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 […]
Category: Imperium Sine Fine
For everything about the Imperium Sine Fine games.
#17 – Elite troops, unique armies and the Troop Trait system
Greetings, emperors! Over the last two posts I’ve introduced Battle Honours and Equipment Loadouts. Today I want to talk about the most exciting part of the Military Tradition system: Troop Traits. When a troop slot reaches Tier 2 Veteran, you choose one Troop Trait for it. At Tier 3 Elite you choose a second. Every […]
#16 – Shape your armies, Equipment Loadouts explained
Greetings, emperors! Last time I introduced the Battle Honours system and how your troop slots earn experience through combat. Today I want to talk about the first reward for reaching Tier 1, Equipment Loadouts. When a troop slot becomes Blooded, you unlock the ability to customise its stats through an Equipment Loadout. You have a […]
#15 – Your troops have a history now, introducing Military Tradition!
Greetings, emperors! We’ve spent several posts looking at the new two-axis combat system, how shock and resolve now shape the outcome of battles alongside the physical fighting. Today I want to introduce something that builds directly on top of that, a brand new progression system for your armies called Military Tradition. The idea is simple […]
#14 – Imperium Sine Fine is coming to Steam, wishlist it now!
Greetings, emperors! Today is a big day. Imperium Sine Fine now has an official Steam store page, and it’s live right now as Coming Soon! This has been a long road. From a play-by-email game with my brother back in 2009, through Rising Empires, Rising Empires 2, Fate of an Empire and now Imperium Sine […]
#13 – A Confession and a New Direction
Greetings, emperors! This development blog will be more personal than you are used to. I intend to discuss how I see the future of the Imperium Sine Fine saga. Where to go? As you most likely understand from the previous development blogs there are massive changes going on with the game. A complete new layer […]
#12 – Breaking the garrison, sieges and settlement organisation
Greetings, emperors! In my last two posts I introduced the new two-axis combat system and how armour has become much more important. Today I want to talk about one of the changes I find most exciting, what happens when you lay siege to an enemy city. As I mentioned in my first post in this […]
#11 – Armour, shock and how the physical axis works
Greetings, emperors! Last time I introduced the two-axis combat system and the two new values, Shock Value (SV) and Resolve (RSV). Today I want to go into detail on how the physical axis has changed, because armour is getting a significant upgrade in the new system. Right now, Armour Value (AV) does only one thing: […]
#10 – Combat is changing, and battles will never feel the same
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 […]
#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 […]

