From Tribe to Empire in a world that remembers.
Explore the peoples, choices, and living-world systems that turn one settlement into a remembered empire.
Each empire is #1 on exactly one axis and weak on another. Identity is a package of always-on bonuses — flat percentages plus, for a few, a real structural mechanic (a second research queue, a wall exception) — active the moment it locks. Buildings stop at Level 10, and breaking that ceiling on one building is exactly what a people's identity buys you: Egyptian farms and Chinese/British markets reach 12, Roman/Ottoman/Japanese barracks and Byzantine walls reach 11, once your Hall is maxed. Mongol walls are capped lower, at 8. Select any empire for the full block.
Your final empire isn't chosen — it's earned. Pick a Kingdom Doctrine, lay an Age-1 Foundation, branch in Age 2, and lock your identity at Age 3. Select a foundation to see which empires it can become.
Tip: select a foundation above to highlight the empires it can branch into. Select a doctrine to see which finals it favours.
◌ = conditional branch (requires a developed siege / centralization path).
Cities project influence in their owner's colour. Allied borders merge; enemy borders meet at a contested seam. Every 6 months the world re-zones — active clusters compress inward, dead regions are pruned outward. It never resets.