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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
All power costs.png Power 1.0 Power is how a nation progresses and represents the skill of a ruler and their administration.
Civic power.png Government 1.0 Your government type and country rank affect how you manage your country and relations with other countries.
Stability.png Laws 1.0 With the approval of the Senate, various laws can be passed that affect your country.
Leader.png Characters 1.0 Characters perform roles in government and military.
Invention.png Technology 1.0 Technology is how a nation advances through the game and acquires new abilities or options.

Economic Policy[edit]

Mechanic Ver. Notes
Money.png Economy 1.0 Nations need to manage their economies to keep the population happy and to gain money.
Population.png Population 1.0 Population units reside within cities.
Camels Trade - Trading with other nations is an important source of income.
Tradegood.png Trade goods 1.0 Every city produces a certain trade good that can give you some bonuses or allow you to build a unit type.
Civic faction.png Buildings 1.0 Buildings can be built in cities to improve them.


Mechanic Ver. Notes
Unit heavy cavalry.png Land units - An army is made up of different types of units.
Unit heavy infantry.png Army - Armies are used to conquer new territories.
Military power.png Military traditions 1.0 Military traditions unlock unique abilities and special bonuses to units.
Unrest.png Rebellion - Rebellions are uprisings against the established order.

Foreign Policy[edit]

Mechanic Ver. Notes
Diploicon.png Diplomacy 1.0 Diplomacy is the set of actions a nation can use to manage its relations, agreements and warfare with other countries.
Oratory power.png Alliances 1.0 Alliances can be formed between two nations promising to aid each other in cases of war.
Domestic policy Characters Attributes Culture Government Laws National ideas Rebellion Religion Technology
Economic policy Buildings Economy Population Trade Trade goods
Provinces Region Province Cities Colonization
Warfare Military traditions Army Siege Assault Land units Land warfare Naval warfare
Foreign policy Treaties Casus belli Diplomacy Subject nations