Imperial Online Game Ruhmeshalle
Imperia Online ist ein beständiges, browserbasiertes Online-Echtzeit-Strategiespiel für mehrere Spieler, das von der bulgarischen Spieleproduktionsfirma Imperia Online JSC entwickelt wurde. Es wurde ursprünglich am August veröffentlicht. Imperia Online nahm an der Gamescom, der Dubai World Game Expo und dem On!Fest teil. Die Firma sponserte Sofia Game Jam, Intergame Tallinn und. Kostenlos Imperia Online spielen. Stürme dunkle Festungen im Mittelalter Strategiespiel Imperia Online. Gratis auf kurspaternoster.se Rangliste, Land, Medaillen, Imperium, Punkte, Level. 1, syskor, 81 , 2, dete. 45 , 3, r_rato, 24 , 4, Salviano78, 19 , Quick guide how to play Imperia Online? Die Kapazität des Imperial-Händlers ist schon global, das heißt – wenn Sie 10 Provinzen haben und jede davon.
Kostenlos Imperia Online spielen. Stürme dunkle Festungen im Mittelalter Strategiespiel Imperia Online. Gratis auf kurspaternoster.se Imperial Hero 2. (5). Rollenspiele. Dieses Spiel ist nicht in der ausgewählten Sprache verfügbar. Imperia Online - logo. Imperia Online. (6). Strategie. Game of. Entdecken Sie Imperia Online (Original Game Soundtrack), Pt. 1 von Hristo Hristov bei Amazon Music. Werbefrei streamen oder als CD und MP3 kaufen bei. The annexed province can use the granted bonuses only if there is a great person appointed there who owns the skills. There are some disadvantages that provinces have compared to the Capital: universities for example can't be constructed on Province territory, same goes for the Palace, Headquarters, Gubernatorial headquarters, Bank, Wonders and so on. The level of barbarian threat defines the chance of a holding to be attacked, as long as a barbarian camp is placed within 70 imperial miles. Barbarian Camps can be spied and attacked from the Global map or from Barbarian fast search menu at Sizzling Hot Jar Pobierz left part of the main screen. Imperia Online. Le fer est d'une importance essentielle pour la formation Die Muster des soldats et pour la plupart des recherches militaires. Any annexed or colonized terrain except neutral terrains brings Besten Kostenlose Online Spiele bonuses and modifiers to the empire. Global Wars Read more.
At the start of the game, the players can select a seven-day "beginner's protection" period, during which they can't be attacked. Resources are needed for developing Provinces and training units.
Three of them — Wood, Iron and Stone — are produced by resource-generating buildings: Lumber mill, Iron mine and Stone quarry.
The resource output can be increased by upgrading the three resource-generating structures, so that new work vacancies are created and, thus, the possibility for increased production.
It is used for almost any type of research, military training and building development. It is also the universal currency for buying and selling all three other types of resources.
Gold is gathered through taxes, selling resources on the Marketplace, fortress sieges, deposit interests, and as one of the possible rewards from the various caskets awarded in the game.
There are also the so-called 'Special resources' that can be found throughout the realm. There are more than 50 types of special resources and their main purpose is granting bonuses to various in-game statistics like resource production, military units, experience gain, etc.
There are 29 structures that can be built and upgraded in the capital. Buildings are constructed and upgraded through a main building, called Town hall.
The Town hall is the building every player starts the game with. The two main types of buildings are separated in tabs 'Economy' and 'Military'.
Each building has a special function. For example, the two universities that make possible the development of Military and Economic technologies.
Each Province starts as a single village that the player takes control of. Through building, research and battle progression the Province grows on the Global map, later annexing territories that turn into provinces of the original one, known as a Capital by that time.
The development of the provinces is similar to what the player has gone through with the capital — buildings have to be built and upgraded, the population has to be predisposed to growing and kept happy and the resources and military units can be used by the entire Province.
There are some disadvantages that provinces have compared to the Capital: universities for example can't be constructed on Province territory, same goes for the Palace, Headquarters, Gubernatorial headquarters, Bank, Wonders and so on.
Colonization is one of the ways to expand your Empire's territory on the Global map. The Alliances in Imperia Online are groups of players sharing their own strategy with each other.
Alliance members donate resources into the alliance treasury, which are used for researching technologies, waging wars, building alliance holdings, cultural and military influence expansion, etc.
Allies can support each other in an economic and military way via gold transfer module. Imperia Online's battle system is rich and complex, despite being built with five main types of military units only.
The battle system requires skill, tactical thinking and the usage of the correct battle formation, as each battle's outcome is determined automatically upon the impact and the armies cannot be controlled directly.
The first one sends the troops to fight only with the opponent's field army, without sieging the Fortress or pillaging the civil population.
The only profit for the attacker are military points for slashing enemy units and honor points. Fortress siege is conducted after a successful Field battle for the attacker.
A successful Fortress siege loots resources. If the player chooses Pillage, their troops engage the opponent's civil population.
Gold is earned for every killed villager. It's punished with Honor drop. The Great People feature was introduced with the eponymous Version 6 of the game.
It added the concept of Noblemen — the Emperor and his court, which can gain experience and level up in two distinct disciplines. The Governor skills generally boost the resource and troop production in a province, while General skills improve your battle capabilities.
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Sed ac libero eu metus lacinia pretium. One independent city takes up 1 point of the exclusive zone. It has working economy that produces resources and gold, according to the number of villagers and the fortress level there.
Independent cities in the exclusive zone do not have economic bonuses. The maximum quantity of one resource that can be gathered is equal to the fortress capacity divided by four.
The independent city can be annexed peacefully or by force. It can be annexed peacefully. There are no buildings, army, nor villagers. The terrains have different bonuses and occupy up to 4 points on the map.
The territories on the global map are divided into three groups - independent cities, free terrains and special resource terrains. Most of them are located outside the exclusive zone on free spots, where they can be looted, annexed or turned into vassals.
There are ten levels of independent cities and at the beginning the first three are within the borders of the exclusive zone.
Growth is the characteristic which increases after each successful attack of a player on the independent city. After a number of successful attacks, the level of the independent city increases and with that, Growth is reset.
They can be found also outside the exclusive zone of the player and can be conquered by him. Any annexed or colonized terrain except neutral terrains brings different bonuses and modifiers to the empire.
There is a chance for additional bonus to the modifiers, described in the table. Independent free terrains may occupy up to 4 points on the map.
In this case, upon annexing, the player must select the type of terrain and respectively - the bonus for the dominion. If you found a province, a colony or a trading post on such terrains, it will give bonus to the whole empire.
The bonus is received on condition that the foundation of the object on that terrain is completed. They take up 1 point on the Global map and are located outside the exclusive zone.
If there are 2 bonuses of the same type, only the bigger one is accounted. The same bonus granted by two different special resource terrains are accumulated.
Special resource Granite grants a bonus to fortresses in alliance holdings if an alliance member founds a holding on it. Neutral holdings, located on the Global Map, that have their own army and spies.
They can be spied and attacked in Field Battle, but cannot be conquered. If the player wins a Field Battle against a Barbarian Camp, the settlement is removed from the Global Map, and the player is granted a corresponding reward.
The Barbarian Camps are located on the Global map on random neutral terrains, usually close to a Special Resource.
Their generation occurs at specific times in accordance with the speed of the realm. Their total number cannot exceed The generation starts on the 1.
There are 5 Barbarian Camps in every quadrant x points. When one or more Camps are defeated and disappear from the map, the system generates new ones, so that the number 5 is restored.
They are again located at random spots, not necessarily on the same position as the previous settlements. The type of this holding is specified by the army inside.
The military units in defense light, heavy or elite and the degree of military researches depend on the stage of the season number of weeks passed at the point the dominion was generated.
There are 15 different levels of Barbarian Camps. Barbarian Camps can be spied and attacked from the Global map or from Barbarian fast search menu at the left part of the main screen.
You cannot find them through the Command Center. The espionage report holds information about the army and the reward you can get upon destroying the dominion.
The only possible attack type against a Barbarian Camp is a Field Battle. The duration of the mission is calculated based on the formula for movement on the Global map: the army moves with the speed of the slowest unit.
The option for immediate arrival cannot be used. If successful in the Field Battle, the winning player receives the respective reward, and the Barbarian Camp disappears from the Global Map.
Upon destroying a Barbarian Camp, the player receives a reward. The amount of the reward depends on the level of the Camp - the higher it is, the greater its prize.
The reward given may be resources, or -in the case of the Slavers tribe- Liberated Population. Each barbarian camp can send attacks against players placed at a distance of maximum 70 imperial miles.
Local camps that can only attack a player whose exclusive zone they were generated in are also included. Each barbarian camp is able to send attacks until it gets destroyed.
Its destruction, however, does not affect the execution of attacks already sent by it — they reach their target in any case. Possible targets for barbarian camps of a certain level are only holdings of players at a certain points range:.
Military and trading posts, as well as vassals are not attackable by barbarians. Travel time of the attacks is between 55 and 60 minutes, randomly defined, as attacks are visible by the defender from the moment of its sending.
The composition of the attacking barbarian army is defined by the type of army deployed in the camp. In case a fortress siege is sent, a certain number of siege engines is included as well.
Basic morale point of barbarian army in pillage is , in fortress siege — Each camp has its General so each attack will be led by that General.
Local barbarians are never led by a General. The number of attacks sent from a single barbarian camp is not limited and this does not affect the type and composition of the barbarian army.
The level of barbarian threat defines the chance of a holding to be attacked, as long as a barbarian camp is placed within 70 imperial miles.
The threat accumulates separately at each holding following certain logic. The strength of barbarian attacks is defined by the number of barbarian camps a player has attacked successfully at the last 24 hours.
The more attacks a player has made, the bigger strength the barbarian attacks will have against him. Example: a player is attacked by a barbarian camp whose army consists of light cavalry.
Barbarian camps have their own military technologies to make them more competitive in battle against players. These military technologies are utilised both in attack and defence.
In order to annex a terrain independent city, independent free terrain or special resource terrain and turn it into province, it is necessary to have a free level of Centralization.
The annexation can be performed from the Global map peacefully or by force:. It is performed from the Transport station. One province spreads on 2x2 points.
The transport between your own provinces takes 0. The infrastructure that can be built to connect annexed provinces.
Army movement between provinces follows the transportation model. The travelling time for enemy attack is always the same, regardless of the starting point and the destination province or colony.
This time is equal to the time it takes to go from the capital of the attacker to the capital of the defender. The system will choose two skills the user already has acquired.
The annexed province can use the granted bonuses only if there is a great person appointed there who owns the skills. This means that they are passive until certain conditions are fulfilled.
The main goal for the player should be to appoint a great person who owns both skills, so that the both can have effect. They occupy 1 point on the Global map.
Turning of an independent city into vassal happens only by sending troops on a Fortress siege mission. The vassal can be next to an empire or other dominion exclusive zone, provinces outside its borders, colony, military or trading post but it cannot be adjacent to other vassal or independent city.
There must be at least 1 point distance between them. After you successfully annex the vassal by force, the buildings in the holding lose one level, except: - Houses — keep the level they had before the conquering; - Fortress - if it was at level 1 before the conquering.
It occupies up to 4 points on the global map and cannot be founded in the exclusive zone. The size of a colony depends on the number of its residents.
In order to colonize you need a free level of Colonialism and at least 1st level of Colonial logistics. Colonies can be created on independent neutral terrains, terrains with bonuses or special resource terrains and could be located next to the colony, vassal, trading or military post of another player.
If the vassal and the colony of different players have a common border, the owner of the vassal cannot annex it unless he destroys the colony of the other player.
You cannot colonize a terrain which is adjacent to already annexed province of other user. For the purpose of colonization you have to send 50 villagers and resource from an already annexed province or other colony to a free terrain with or without special bonus.
The price for foundation is equal to the sum of the prices for all necessary buildings at Architecture level 0. They have the same status as annexed provinces - you can construct buildings, recruit army and produce and transport resources.