Every rival trained from human games

Raise armies,
claim provinces,
become Emperor.

A seasonal, real-time strategy conquest game where every rival is the ghost of a real ruler— an Echo, trained from human games. Outplay them, take the season… and when you fall, your ghost fights on.

Learn to play in 3 min
Ultimate
2-min turns · an 8-hour war
Blitz
10-min turns · a weekend war
Long
hourly turns · ~18 days of empire
Raise your armies

Little soldiers. Real stakes.

Every unit is a soldier with a face, every empire fields them in its own colors — and each one answers another, so the right army beats the bigger one.

Four low-poly soldiers — a footman with spear and buckler, a plumed knight with kite shield, a horseman with couched lance, and a hooded archer with bow

Footman

cheap and numerous — the line that holds

Knight

elite and expensive — the line that breaks theirs

Horseman

fast and heavy — the answer to walls

Archer

ranged — softens the enemy before the charge

How a turn works

  1. 01

    Recruit

    muster troops from your provinces’ population

  2. 02

    Build

    raise the building that unlocks your next move

  3. 03

    March

    send an army — the last hop is the attack

  4. 04

    The tick

    once an hour the world resolves everyone’s orders

What a province can become

Barracks — low-poly 3D model

Barracks Trains footmen

Every level adds 30 recruits a turn. The first thing to raise in a fresh province — no barracks, no army.

Armory — low-poly 3D model

Armory Forges knights

Knights are the best defenders in the game. Build it where you expect to be hit — the border provinces that must hold.

Stables — low-poly 3D model

Stables Raises horsemen

Fast, hard-hitting cavalry for the attack. Build it when you stop holding the line and start taking provinces.

Range — low-poly 3D model

Range Trains archers

Archers are the answer to cavalry — their volleys break a horse charge before it lands. The counter to a neighbor who lives in the saddle.

Fort — low-poly 3D model

Fort Multiplies defence

Walls multiply the strength of everyone inside — garrison and militia alike. Raise it on your capital and chokepoints before the war arrives.

Market — low-poly 3D model

Market Earns gold

Steady gold every turn for recruits and upkeep — but stalls need customers, so it pays best in your populated heartland.

Farm — low-poly 3D model

Farm Grows population

A bigger, faster-growing population — your recruiting pool and the militia that defends the province. Rebuilds sacked conquests.

The load-bearing four

Four pillars hold the empire up

Imperia is a small set of deliberate choices, each defended against the genre's worst habits. Everything else is built on these.

01

Seasons that end as stories

A world is a narrative unit, not an endless grind.

Every season closes with a winner and a chronicle. You can win badges and glory even if you don't win the season — and when the turns end, you start fresh in a new one.

02

Anti-snowball by design

The larger the empire, the harder it is to hold power.

Bigness itself is expensive: distance-from-capital revolt, a heavier crown, larger armies that are costlier to maintain.

03

More than one winning strategy

Develop your economy — or pillage your enemies' lands?

Raise multiple armies and overwhelm a neighbour's defences, or grow your general into a battlefield legend. The right artifact can undo many turns of defensive preparations.

04

Simplicity

The game explains itself — learn as you go.

Era briefings, battle reports that teach the counter you missed, garrison hints, honest ETAs. Nothing hides its math behind a fog of tooltips.

Ancient Roman pillars standing against a dark night sky
The thesis
“Balance offense and defence, aggression and diplomacy — but make sure you are the one with the most provinces when the season ends.”

Imperia shares blood with games like Travian and Age of Empires, but its simplified gameplay lets you enjoy it no matter the size of your empire or how many turns you've missed. There is a multitude of strategic choices — heroes, prefects, artifacts, pacts — but they only add optional depth, never a wall if you choose not to pursue them.

Small numbers, big nouns

The game underneath

Beneath the map is a world of named generals, wagered duels, and pacts worth breaking — the raw material a chronicle is made of. Even the rivals carry history: bots are trained from human games, and every reign that ends teaches the next world's opposition.

Quiz DuelYou vs Marcus50

Which unit is fastest across the map?

AFootmen
BHorsemen
CKnights
DArchers
You 2 – 1 Marcus0:07

Quiz duels

Challenge any rival to a head-to-head quiz and wager gold on the outcome — beat them with your wits, not just your armies. Answer artifact trials and a daily War Council for a leg up, too.

Roland the Grim
General · Level 4
Doctrine

Breaker — shatters walls; forts crumble before his charge.

Conqueror's Blade+15% atk

“Forged from the crown of an emperor who reigned a single turn.”

Named generals & legendary loot

One general leads your armies, learns a doctrine, and dies for good when their stack is wiped. Artifacts carry their own legends — attune one and it fights for you.

The Pacts panel — rival empires, each one a proposal away from a truce

Pacts & betrayal

Swear a non-aggression pact, then declare war and watch the truce clock tick down before the first blow lands.

A campaign chapter — the raised tiles of a tiny authored map

Three ways to play

The live season, a solo stand against the Horde in Tower Defence, and a campaign that teaches the game one siege at a time.

The Tower Defence hourglass — the Horde above, your hold below

March through the ages

Legions give way to muskets, tanks, and drones — tactics advance as new tools, never a rich-get-richer ramp.

A live empire — your provinces lit, the world beyond them dark

Fog of war

You see only your borders. Armies march in secret and attacks land as total surprise — no telegraphed doom.

When the season closes

Every season ends as a chronicle

Not a leaderboard that resets in silence — a story with a cast. And because there are many ways to be remembered, your finishing place is not the only thing to fight for.

The Chronicle of Season XIV100 turns · closed

The Amber Peace

For eighty turns the map bled at the seams. Then Roland the Grim broke the northern pact at the Siege of Drastead, and the provinces fell quiet under one crown. Ivan Vasilev was named Emperor at turn 94 — but the chronicles will remember the general who never lost a march more than the man who wore the heavier crown.

Emperor: Ivan Vasilev87 provinces at closecrowned at turn 94

Chronicle

fame that isn't winning
  • The Crown
    Ivan Vasilev held the capital 41 turns
  • Mightiest Generalunderdog
    Roland the Grim reached level 9, never lost a march
  • Bloodiest Battleunderdog
    Siege of Drastead 1,204 lost across three pacts
  • Master Builderunderdog
    Hestia raised Varstead to 14 building levels
  • Richest Empire
    Morrigan peaked at 12,400 gold
  • The Turbulentunderdog
    Jorvik lost 5 provinces to revolt — kept marching
The shape of 100 turns

How a season plays out

Async and forgiving — resolve your orders when you like, and choose the strategy that fits your style of play.

  1. Turns 1–20
    01 · Land grab

    March footmen at the village

    Neutral provinces are close and cheap. Everyone expands. Learn as you play.

  2. Turns 20–60
    02 · Build and develop

    Borders harden, provinces develop

    Distance revolt bites the larger empires. Pacts form. Generals gain experience. Economic growth or military excellence — choose your path wisely.

  3. Turns 60–90
    03 · The heavier crown

    Bigness gets expensive

    The frontrunner pays for their size, the middle powers prepare their strike, and last place hunts achievements. Ages advance — new technology opens possibilities even for those lagging behind.

  4. Turns 90–100
    04 · The close

    An emperor, and a chronicle

    One crown holds — but the chronicles will remember everyone who marched.

The next season is already gathering.

Claim a starting province, march when you like, and see how the chronicle remembers you. No download, no head start to catch — just a season with an ending.

New to Imperia? Try a quick practice game →

Free to play · Multiplayer online real-time strategy · One winner per world