Game Design · Systems Explorer

Imperial Nations

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.


The Twelve Empires

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.

Fair-play rule: bought and mercenary units can never exceed 40% of an army — wealth can strengthen a force, but it cannot erase a military weakness.