The vast lands of Imperia Online are shown on the map. All objects (terrains, on which the emperor can establish and develop his holdings) are located on these territories. The measure for square area of the Global map is one point.
A space of 36 points on the Global map reserved only to its owner. In the center of the exclusive zone lays the capital of the Empire. It is surrounded by 4 free terrains, which can be annexed peacefully and 4 independent cities which in their turn can be looted, annexed or turned into vassals. The exclusive zone’s borders are visible to other players. However, independent cities cannot be seen from other users, only annexed provinces and vassals are shown.
Note: The exclusive zone remains exclusive for its owner while he is active. If the user hasn’t entered his account for more than 7 days and he has only one province (the capital), the exclusive zone or parts of it become available for others and can be conquered.
The first province of the empire. It is located in the center of the exclusive zone and takes 4 points. The terrain beneath it is neutral and gives the following economic and military bonuses:
- +100 000 farm capacity bonus
- 10% resource production bonus
- +20 everyday happiness points
- +20 happiness limit bonus
- 30% bonus hit points of the fortress
- 20% bonus hit points in defense of all military units
- +10 bonus morale points in defense
In the exclusive zone there are 4 independent cities of different types (one from the first type, two from the second type and one from the third type). They can be annexed, turned into vassals or looted.
- First type: this city has a common border with the capital on South-West. The field army consists of 20 light archers and 20 light swordsmen. There is no garrison.
- Second type: their location in the exclusive zone and their field army and garrison are randomly generated.
- Third type: their location in the exclusive zone and their field army and garrison are randomly generated.
One independent city takes up 1 point of the exclusive zone. It has working economy that produces resources and gold, according to the number of villagers and the fortress level there. Independent cities in the exclusive zone do not have economic bonuses. The maximum quantity of one resource that can be gathered is equal to the fortress capacity divided by four. The independent city can be annexed peacefully or by force.
Independent free terrain
It can be annexed peacefully. There are no buildings, army, nor villagers. The terrains have different bonuses and occupy up to 4 points on the map.
The territories on the global map are divided into three groups - independent cities, free terrains and special resource terrains.
Most of them are located outside the exclusive zone on free spots, where they can be looted, annexed or turned into vassals. There are 15 levels of independent cities and at the beginning the first three are within the borders of the exclusive zone.
Growth is the characteristic which increases after each successful attack of a player on the independent city. After a number of successful attacks, the level of the independent city increases and with that, Growth is reset. Level 1: Growth 0, Level 2: Growth 5, Level 3: Growth 6, Level 4: Growth 7, Level 5: Growth 8, Level 6: Growth 9, Level 7: Growth 10, Level 8: Growth 11, Level 9: Growth 12, Level 10: Growth 13, Level 11: Growth 14, Level 12: Growth 15, Level 13: Growth 16, Level 14: Growth 17, Level 15: Growth 18.
|Population||Fortress Level||Farms||Houses||Mines||Barracks||Temple||Town square||Resources capacity||Tax||Roads||Unit type||Field army||en-Бр. на карта|
|1||10 000||1||1||3||3||1||1||1||7 000||3||1||Light||40||Exclusive zone|
|2||15 000||2||1||4||4||1||1||1||11 000||3||1||Light||100||Exclusive zone|
|3||20 000||3||2||5||5||2||1||2||16 000||3||2||Light||300||Exclusive zone|
|4||30 000||4||3||6||6||2||1||2||33 000||3||2||Light||500||2 790|
|5||40 000||4||4||6||7||3||1||3||44 000||3||3||Heavy||1 000||1 670|
|6||50 000||5||5||7||8||3||1||3||76 000||3||3||Heavy||2 000||1 000|
|7||60 000||5||6||7||9||4||1||4||110 000||3||4||Heavy||4 000||600|
|8||70 000||6||7||7||10||4||1||4||140 000||4||4||Heavy||13 000||360|
|9||90 000||6||8||8||11||5||1||5||180 000||4||5||Elite||25 000||220|
|10||110 000||7||9||9||11||5||1||5||280 000||4||5||Elite||50 000||130|
|11||130 000||7||10||10||12||6||1||6||410 000||4||6||Elite||50 000||80|
|12||150 000||8||11||11||12||6||1||7||500 000||4||7||Elite||50 000||40|
|13||180 000||8||11||12||13||7||1||8||690 000||4||8||Elite||50 000||30|
|14||210 000||9||12||13||13||7||1||9||860 000||4||9||Elite||50 000||20|
|15||240 000||9||12||14||14||8||1||10||1 000 000||4||10||Elite||50 000||10|
They can be found also outside the exclusive zone of the player and can be conquered by him. Any annexed or colonized terrain (except neutral terrains) brings different bonuses and modifiers to the empire.
There is a chance for additional bonus to the modifiers, described in the table.
|Farms||Wood||Stone||Iron||Fortress||Cavalry (Army Unit Type)||Light Archer||Defense|
|Hills||10%||10% for the defender||10%|
|Hills with forests||-5%||15%||10%||-10%||-10%||15%|
|Mountains||-20%||20%||20%||20%||-20%||20% for the defender||20%|
|Mountains with forests||-25%||25%||20%||20%||20%||-30%||25%|
|Fertile||Forests||Hills||Hills with forests||Mountains||Mountains with forests|
|from 10% to 20% to trade potential||from 10% to 20% to wood production||from 5% to 10% to wood production||from 10% to 20% to wood production||from 5% to 10% to iron production||from 5% to 10% to wood production|
|from 10% to 20% to archers training time||from 10% to 20% to trade potential||from 5% to 10% to iron production||from 10% to 20% to trade potential||from 5% to 10% to stone production||from 5% to 10% to iron production|
|from 10% to 20% to infantry training time||from 10% to 20% to infantry training time||from 5% to 10% to stone production||from 10% to 20% to infantry training time||from 10% to 20% to archers training time||from 5% to 10% to stone production|
|from 10% to 20% to cavalry training time||from 10% to 20% to siege machines making time||from 5% to 10% to farms||from 10% to 20% to siege machines making time||from 10% to 20% to infantry training time||from 10% to 20% to infantry training time|
|from 10% to 20% to siege machines making time||from 5% to 10% to farms||from 10% to 20% to trade potential||from 10 000 to 40 000 to farm capacity. The bonus is always a whole number.||from 10 000 to 40 000 to farm capacity. The bonus is always a whole number.||from 10 000 to 40 000 to farm capacity. The bonus is always a whole number.|
|from 10% to 20% to farms||from 10 000 to 40 000 to farm capacity. The bonus is always a whole number.||from 10% to 20% to archers training time||from 5 to 10 to Happiness limit||from 5 to 10 to Happiness limit||from 5 to 10 to Happiness limit|
|from 10 000 to 40 000 to farm capacity. The bonus is always a whole number.||from 5 to 10 to Happiness limit||from 10% to 20% to infantry training time||from 5 to 10 daily Happiness bonus||from 5 to 10 daily Happiness bonus||from 5 to 10 daily Happiness bonus|
|from 5 to 10 to Happiness limit||from 5 to 10 daily Happiness bonus||from 10% to 20% to cavalry training time||-||-||-|
|from 5 to 10 daily Happiness bonus||-||from 10% to 20% to siege machines making time||-||-||-|
|-||-||from 10 000 to 40 000 to farm capacity. The bonus is always a whole number.||-||-||-|
|-||-||from 5 to 10 to Happiness limit||-||-||-|
|-||-||from 5 to 10 daily Happiness bonus||-||-||-|
Values are randomly generated.
Independent free terrains may occupy up to 4 points on the map. Thus, it is possible that the newly annexed province/founded colony will spread on several terrains with different bonuses. In this case, upon annexing, the player must select the type of terrain and respectively - the bonus for the dominion.
If you found a province, a colony or a trading post on such terrains, it will give bonus to the whole empire. The bonus is received on condition that the foundation of the object on that terrain is completed. They take up 1 point on the Global map and are located outside the exclusive zone.
* Bonuses of the same Special resource type cannot be accumulated. If there are 2 bonuses of the same type, only the bigger one is accounted. The same bonus granted by two different special resource terrains are accumulated.
Example: If you have 2 holdings on rich gold field, you will have 10% gold income bonus. If you have 1 colony on rich wheat field and 1 on rich rice field, you will have 20% farm effect bonus.
** Ancient Temple, Sacred Ancient Temple, Horseshoe, Heavy Horseshoe, Yew, Rich Yew Field, Coal, Rich Coal Field, Horses, Heavy Horses, Wool, Rich Wool Field, Cotton and Rich Cotton Field special resources grant alliance armies bonuses, if an alliance member founds a holding on them. Special resource Granite grants a bonus to fortresses in alliance holdings if an alliance member founds a holding on it.
|Special resource Wood||5% wood production bonus||500|
|Rich field of Wood||10% wood production bonus||750|
|Special resource Iron||5% iron production bonus||500|
|Rich field of Iron||10% Iron production bonus||750|
|Special resource Stone||5% Stone production bonus||500|
|Rich field of Stone||10% Stone production bonus||750|
|Special resource Gold||5% bonus to the generated gold of the exacted tax level||2 000|
|Rich field of Gold||10% bonus to the generated gold of the exacted tax level||3 000|
|Special resource Diamonds||5% bonus to the amount of purchased diamonds (excluding Expiring diamonds)||1 000|
|Rich field of Diamonds||10% bonus to the amount of purchased diamonds (excluding Expiring diamonds)||2 000|
|Special resource Wine||5points Happiness bonus in all Empire’s territories||1 000|
|Special resource Gems||10points Happiness bonus in all Empire’s territories||1 000|
|Special resource Ivory||increases the Happiness maximum level by 5 in all Empire’s territories.||3 000|
|Special resource Silk||increases the Happiness maximum level by 10 in all Empire’s territories.||5 000|
|Special resource Ancient Temple||5 Morale points bonus||250|
|Special resource Sacred Ancient Temple||10 Morale points bonus||500|
|Special resource Horseshoe||5% bonus to Attack of all Cavalry||500|
|Special resource Heavy horseshoe||10% bonus to Attack of all Cavalry||500|
|Special resource Yew||5% Range attack bonus||500|
|Rich Field of Yew||10% Range attack bonus||500|
|Special resource Coal||5% Infantry (swordsmen and spearmen) attack bonus||500|
|Rich Field of Coal||10% Infantry (swordsmen and spearmen) attack bonus||500|
|Special resource Granite||5% Fortress hit points bonus||500|
|Rich Field of Granite||10% Fortress hit points bonus||500|
|Special resource Hemp||decreases the construction time by 5%||500|
|Rich Field of Hemp||decreases the construction time by 10%||500|
|Special resource Papyrus||decreases Research Times by 5%||500|
|Special resource Parchment||decreases Research Times by 10%||1 000|
|Special resource Rice||5% Farm effect bonus||500|
|Rich field of Rice||10% Farm effect bonus||750|
|Special resource Wheat||5% Farm effect bonus||500|
|Rich field of Wheat||10% Farm effect bonus||750|
|Special resource Spices||lowers the market posting fee from 10% to 9%||5 000|
|Special resource Horses||decreases army movement time, while on a mission, by 5%||500|
|Special resource Heavy horses||decreases army movement time, while on a mission, by 10%||1 000|
|Special resource Wool||decreases army upkeep by 5%||500|
|Rich field of Wool||decreases army upkeep by 10%||1 000|
|Special resource Cotton||decreases army upkeep by 5%||500|
|Rich field of Cotton||decreases army upkeep by 10%||1 000|
|Special resource Marble||decreases the construction time of the Temple in Alliance Castle by 5%||3 000|
|Rich field of Marble||decreases the construction time of the Temple in Alliance Castle by 10%||5 000|
|Special resource Coffee||5% Trade potential bonus||1 000|
|Rich field of Coffee||10% Trade potential bonus||2 000|
|Special resource Maps||increases the distance to the Empire a player can found colonies, trade and military posts and vassals by 15%||500|
|Special resource Detailed maps||increases the distance to the Empire a player can found colonies, trade and military posts and vassals by 30%||1 000|
|Special resource Ancient ruins||5% chest content bonus||1 000|
|Special resource Silver||10% governor´s generated experience bonus||2 000|
|Rich field of Silver||15% governor´s generated experience bonus||3 000|
|Special resource Bronze||10% general´s generated experience bonus||1 000|
|Rich field of Bronze||15% general´s generated experience bonus||2 000|
|Special resource Infusions||increases the chance of your general´s survival by 5%
increases the chance of enemy general´s death by 5%
|Special resource Elixirs||increases the chance of your general´s survival by 10%
increases the chance of enemy general´s death by 10%
|Special resource Clay||5% Houses capacity bonus||500|
|Rich field of Clay||10% Houses capacity bonus||1 000|
Neutral holdings, located on the Global Map, that have their own army and spies. They can be spied and attacked in Field Battle, but cannot be conquered. If the player wins a Field Battle against a Barbarian Camp, the settlement is removed from the Global Map, and the player is granted a corresponding reward.
The Barbarian Camps are located on the Global map on random neutral terrains, usually close to a Special Resource. With the exception of a single Indigenous Tribe camp per Exclusive Zone, no other Camps can be spawned within a player’s Exclusive Zone. Their generation occurs at specific times in accordance with the speed of the realm. Their total number cannot exceed 2000. The generation starts on the 1.75th day after the start of the Realm. There are 5 Barbarian Camps in every quadrant (100x100 points). When one or more Camps are defeated and disappear from the map, the system generates new ones, so that the number 5 is restored. They are again located at random spots, not necessarily on the same position as the previous settlements.
Note: Two Barbarian Camps can have a common border or be adjacent to a player’s domain.
- Barbarian Camps: types
The type of this holding is specified by the army inside. The military units in defense (light, heavy or elite) and the degree of military researches depend on the stage of the season (number of weeks passed) at the point the dominion was generated. There are 15 different levels of Barbarian Camps.
Espionage and attack
Barbarian Camps can be spied and attacked from the Global map or from Barbarian fast search menu at the left part of the main screen. You cannot find them through the Command Center.
The espionage report holds information about the army and the reward you can get upon destroying the dominion.
The only possible attack type against a Barbarian Camp is a Field Battle. The duration of the mission is calculated based on the formula for movement on the Global map: the army moves with the speed of the slowest unit. The option for immediate arrival cannot be used. If successful in the Field Battle, the winning player receives the respective reward, and the Barbarian Camp disappears from the Global Map.
Upon destroying a Barbarian Camp, the player receives a reward. The amount of the reward depends on the level of the Camp - the higher it is, the greater its prize. The reward given may be resources, or -in the case of the Slavers tribe- Liberated Population.
NB: Unclaimed rewards from Barbarian Camps in menu Inventory / sub-menu Hoard are lost at the end of a season!
Every Barbarian Camp gives a basic reward. It can include:
- The Liberated Population is given as a reward for defeating a Barbarian Slaver Camp. It will appear in your menu Inventory / sub-menu Hoard, where it can be received immediately or at a later date.
When you choose to receive the Liberated Population, it will be added to the Local Population of your currently selected holding.
- Resources - you earn amounts from the four resources (wood, iron, stone or gold). The returning troops will bring them back to the starting province.
- The Liberated Population is given as a reward for defeating a Barbarian Slaver Camp. It will appear in your menu Inventory / sub-menu Hoard, where it can be received immediately or at a later date.
Barbarian Camps Attacks
Each barbarian camp can send attacks against players placed at a distance of maximum 70 imperial miles. Local camps that can only attack a player whose exclusive zone they were generated in are also included. Each barbarian camp is able to send attacks until it gets destroyed. Its destruction, however, does not affect the execution of attacks already sent by it – they reach their target in any case. Possible targets for barbarian camps of a certain level are only holdings of players at a certain points range:
Barbarian camps to players points:
Level From (points) To (points) 1 3 425 44 636 2 8 927 87 956 3 17 591 161 646 4 32 329 290 133 5 58 027 500 778 6 100 156 859 720 7 171 944 1 415 851 8 283 170 2 354 056 9 470 811 3 904 598 10 780 920 6 449 250 11 1 289 850 10 613 265 12 2 122 653 17 438 218 13 3 487 644 28 588 628 14 5 717 726 46 800 738 15 9 360 148 99 999 999
The types of attacks depend on the type of the barbarian camp as follows:
- local barbarians’ attacks are always fortress sieges
- conquerors’ attacks are always fortress sieges
- raiders’ attacks are always fortress sieges and pillages at a 50:50 ratio
- slavers’ attacks are always pillages*
* If a pillage was performed earlier in the same province, the attack will be a field battle.
Barbarian camp targets
Possible targets of barbarian attacks are player’s provinces (the capital included) and colonies, whose level of a barbarian threat is above a certain limit. Military and trading posts, as well as vassals are not attackable by barbarians. Travel time of the attacks is between 55 and 60 minutes, randomly defined, as attacks are visible by the defender from the moment of its sending. The composition of the attacking barbarian army is defined by the type of army deployed in the camp. In case a fortress siege is sent, a certain number of siege engines is included as well. Basic morale point of barbarian army in pillage is 100, in fortress siege – 120. Each camp has its General so each attack will be led by that General. General’s skills will affect the battle and are visible at the missions screen. Local barbarians are never led by a General. The number of attacks sent from a single barbarian camp is not limited and this does not affect the type and composition of the barbarian army. Barbarian attacks do not lock player’s premium extras.
How barbarian threat at the holdings of the player increases
The level of barbarian threat defines the chance of a holding to be attacked, as long as a barbarian camp is placed within 70 imperial miles. The threat accumulates separately at each holding following certain logic.The level of barbarian threat increases in 3 ways:
- as the time passes – each hour the threat increases by a certain percentage
- when a construction of any building starts
- when a military mission sets off (except evasion)
Strength of barbarian attacks
The strength of barbarian attacks is defined by the number of barbarian camps a player has attacked successfully at the last 24 hours. The more attacks a player has made, the bigger strength the barbarian attacks will have against him. If a player has no successful attacks against a barbarian camp in the last 24 hours, he will be attacked by an army, consisting of 50% of the number of units at the attacking camp. With every successful attack of a player against a barbarian camp, the strength of the barbarian attack increases by 10%. Example: a player is attacked by a barbarian camp whose army consists of 1000 light cavalry. If the player has no attacks against a barbarian camp in the last 24 hours, he will be attacked with 50% of that army which is 500 light cavalry. If the player has 10 successful attacks against a barbarian camp in the last 24 hours, he will be attacked with 150% of that army which is 1500 light cavalry.
The number of attacks that each player can send to barbarian camps is limited to 30 attacks per day, which also implies that the maximum expected strength of the barbarian attack that can be reached is 350%.
Barbаrian camps’ technologies
Barbarian camps have their own military technologies to make them more competitive in battle against players. These military technologies are utilised both in attack and defence.
Barbarian camps technologies by level:
Level Range attack Melee attack Armor War horses Military medicine Counter-Espionage 1 1 1 1 1 1 1 2 2 2 2 2 3 3 3 4 4 4 4 5 5 4 6 6 6 6 7 7 5 8 8 8 8 9 9 6 10 10 10 10 11 11 7 12 12 12 12 13 13 8 14 14 14 13 15 15 9 16 16 16 14 17 17 10 18 18 18 15 19 19 11 20 20 20 16 21 21 12 22 22 22 17 23 23 13 24 24 24 18 25 25 14 27 27 27 19 27 27 15 30 30 30 20 29 29
The maximum number of provinces a player can annex is 30 (the capital + 29 additional). In order to annex a terrain (independent city, independent free terrain or special resource terrain) and turn it into province, it is necessary to have a free level of Centralization. The annexation can be performed from the Global map peacefully or by force:
- Annexing of an independent city
- peacefully: you need to pay the price of all buildings in the holding multiplied by x1,5. When annexing peacefully, the buildings’ levels remain untouched.
- by force: it is necessary to send your army in fortress siege attack. After winning the battle, the terrain becomes part of the empire but all buildings lose a level. However, if the independent city has 1st level fortress or 10th level mines by default, then these buildings will remain on level 1 and level 10 respectively. The army in the independent city fights with the minimal levels of military researches necessary for the units present inside.
After you annex an independent city, the new province occupies 4 points.
- Annexing of independent free terrain: this can happen only peacefully by sending a mission of up to 25 000 villagers to settle there. After annexing in the holding you will have:
- Town hall
- 1st level Transport station
- 1st level Houses
Every following annexed province produces 10% less resource compared to the previous one.
The basic happiness limit in all annexed provinces is 100. There is a +20 bonus in the capital.
Transportation of resource
It is performed from the Transport station. One province spreads on 2x2 points. The transport between your own provinces takes 0.625 minutes per 1 points, that is 1.25 minutes for adjacent provinces, 5 minutes between provinces which are separated by one other province, 7.5 minutes between provinces that are 2 provinces away, and so on.
The infrastructure that can be built to connect annexed provinces. Every level of this structure gives 10% raise to the trade potential between provinces.
Army movement between provinces follows the transportation model. The travelling time for enemy attack is always the same, regardless of the starting point and the destination (province or colony). This time is equal to the time it takes to go from the capital of the attacker to the capital of the defender.
Apart from the specific bonuses of the terrain or independent city upon annexing or colonizing, two other special bonuses are granted: 50% raise of two different gubernatorial skills. The system will choose randomly two skills from all possible so that the user will start receiving bonuses from them. The annexed province can use the granted bonuses only if there is a great person appointed there who owns the skills. If there isn’t an appointed governor or the governor bears other skills, the province won’t be affected by the bonuses. This means that they are passive until certain conditions are fulfilled. The main goal for the player should be to appoint a great person who owns both skills, so that the both can have effect.
They occupy 1 point on the Global map. The maximum number of independent cities a player can turn into а vassal is 30. In order to turn an independent city into а vassal, it is necessary to have Centralization level and Vassal logistics.
- Turning into vassal
Turning of an independent city into vassal happens only by sending troops on a Fortress siege mission. The vassal can be next to an empire or other dominion (exclusive zone, provinces outside its borders, colony, military or trading post) but it cannot be adjacent to other vassal or independent city. There must be at least 1 point distance between them.
- Characteristics of the vassals
- Population: the growth stops from the moment the territory has a status of vassal until it is annexed as province. The number is predetermined by the parameters of the independent city.
- Army: it remains unchanged until the territory is annexed. The number of units is predetermined by the parameters of the independent city.
- Income from trade: it depends on the level of the Tradе routes. The gold is stashed in the treasury of the capital.
- Income from vassal tribute: it is predetermined by the parameters of the independent city. The gold earned this way is not automatically stashed in the treasury but has to be manually withdrawn.
- The vassal territories can be annexed, released or conquered by other players.
Annexing a vassal: it is only possible if the dominion has a common border with other annexed province or the capital. It can be annexed peacefully or by force, following the mechanics of annexing an independent city.
Note: Regardless if the annexation is peaceful or by force, the points from the buildings of the independent city are added to the user’s account.
After you successfully annex the vassal by force, the buildings in the holding lose one level, except:
- Houses – keep the level they had before the conquering;
- Fortress - if it was at level 1 before the conquering.
- Release of a vassal: you can release a vassal at any moment. The vassal will turn back to an independent city and you will lose the income. Resources that accumulated during the vassal period disappear and start generating from 0. A player can lose his vassal if the account remains blocked by administrators of the game for more than 7 days or is in vacation mode for more than 16 days for realm speed x4 and more than 7 days in realm speed x10.
- Conquering of a vassal: the vassal cannot be looted by enemies but can be taken over in case it is located outside your exclusive zone. Other players can invade it and fight the army and fortress inside (preset by the independent city it used to be). Upon successful siege, the attacker receives the vassal.
- Paid Vassals Leveling Up - every time you want to increase the level of your vassal you can pay with resources equal to the difference in the price of buildings in the current level and the next one. Note that by increasing the level of a vassal you also increase the army stationed in it. Paid level up is not available when you are under locking attack or when the vassal is under attack.
- Annexing a vassal: it is only possible if the dominion has a common border with other annexed province or the capital. It can be annexed peacefully or by force, following the mechanics of annexing an independent city.
It occupies up to 4 points on the global map and cannot be founded in the exclusive zone. The size of a colony depends on the number of its residents. In order to colonize you need a free level of Colonialism and at least 1st level of Colonial logistics. Colonies can be created on independent neutral terrains, terrains with bonuses or special resource terrains and could be located next to the colony, vassal, trading or military post of another player. If the vassal and the colony of different players have a common border, the owner of the vassal cannot annex it unless he destroys the colony of the other player. You cannot colonize a terrain which is adjacent to already annexed province of other user.
Performed only peacefully. For the purpose of colonization you have to send 50 000 villagers and resource from an already annexed province or other colony to a free terrain (with or without special bonus). The construction takes 6:00 hours and when finished, the colony holds the following buildings: farms - level 8, Town square - level 1, Transport station - level 1, Tradе route - level 1, Houses - level 7, Fortress - level 4. The price for foundation is equal to the sum of the prices for all necessary buildings (at Architecture level 0).
- Colonization of a terrain - if the territory spreads on different terrains, the player must choose one of them with its respective bonus and one modifier (in case the bonuses from modifiers which affect the territory are more than one). The colony is granted two unique bonuses: 50% raise to two gubernatorial skills.
- Colonization of a special resource terrain - it is completed in the same way as colonizing a free terrain. The difference is along with the bonus and modifier from the terrain type and bonuses to the two gubernatorial skills, you get bonus from a special resource, which affects the whole empire. The colony on special resource terrain can be attacked regardless of the point range, meaning that there are no punishments on the morale, honor or the attack of the invader.
Characteristics of colonies
They have the same status as annexed provinces - you can construct buildings, recruit army and produce and transport resources.
- Demolishing a colony
- By enemy’s attack - A colony is destroyed when it’s found to be without a Fortress. Every successful siege brings down one Fortress level. When it turns out that the colony has Fortress level 0, it automatically disappears from the Global map. Half of its population and 90% of the army deployed inside return directly back to the province/colony it has been founded from. The owner loses the resources gathered in the colony, the net worth points for the resources invested and 10 happiness points. In case of an army travelling from the Empire to the colony, this army returns as well. If the colony is destroyed while there is an ongoing military mission sent from it, this army returns to the Empire’s capital and the travel time remains unchanged, meaning that the army will return in the capital for the same time she would return to the colony. Every lost battle in defense of the colony forces the remaining garrison to relocate and move to the field. Attacks on special resource colonies are not affected by point range penalties, meaning that there are no punishments on the morale, honor or the attack of the invader.
- By owner’s choice - you can destroy your own colony if you select the option ’Destroy colony’. The destruction sends 50% of colony’s population back to the province or colony it has been founded from. You lose the resources gathered in the colony and the net worth points for the resources you have invested in its foundation and development. A colony cannot be destroyed by its owner if there are any units, either present in it, or traveling from/to it.
Automatic destruction - a player can lose his colony if the account remains blocked by administrators of the game for more than 7 days or is in vacation mode for more than 16 days for realm speed x4 and more than 7 days in realm speed x10. Half of its population and 90% of the army deployed inside return directly back to the province/colony it has been founded from. The owner loses the net worth points from the resources invested. All accumulated resources are transferred to the capital. When colony is destroyed by the system, you do not lose happiness points.
Note: Only the colonies founded on special resource can be automatically destroyed.
A colony can become indestructible if its ownership is kept for 7 days after reaching 8th level of the fortress. When this period is over, the colony receives the same status of annexed provinces. It is not necessary that it has a common border with the rest of the provinces. If there is Trade route, it will become Imperial route when the colony is adjacent to another province. If the fortress of such a colony is demolished, it does not drop a level. The defender can reconstruct it by paying the necessary resource amount.
Note: Indestructible colonies can still be disassembled by their owner.
It is calculated in the same way as in annexed provinces but there is an additional modifier for distance - the more distant from the capital the colony is, the more negative this modifier is. This formula is used: 0,00025 * distance * distance - 0,23 * distance -13
Example: The user owns a colony at a distance 5 points from the capital. The distance happiness modifier will be the following:
0,00025 * 5 * 5 - 0,23 * 5 -13 = 0,00625 - 1,15 - 13 = -14,143 = -14
When the distance is farther than 400, the loss will always be -65.
Upgrading Colonial Office, available in each colony, decreases the loss of happiness due to colony’s distance from the Empire in the respective colony.
The happiness limit is 100. It can be enhanced with 10 points by colonizing a special resource terrain Silk. If the happiness drops below 50 there is a chance, increasing progressively by 2% for a riot to occur which will lead to tax exacting block until happiness is increased again. If the happiness reaches 20 or lower, there is a progressively increasing chance for a rebellion, which could lead to a temporary lack of access to the colony for at least 24 hours until the happiness is restored. During this time only organization of festivals is available.
The first basic colony has a 90% efficiency and every colony after that is 10% less efficient. To this percentage is added half of the penalty for distance. The research Colonial bureaucracy boosts the efficiency with 5% per level (not exceeding 100%). Without researched levels of the Colonial bureaucracy, the basic efficiency of the 10th colony will be 0 and every colony after that will be 10% less efficient, having negative number.
Example: If the user has a distance penalty -14 happiness for his first colony С1, then its efficiency will be calculated as follows: 100% - 10% -14/2 = 83% (without Colonial bureaucracy effect). If there is one level researched, the efficiency will be raised by 5% and will become 88%.
*In case the construction of a colony started during active government Imperialism with modifier “No loss of Happiness due to remote holdings”, the penalty for distance will not be added to the efficiency of this colony. However, the penalty for distance will continue to apply to the efficiency of the colonies that were not constructed during Imperialism, even if the government Imperialism was activated later.
Colonial tax system
Colonies have the same model of taxing as annexed provinces.
It is performed from the Caravan Station menu and has the same structure as in annexed provinces.
- Tradе route - a building which is constructed in colonies and trading posts. It plays the same role as imperial routes between annexed provinces. With every level the player will be able to use further 10% of his trading potential based on the holding with less population.
- Army travelling
The travelling time between provinces and colonies is similar to the time between annexed provinces - the shortest possible way is taken.
It occupies 1 point on the Global map and can only be founded on special resource terrain outside the exclusive zone. It can be adjacent to other player’s trading post, a colony, a military post or a vassal. It cannot share a border with the empire of other user (this includes the capital or annexed provinces). The special resource bonus affects the entire empire and this facility also grants additional gold from the trade potential - when you develop the trading route. Due to the fact that it occupies a single point on the map, it gives only one bonus or modifier.
- Founding a trading post
In order to establish a trading post you need to research Trade Administration and Trade logistics. Each level of Trade Administration allows the establishment of one trading post. The first level of trade logistics broadens the distance from the empire on which you can create a trading post with 5 points. Every level after that is 8% more effective than the previous one. The price for founding a trading post is equal to the sum of the necessary buildings at Architecture level 0.
- Fortress - level 3
- Tradе route - level 1
- Caravan Station - level 1
It is established with selecting the corresponding button from the drop-down menu when clicking on the chosen terrain on the Global map. The mission travels with the speed of the supply wagons. Construction time is 3 hours and during this period the attacks to it are disabled. The founding of a trading post gives a one time bonus of 10 happiness points for the entire empire.
- Characteristics of the trading post
The available buildings in the town hall of the trading post, which the player can upgrade, are trading routes and Caravan Station. The fortress cannot be upgraded, its highest level is 3.In tab ’Military’, a button for construction of fortress level will become accessible in case the fortress was damaged by enemy’s attack. Towers level 1 will be also available for construction.
It is performed from the Caravan Station and is the same as the transport between annexed provinces.
- Trade route - a facility available in colonies and trading posts. It plays the same role as imperial routes between annexed provinces. With every level the player will be able to use further 10% of his trading potential based on the holding with less population.
- Army and defense
You cannot deploy army in the trading post. In case of enemy’s attack, the defense depends on the fortress and towers. You can additionally protect the holding by establishing a military post. In this way, if the invader wants to attack the trading post, he will have to destroy the military post first.
- Trade potential
There isn’t any population in the trading post and the potential is calculated based on the special resource it lays on. For more information about the potential values of all special resource terrains, please, visit ’Global map’=> ’Terrain types’ => ’Special resources’.
The trade potential is an abstract measurement which defines the possibility for one dominion to earn additional gold stashed in the empire’s treasury. Generated gold is calculated in relation to the trade potential of the trading post and trade potential in the capital. The number of villagers of the less populated area is taken (meaning which has a smaller potential). Thus every constructed level of trade route facility grants 10% more to the already defined potential (of the less populated dominion).
The trading post can be destroyed by its owner or by enemy’s attack.
- In case of enemy’s attack
A successful fortress siege on the trading post demolishes one level of the fortress. When it reaches 0, the holding is destroyed and the user loses the accumulated resources, the net worth points gained from the establishment and development. He also loses the trade potential from the Trade route levels and the bonus from the special resource. 5 happiness points are subtracted throughout the whole empire.
Attacks on special resource terrains are not affected by point range penalties, meaning that there are no punishments on the morale, honor or the attack of the invader.
- By the owner’s will
The option is available when you click on the holding on the Global map. Upon destruction the user loses the accumulated resources there, the net worth points earned from the establishment and development, the trade potential from the Trade route levels and the bonus from the special resource.
- Automatic destruction
It is possible that you lose your trading post automatically. This can happen in the following cases:
- Your account is in vacation mode for more than 16 days for realm speed x4 and more than 7 days for realm speed x10.
- Your account is blocked for more than 7 days.
Upon demolishing by the system, the user will lose the bonus from the special resource and the earned net worth points from the establishment and development of the holding. The gathered resources are transferred to the capital.
- In case of enemy’s attack
- Characteristics of the trading post
It takes up 1 point on the Global map and you can establish it anywhere, with the exception of independent city or special resource terrain. The main function of this facility is to protect the trading posts because no defense army can be deployed there. For this purpose the military post must have a common border with the trading post. Thus the enemy must first destroy the military post and only after that will have the opportunity to attack the trading post. Military posts can be built next to other holdings but have a defensive effect only on trading posts.
- Establishment of military post
It is necessary to have researched Centralization level 5 and at least 1st level of Military administration and Military logistics. Every level after the first one of Military administration allows you to build one more military post. The first level of military logistics broadens the distance from the empire on which you can create a military post with 5 points. The price is equal to the sum of all buildings inside based on Architecture level 0.
- Fortress level 4
- Caravan Station level 1
Military camp level 1
Every level of Military camp allows the deployment of 120 000 field army.
It is established with a button available when you click on the selected terrain on the Global map. If the terrain grants a military bonus or military bonus from modifier, the holding is affected only by this kind of bonus. Any economic bonus will not have an effect. The construction time lasts 3 hours and during this period the attacks on the dominion are disabled. The mission for establishment travels at the speed of the supply wagons.
- Military post characteristics
After the construction is finished the holding disposes of the preset levels of Fortress, Caravan Station and Military camp which can be upgraded. In Military tab all defensive facilities can be built. This includes the Rampart - an exclusive facility only for this holding. Its every level grants 2% bonus to the field army’s defense. The military post doesn’t have population, production nor efficiency.
It is performed from the menu in the Caravan Station and follows the model of resource transportation between annexed provinces.
Army and army travel
The number of military units you can deploy in the facility is limited and depends on the level of the Military camp. The time for relocation to/from the military post is fixed: 180 and it cannot be performed instantly with diamonds. If the limit of the Military camp is reached, upon arrival the moving army won’t be unloaded but will be returned automatically to where it came from. If there is still some left space in the military post, but not enough for the whole relocated army, the space is filled to the limit and the rest of the units return to their starting point. If upon arrival, the army finds a destroyed military post, it will again return to where it departed from. The upkeep for the field army in the military post is х1,2.
In the Command center there is an option for retreat of the defending army. If the user chooses to use it, the army will not fight. This option is only available in the Military post.
In case of enemy’s attack
A successful fortress siege against the military post demolishes one level of the fortress. When it reaches 0, the holding is destroyed and the user loses the accumulated resources, the net worth points gained from the establishment and development. If upon destruction there is a deployed army left, the player loses 10% of the survived units. The rest return to the holding from which the post was established. If that holding was destructed, the army would go to the Capital. If the military post is destroyed while there is an ongoing military mission sent from it, this army returns to the Capital and the travel time remains unchanged, meaning that the army will return in the capital for the same time she would return to the military post.
Attacks on military post, which protect a trading post, are not affected by point range penalties, meaning that there are no punishments on the morale, honor or the attack of the invader.
By owner’s will
The option is available when you click on the holding on the Global map. The military post cannot be demolished if there are units located inside or there is a travelling military or spy mission. Upon destruction the user loses the accumulated resources and the net worth points earned from the establishment and development.
- In case of enemy’s attack