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Like all great strategy games, the fun in Imperialism comes from developing your military and economic power and then throwing your weight around on the international scene. As a small state you found villages and cities and gather resources. While gathering resources your villages experience urban growth, meaning that a small village can one day become a densely populated metropolis! In a few days you'll have a sufficient economic base to begin raising an army. The regiments in your army can be of different units (ex grenadiers or hussars) and can also gain experience in battle. This regimental system gives you great strategic flexibility in fighting wars. If you want to take yourself to the next level, you can involve yourself in the game community by joining or founding a country, partaking in world diplomacy, or serving in a country's government. It's all up to you!
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Game Universe
Imperialism is set in the 18th century. Players play across five world regions (Europe, Africa, the Orient, India, America) and can band together to form countries. Until players build navies, they cannot attack states on other continents. This means Imperialism has 5 unique political spheres, each with their own power structures, rivalries, and alliances. What holds the world together are the 8 global currencies and world trade. Currently Europe is the most populated continent. In the other games I've played I've realized that after a while a hegemonic power would evolve and no newcomer could unseat it. Making sure Imperialism is a game where newcomers have an equal chance at rising to the top has been very important to me and I have coded several features to facilitate that.
Game Goals
Imperialism is designed with lots of players and player-created content in mind. After a useful beta period of testing and bug-fixing, I feel it is time to expand the game and make Imperialism one of the top geopolitical simulators. Over the next two months my goal is to expand the player-base to over 1,000 active players.
Development
I have always had an interest in military history, particularly 18th and early 19th century history. After having played a variety of games over the last five years, I realized that I wasn't finding any set in this period, so I decided to build my own. I built Imperialism from scratch in Ruby on Rails, working on it and perfecting it for about a year. It has been my goal throughout to make Imperialism as realistic as possible, without making it too complex. The fundamentals of the game are thus quite simple, but there are lots of small details the astitute player can learn to master. Imperialism has a small, dedicated player-base of around 120. After having worked out many bugs with this group, I feel it is time to grow the game and share the fun!
Developer's story
I have been involved in game designing for five years and ran a promisance-mod before starting Imperialism. I am a self-taught Ruby on Rails developer and I code and design games mainly because I love playing them!
Imperialism is set in the 18th century. Players play across five world regions (Europe, Africa, the Orient, India, America) and can band together to form countries. Until players build navies, they cannot attack states on other continents. This means Imperialism has 5 unique political spheres, each with their own power structures, rivalries, and alliances. What holds the world together are the 8 global currencies and world trade. Currently Europe is the most populated continent. In the other games I've played I've realized that after a while a hegemonic power would evolve and no newcomer could unseat it. Making sure Imperialism is a game where newcomers have an equal chance at rising to the top has been very important to me and I have coded several features to facilitate that.
Game Goals
Imperialism is designed with lots of players and player-created content in mind. After a useful beta period of testing and bug-fixing, I feel it is time to expand the game and make Imperialism one of the top geopolitical simulators. Over the next two months my goal is to expand the player-base to over 1,000 active players.
Development
I have always had an interest in military history, particularly 18th and early 19th century history. After having played a variety of games over the last five years, I realized that I wasn't finding any set in this period, so I decided to build my own. I built Imperialism from scratch in Ruby on Rails, working on it and perfecting it for about a year. It has been my goal throughout to make Imperialism as realistic as possible, without making it too complex. The fundamentals of the game are thus quite simple, but there are lots of small details the astitute player can learn to master. Imperialism has a small, dedicated player-base of around 120. After having worked out many bugs with this group, I feel it is time to grow the game and share the fun!
Developer's story
I have been involved in game designing for five years and ran a promisance-mod before starting Imperialism. I am a self-taught Ruby on Rails developer and I code and design games mainly because I love playing them!
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