldier 	Melee & Ranged Land Units constructed on the same tile have 35% more Health
Hover R&D 	Hover Vehicles 	Airship Aerial Units constructed on the same tile have +1 Movement
Laser Range 	Laser Weapons 	All Units with Ranged Attacks constructed on the same tile have +2 Range
Combat Cybernetics Factory	Trans-Humanism 	Melee Land Units constructed on the same tile have 25% greater Strength
===Landmarks===
==Units==
===Civilian===
Unit 	Function
Settler 	Can settle new cities and build Districts.
Builder 	Can construct Improvements and Defensive Buildings and repair damaged Buildings.
Trader 	Can create Trade Routes between Cities and improve Diplomatic Level with other Factions.
Spy 	Can perform all Espionage Operations from within another Faction's Territory, is Invisible to Non-Spy Units until attacked or detected.
Diplomat	Generates Favor and can perform Diplomatic Operations to improve relations with another Faction.
===Scientific===
===Magical===
===Philosophical===
===Combat===
===Religious===
===Environmental===
==The World==
The World is generated based on a seed that the player can input during the Game Setup or import from other players, there are a variety of environments that can appear across the world ranging from realistic environments like Forests, Plains, the Ocean, Deserts, Tundra and Mountains to more magical ones like Bolenum, Lapacu, Obstalt, Glaciano, Nebulcarn and Nuravi.
In addition to the more varied terrain the player will also find that the world is not limited to just one level, the player can have units some time into a game explore underground finding certain resources significantly more easily as well as encountering more dangerous enemies. Underground Caverns vary in type and length with some going for dozens of tiles while others are strictly a single tile wide. The player's options in what to do with the underground tiles is different to their above ground counterparts and the player also has the option of opening up an underground tile to the surface merging the two into a single layer, this cannot be done for all tiles however and only works on ones without City Centers, Districts, Specialty Buildings or Landmarks.
As with other 4X Games, tiles of the same time can vary based on additional factors; Vegetation, Rivers, Mountains & Hills. The presence of these is not considered a new tile but can impact the player's ability to have units traverse the tile.
More TBA
===Resources===
There are eight Primary Resources in Realms beyond Reality; Food, Production, Science, Culture, Magicka, Gold, Faith & Favor.
====Food====
Food is the resource by which Cities grow, it is generated from Buildings and Improvements and when there is more Food Produced than the Consumption of a City its population will grow. Populations will not grow if the next Population Consumption Rate is greater than that of the Food Produced at the current turn.
====Production====
Production is the resource used by the City Center, Districts and Defensive Buildings to produce Buildings and Units. It is produced by Buildings and Improvements. Creating a Building/Unit requires a certain amount of Production, which is described in terms of turns for that Building/Unit, if there is an excess amount of Production produced on the turn that a Building/Unit is completed it will be spent on the next Building/Unit in that City Centers, District or Defensive Building.
City Centers and Districts share the total Production Output within the City and the player can micro-manage how much of the Production/turn each gets. Defensive Buildings have their own Production Rate which is dependent on the Production Output of the tile the Defensive Building was constructed on.
====Science====
Science is used to research Scientific Technologies, it is produced by Scientific Units and certain Buildings. Scientific Units are able to be used to discover Technologies which can then be researched to maximize their potential, this also generates Science from the unit. Scientific Units have limited charges and can either make a Discovery or Improve Existing Sciences, the latter rewards a large sum of Science for that turn.
Science Output in Buildings benefits when the Building is adjacent to tiles with Non-Science Resources, the more of these that are adjacent the greater the Science Output for that building.
====Culture====
Culture is used to research Philosophical Moments, it is produced by Philosophical Units and certain Buildings. Philosophical Units like Scientific Units have two abilities; Epiphany and Cultural Exposure. Epiphany functions like Discovery and is needed to start researching Philosophical Moments, Cultural Exposure will generate Culture based on the following factors; Quality of the Land, Landmarks, Natural Wonders, Faction Territories (within Sight Range).
Culture leads to Civics which are a set of acquirable bonuses for the player's faction only found in Philosophical Moments. Culture Buildings generate Cultural Pressure to surrounding Buildings, the amount of Culture a building produces is dependent on how focused its pressure is, the more buildings in a city and the more evenly they're spread out the better the output will be.
====Magicka====
====Gold====
====Faith====
====Favour====
==The Tree==
The Tree is a system similar to that of Tech Trees in other 4X Games, however unlike those games, The Tree is a multi-layered one combining Scientific Technologies, Philosophical Moments and Magical Spells together under a single interlocking tree.
The Tree is split into Eight Eras each with various things that can be researched. As outlined earlier, Technologies, Moments & Spells are unlocked and made available for research by discovering a trigger for them. Each has their own hint to help the player although there is often more than one way to discover them, once discovered a Technology can be researched with Science, a Moment can be researched with Culture and a Spell can be researched with Magicka. The total cost of all Techs, Moments or Spells for a given Era increases with each Era however due to the different amount within each era the cost of an individual Tech, Moment or Spell may be less than that of a preceding Era.
Alongside those three there are also Governments which allow the player to adjust the Civics they receive from researching Philosophical Moments. Governments can consume all three forms of Resources and so as long as the player is researching a Government and not researching a Technology, Moment or Spell it will consume that respective Resource instead. Governments also cost considerably more than any of the other three so it is often wise to dedicate all resources towards unlocking them quickly.
When not researching a Technology, Moment or Spell the player's Faction will accumulate excess of the relevant Resource, the player can build special Buildings in their Cities to collect and hold the resources so they don't go to waste, it is always more advantageous to be constantly researching than to be collecting however this does mitigate loss and can build-up an reservoir of a resource allowing for rapid research of a Tech, Moment or Spell depending on the resource and can potentially allow for an instant research where the Tech, Moment or Spell is discovered on the same turn it was started.
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