#18 – Looking back before we look forward

Greetings, emperors!

We’ve covered a huge amount of ground in this development blog series, and before I move on to the next topic I thought it would be worth pausing for a moment to look back at everything so far. Whether you’ve been following along since post one or you’ve just joined us, here’s the full picture in one place.

Population and the cost of war

It all started with population. Every city now has a real, living population, citizens who are born, grow old and die, and who fill your armies when you go to war. Different races grow at very different rates, and cities are also home to multiple races living alongside one another, each with their own preferences and tolerances for their surroundings.

This ties directly into the cost of war. Soldiers are now recruited from city populations, and when they fall in battle, they don’t come back. Long campaigns visibly shrink your cities, workshops slow down, and recruit pools dry up. Migration, both natural and player-directed, lets you manage where your population grows.

The new resources: grain and stone

Grain arrived as a new resource that feeds both your armies and your cities simultaneously. Unlike support equipment, which is only consumed when an army acts, grain is needed constantly just for your empire to exist. Territory now matters not just in quantity but in quality, farmland feeds an empire far better than mountains ever will.

Stone followed as the new construction currency. Every workshop, wall level and outpost now costs stone upfront, and hills and broken ground became far more valuable territory as a result. Quarries can triple a hex’s stone output, turning rocky terrain into a genuine strategic prize.

I also took a step back to explain how all the resources, old and new, fit together. Wood, iron and leather feed your workshops. Horses do double duty as both a production input and a cavalry recruitment resource. Your four equipment types, support equipment, armour, melee weapons and ranged weapons, are all manufactured rather than harvested, and support equipment alone doubles as a consumable supply for active armies.

Engineers

A new troop type joined the roster, the engineer. Not a fighter, but a specialist who dramatically speeds up construction projects. An army without engineers builds at half speed, a well-staffed pioneer army builds up to 60% faster than that, and engineers now offer an alternative way to meet the minimum troop requirement for starting a construction project.

The combat overhaul

Combat itself has been rebuilt around a new two-axis system. Alongside the existing physical axis of MV, AV and RV, battles now have a morale axis built from two new values, Shock Value (SV) and Resolve (RSV). Armour became far more important, absorbing damage at both the army level and the individual troop level, and the way Combat Value translates into damage is now a smooth, continuous curve rather than a blunt threshold.

Settlements also gained their own organisation value for the first time, meaning a siege can now be won by breaking a garrison’s will rather than only by killing every last defender. Wall level plays a big role in resisting that morale pressure, and siege engines became dedicated will-breakers, calculated separately from the rest of the army so their psychological impact isn’t diluted.

Military Tradition

Most recently, I introduced the full Military Tradition system. Troop slots now earn Battle Honours through actual combat use, progressing through four tiers from Base to Elite. Reaching Tier 1 unlocks Equipment Loadouts, letting you redistribute stat points to shape exactly what kind of fighter a troop type becomes. Reaching Tier 2 and Tier 3 unlocks Troop Traits, special abilities with a genuine boost and a genuine penalty, letting two empires field the same base troop type in completely different ways.

What’s next

That brings us up to date! Taken together, these systems change population, resources, construction, combat and army identity all at once, and they’re designed to work together rather than as isolated additions.

Next up, I’ll be introducing something entirely new, a crime system, and the reasoning behind why I felt the empire needed one. Stay tuned!

And if you haven’t already, please wishlist Imperium Sine Fine on Steam, it helps enormously as I continue working towards launch.

Cheers!

9 comments on #18 – Looking back before we look forward

    1. Not at launch, as province development is meant to also mean the infrastructure in a province, but this is definitely in the to-do list for a future update.

  1. Gostei bastante desse resumo. E principalmente gostei de que agora teremos um sistema populacional.

  2. Quando um exército entra em uma construção inimiga, aquela a construção é destruída e isso ao meu ver é uma grande desvantagem para ambos os lados. Você pensa em remover isso e colocar uma opção como: Saquear e devastar.
    ( Saquear o terreno que nem no jogo Fate of an Empire)
    E quem saqueou aquela construção receberá uma certa quantidade de recursos que equivale a quela construção e o dono da quela construção terá que apenas restaurar a construção, em vez de reconstruir ela do início.

  3. What about the world customization? Like editing the race and the empires and giving it different names and descriptions? I think it would a great addition. Just imagine the amount of replayability that it will bring when each new campaign is unique from each other with different worlds. And it would be great to experience and share the creation with other players.

    1. The desktop version of the game will be fully moddable from the start, just about everything can be adjusted. Combined with the scenario editor DLC it will be possible to make fully unique worlds (custom factions, custom game data on a custom map). It will also be integrated with Steam Workshop allowing you to make mods of the game for others to play.

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