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.
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.
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.

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
Recruit
muster troops from your provinces’ population
Build
raise the building that unlocks your next move
March
send an army — the last hop is the attack
The tick
once an hour the world resolves everyone’s orders
What a province can become

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

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

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

Farm Grows population
A bigger, faster-growing population — your recruiting pool and the militia that defends the province. Rebuilds sacked conquests.
Imperia is a small set of deliberate choices, each defended against the genre's worst habits. Everything else is built on these.
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.
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.
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.
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.

“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.
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.
Which unit is fastest across the map?
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.
Breaker — shatters walls; forts crumble before his charge.
“Forged from the crown of an emperor who reigned a single turn.”
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.

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

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

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

You see only your borders. Armies march in secret and attacks land as total surprise — no telegraphed doom.
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.
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.
Async and forgiving — resolve your orders when you like, and choose the strategy that fits your style of play.
Neutral provinces are close and cheap. Everyone expands. Learn as you play.
Distance revolt bites the larger empires. Pacts form. Generals gain experience. Economic growth or military excellence — choose your path wisely.
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.
One crown holds — but the chronicles will remember everyone who marched.
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