Greetings, emperors! So far in this series I’ve covered population, grain, stone, engineers and how all the resources fit together. Today I’m starting a new chapter, because the combat system is getting a significant overhaul. A big one. Let me start with what the current system already does well. Armies in Imperium Sine Fine already […]
Author: Netherlords
#9 – What engineers actually do for your empire
Greetings, emperors! Last time I introduced engineers as a new troop type focused on construction rather than combat. Today I want to show you what that actually means in practice, because the difference in project times is quite dramatic. Let’s take a construction project that normally takes 800 cycles to complete. Here is how long […]
#8 – A new face in your armies, the engineer!
Greetings, emperors! So far in this series I’ve talked about population, grain, stone and how your resources all fit together. Today I want to introduce something a little different, a brand new troop type coming in the next major update: the engineer. Engineers are not soldiers. Let me be clear about that from the start. […]
#7 – Old resources, new resources, and how they all fit together
Greetings, emperors! Over my last few posts I’ve introduced a lot of new mechanics coming in the next major update. Today I want to take a step back and give you the full picture of how the resource system works, old and new together. Think of it as a guide to what everything does and […]
#6 – I need your help, become a beta tester!
Greetings, emperors! The development of the big update is going well. Many of you have been following the weekly development blogs where I’ve been lifting the curtain on the new features, population, grain, stone, engineers, and the combat overhaul. There are still a few more surprises to come as well, so stay tuned for that! […]
#5 – Stone, quarries and the cost of building an empire
Greetings, emperors! Last time I introduced stone as a new resource and explained where it comes from. Today I want to talk about how you spend it, and the new strategic choices it creates. Every construction project in Imperium Sine Fine will now have an upfront stone cost paid from your Global Equipment Stock before […]
#4 – Build your empire on solid foundations!
Greetings, emperors! In my previous posts I’ve told you about the new population system, war losses, grain and province development. Today I want to introduce yet another new resource coming in the next major update: stone. Stone is a raw material harvested daily from the land your cities control, just like iron, wood and leather. […]
#3 – Grain and Province Development
Greetings, emperors! In my last two posts I introduced living city populations and the cost of war. Today I want to talk about the two systems that tie everything together: grain and province development. Grain is a brand new resource in Imperium Sine Fine. Like iron, wood and leather, it is harvested from the land […]
#2 – War and Its Consequences
Greetings, emperors! Last time I introduced the new population system, the living communities inside each of your cities. Today I want to talk about what happens when those communities send their citizens off to war. Under the new system, your soldiers are recruited directly from city populations. When they march off and fall in battle, […]
#1 – Your cities are coming alive!
Greetings, emperors! I promised you something big was coming. Today I want to give you the first glimpse of what is arguably the most ambitious addition to Imperium Sine Fine yet, a complete population system. What does that mean exactly? Every city will now have a real, living population. Citizens are born, they grow old […]

