Mechanics
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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]
Mechanic | Ver. | Notes | |
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State | 1.5 | The state itself is the fundamental unit of Imperator and will rise or fall based on your choices. |
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Government | 1.5 | Your government type and country rank affect how you manage your country and relations with other countries. |
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Laws | 1.5 | With the approval of the court, Senate, or clans, various laws can be passed that affect your country. |
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Characters | 1.5 | Characters perform roles in government and military. |
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Technology | 1.5 | Technology is how a nation advances through the game and acquires new abilities or options. |
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Culture | 1.5 | Pops of a different culture will resent foreign rule, forcing countries to choose how to deal with subjugated populations. |
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Religion | 1.5 | Religion is an important part of the ancient world and what deities are honoured have a great effect on the state and population. |
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Positions | 1.5 | Positions consist of the major jobs and offices involved in the command and administration of a country and its military. |
Economic Policy[edit]
Mechanic | Ver. | Notes | |
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Economy | 1.5 | Nations need to manage their economies to keep the population happy and to gain money. |
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Population | 1.5 | Population units reside in territories and are the basis of virtually all production and output. |
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Trade | 1.5 | Trading with other nations is an important source of income and sourcing exotic trade goods. |
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Trade goods | 1.5 | Every territory produces a certain trade good that can gives various bonuses and can be traded away. |
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Infrastructure | 1.5 | Buildings and other infrastructure can be built in territories to improve them. |
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Food | 1.5 | Food is one of the most fundamental human needs, driving the fate of large cities and hungry armies. |
Provinces[edit]
Mechanic | Ver. | Notes | |
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Region | 1.5 | The world is divided into large regions which can be governed by individual governors. |
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Province | 1.5 | Provinces group territories together for the purposes of loyalty, food, trade, and more. |
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Territory | 1.5 | Territories are the basic geographical unit where pops live, armies move, buildings are built, and trade goods produced. |
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Colonization | 1.5 | Uncontrolled territories at the fringes of the map can be colonized by more organized states. |
Military[edit]
Mechanic | Ver. | Notes | |
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Land units | 1.4 | An army is made up of different types of units, each of which has its own strengths and weaknesses. |
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Army | 1.0 | Armies are used to occupy and conquer new territories. |
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Navy | 1.0 | Control of the seas can make or break a campaign. |
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Military traditions | 1.5 | Military traditions are unique to certain cultures and unlock unique abilities and special bonuses to units. |
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Rebellion | 1.5 | Unhappiness and unrest in an empire's provinces can lead to local rebellions for independence. |
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Civil war | 1.5 | If enough characters become disloyal, they may revolt against the government and start a civil war. |
Foreign Policy[edit]
Mechanic | Ver. | Notes | |
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Diplomacy | 1.5 | Diplomacy is the set of actions a nation can use to manage its relations, agreements and warfare with other countries. |
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Treaties | 1.5 | Nations can sign treaties with each other to agree to help each other in wars. |
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Warfare | 1.5 | Countries can go to war to seize territory, subjugate other nations, or even simply to collect slaves for the homeland. |
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Subject nations | 1.5 | Subjects can be a great source of allied armies, manpower, and income, but might have pretensions and ambitions of their own. |
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Barbarians | 1.5 | The most unruly and uncivilized peoples of the world can still wreck great havoc if not kept in check. |
Script[edit]
Mechanic | Ver. | Notes | |
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Events | 1.5 | Events present opportunities, challenges, and more benign happenings that describe the goings on of the country and the wider world. |
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Decisions | 1.5 | Decisions can be taken by countries to convert reform the government, convert religion, form a new country, and more. |
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Missions | 1.5 | 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 • Population • Trade • Trade goods |
Provinces | Region • Province • Territories • Colonization • Holding |
Military | Military traditions • Army • Siege • Assault • Land units • Land warfare • Naval warfare |
Foreign policy | Treaties • Warfare • Casus belli • Claim • Diplomacy • Subject nations • Barbarians |
Script | Events • Decisions • Missions |
Other | Achievements • Antagonist • Difficulty |