Mechanics
Jump to navigation
Jump to search
Mechanics are aspects of the game which require detailed discussion. Herein is a brief about each mechanic and a link to a more detailed page.
Domestic Policy[edit | edit source]
Mechanic | Ver. | Notes | |
---|---|---|---|
![]() |
State | 2.0 | The state itself is the fundamental unit of Imperator and will rise or fall based on your choices. |
![]() |
Government | 2.0 | Your government type and country rank affect how you manage your country and relations with other countries. |
![]() |
Laws | 2.0 | With the approval of the court, Senate, or clans, various laws can be passed that affect your country. |
![]() |
Characters | 2.0 | Characters perform roles in government and military. |
![]() |
Technology | 2.0 | Technology is how a nation advances through the game and acquires new abilities or options. |
![]() |
Culture | 2.0 | Pops of a different culture will resent foreign rule, forcing countries to choose how to deal with subjugated populations. |
![]() |
Religion | 2.0 | Religion is an important part of the ancient world and what deities are honoured have a great effect on the state and population. |
![]() |
Positions | 2.0 | Positions consist of the major jobs and offices involved in the command and administration of a country and its military. |
Economic Policy[edit | edit source]
Mechanic | Ver. | Notes | |
---|---|---|---|
![]() |
Economy | 2.0 | Nations need to manage their economies to keep the population happy and to gain money. |
![]() |
Population | 2.0 | Population units reside in territories and are the basis of virtually all production and output. |
![]() |
Trade | 2.0 | Trading with other nations is an important source of income and sourcing exotic trade goods. |
![]() |
Trade goods | 2.0 | Every territory produces a certain trade good that can give various bonuses and can be traded away. |
![]() |
Food | 2.0 | Food is one of the most fundamental human needs, driving the fate of large cities and hungry armies. |
![]() |
Infrastructure | 2.0 | Buildings and other infrastructure can be built in territories to improve them. |
![]() |
Great wonders | 2.0 | The wonders of the ancient world can be a great boon to those who build or conquer them. |
Provinces[edit | edit source]
Mechanic | Ver. | Notes | |
---|---|---|---|
![]() |
Region | 2.0 | The world is divided into large regions which can be governed by individual governors. |
![]() |
Province | 2.0 | Provinces group territories together for the purposes of loyalty, food, trade, and more. |
![]() |
Territory | 2.0 | Territories are the basic geographical unit where pops live, armies move, buildings are built, and trade goods produced. |
![]() |
Colonization | 2.0 | Uncontrolled territories at the fringes of the map can be colonized by more organized states. |
Military[edit | edit source]
Mechanic | Ver. | Notes | |
---|---|---|---|
![]() |
Land units | 2.0 | An army is made up of different types of units, each of which has its own strengths and weaknesses. |
![]() |
Army | 2.0 | Armies are used to occupy and conquer new territories. |
![]() |
Navy | 1.3 | Control of the seas can make or break a campaign. |
![]() |
Military traditions | 2.0 | Military traditions are unique to certain cultures and unlock unique abilities and special bonuses to units. |
![]() |
Rebellion | 2.0 | Unhappiness and unrest in an empire's provinces can lead to local rebellions for independence. |
![]() |
Civil war | 2.0 | If enough characters become disloyal, they may revolt against the government and start a civil war. |
Foreign Policy[edit | edit source]
Mechanic | Ver. | Notes | |
---|---|---|---|
![]() |
Diplomacy | 2.0 | Diplomacy is the set of actions a nation can use to manage its relations, agreements, and warfare with other countries. |
![]() |
Treaties | 2.0 | Nations can sign treaties with each other to agree to help each other in wars. |
![]() |
Warfare | 2.0 | Countries can go to war to seize territory, subjugate other nations, or even simply to collect slaves for the homeland. |
![]() |
Subject nations | 2.0 | Subjects can be a great source of allied armies, manpower, and income, but might have pretensions and ambitions of their own. |
![]() |
Barbarians | 2.0 | The most unruly and uncivilized peoples of the world can still wreak great havoc if not kept in check. |
Script[edit | edit source]
Mechanic | Ver. | Notes | |
---|---|---|---|
![]() |
Events | 2.0 | Events present opportunities, challenges, and more benign happenings that describe the goings on of the country and the wider world. |
![]() |
Decisions | 2.0 | Decisions can be taken by countries to convert reform the government, convert religion, form a new country, and more. |
![]() |
Missions | 2.0 | Missions provide a variety of goals, tasks, and rewards for the development and expansion of the nation. |
Domestic policy | State • Attributes • Characters • Civil war • Culture • Government • Heritages • Laws • National ideas • Position • Rebellion • Religion • Technology |
Economic policy | Buildings and Infrastructure • Economy • Food • Great wonders • Population • Trade • Trade goods |
Territories | Region • Province • Territories • Colonization • Holding |
Military | Military traditions • Army • Distinction • Land units • Land warfare • Siege • Naval warfare |
Foreign policy | Treaties • Warfare • Casus belli • Claim • Diplomacy • Subject nations • Barbarians |
Script | Events • Decisions • Missions |
Other | Achievements • Antagonist • Game configuration |