The vast lands of Imperia Online are shown on the map. All objects (terrains, on which the emperor can establish and develop his holdings) are located on these territories. The measure for square area of the Global map is one point.

Exclusive zone

世界地图上包含36点只有其所有者才能利用的空间。专属区域的中心是王国的都城,由4个可以自由地并吞的地形;还有4座可被掠夺、并吞或变为从属国的独立城市。专属区域的边境被其他俺家可见 。无如,独立的城市不被其他玩家可见,只有被并吞的行省和从属国才显示。

Note: The exclusive zone remains exclusive for its owner while he is active. If the user hasn’t entered his account for more than 2.5 days and he has only one province (the capital), the exclusive zone or parts of it become available for others and can be conquered.

Capital

The first province of the empire. It is located in the center of the exclusive zone and takes 4 points. The terrain beneath it is neutral and gives the following economic and military bonuses:

  • +100 000 farm capacity bonus
  • 10% resource production bonus
  • +20 everyday happiness points
  • +20 happiness limit bonus
  • 30% bonus hit points of the fortress
  • 20% bonus hit points in defense of all military units
  • +10 bonus morale points in defense

Independent city

In the exclusive zone there are 4 independent cities of different types (one from the first type, two from the second type and one from the third type). They can be annexed, turned into vassals or looted.

  • First type: this city has a common border with the capital on South-West. The field army consists of 20 light archers and 20 light swordsmen. There is no garrison.
  • Second type: their location in the exclusive zone and their field army and garrison are randomly generated.
  • Third type: their location in the exclusive zone and their field army and garrison are randomly generated.

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.

Independent free terrain

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.

Terrain types

The territories on the global map are divided into three groups - independent cities, free terrains and special resource terrains.

Independent cities

其中许多独立城市位于专属区域外的自由点上,可以被掠夺、并吞或变为从属国。IO里有10不同等级的独立城市,其中的前面第4个位于专属区域里面。
每次玩家进行向独立城市的攻击后,其增长扩大。经过了一定的攻击数量之后,独立城市的等级重置。一等级:增长为0;二等级:增长为5;三等级:增长为10;四等级:增长为10;五等级:增长为10;六等级:增长为15;七等级:增长为15;八等级:增长为15;九等级:增长为20;十等级:增长为20。

人口 要塞 农场 家庭 Mines Barracks 寺庙 广场 Resources capacity 税费 路线 单位种类 野战军 en-Бр. на карта
1 10 000 1 1 2 2 1 1 3 30 000 3 1 轻装 40 Exclusive zone
2 15 000 1 1 3 3 1 1 4 30 000 3 2 轻装 100 Exclusive zone
3 20 000 2 1 4 4 1 1 5 40 000 3 3 轻装 300 Exclusive zone
4 30 000 3 1 6 5 1 1 6 60 000 3 4 轻装 500 2 500
5 40 000 4 1 6 6 2 1 7 120 000 3 5 重装 1 000 1 000
6 50 000 5 3 6 7 2 1 8 150 000 3 6 重装 2 000 650
7 80 000 6 5 8 11 2 1 9 200 000 3 7 重装 4 000 400
8 120 000 7 7 9 11 3 1 10 400 000 4 8 重装 13 000 300
9 160 000 8 9 11 12 3 1 10 600 000 4 9 精英 25 000 200
10 250 000 9 12 14 13 4 1 10 1 000 000 4 10 精英 50 000 100

Free terrains

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.

农场 木材 石料 要塞 骑兵 轻装射手 防守
中性 - - - - - - - -
丰腴 20% -10% -10% -10% -20% 20%
森林 10% 10% -10% -10% -20% -10% -20% 10%
山岗 10% 10% for the defender 10%
山岗与森林 -5% 15% 10% -10% -10% 15%
山脉 -20% 20% 20% 20% -20% 20% for the defender 20%
山林 -25% 25% 20% 20% 20% -30% 25%
丰腴 森林 山岗 山岗与森林 山脉 山林
from 10% to 20% to trade potential from 10% to 20% to wood production from 5% to 10% to wood production from 10% to 20% to wood production from 5% to 10% to iron production from 5% to 10% to wood production
from 10% to 20% to archers training time from 10% to 20% to trade potential from 5% to 10% to iron production from 10% to 20% to trade potential from 5% to 10% to stone production from 5% to 10% to iron production
from 10% to 20% to infantry training time from 10% to 20% to infantry training time from 5% to 10% to stone production from 10% to 20% to infantry training time from 10% to 20% to archers training time from 5% to 10% to stone production
from 10% to 20% to cavalry training time from 10% to 20% to siege machines making time from 5% to 10% to farms from 10% to 20% to siege machines making time from 10% to 20% to infantry training time from 10% to 20% to infantry training time
from 10% to 20% to siege machines making time from 5% to 10% to farms from 10% to 20% to trade potential from 10 000 to 40 000 to farm capacity. The bonus is always a whole number. from 10 000 to 40 000 to farm capacity. The bonus is always a whole number. from 10 000 to 40 000 to farm capacity. The bonus is always a whole number.
from 10% to 20% to farms from 10 000 to 40 000 to farm capacity. The bonus is always a whole number. from 10% to 20% to archers training time from 5 to 10 to Happiness limit from 5 to 10 to Happiness limit from 5 to 10 to Happiness limit
from 10 000 to 40 000 to farm capacity. The bonus is always a whole number. from 5 to 10 to Happiness limit from 10% to 20% to infantry training time from 5 to 10 daily Happiness bonus from 5 to 10 daily Happiness bonus from 5 to 10 daily Happiness bonus
from 5 to 10 to Happiness limit from 5 to 10 daily Happiness bonus from 10% to 20% to cavalry training time - - -
from 5 to 10 daily Happiness bonus - from 10% to 20% to siege machines making time - - -
- - from 10 000 to 40 000 to farm capacity. The bonus is always a whole number. - - -
- - from 5 to 10 to Happiness limit - - -
- - from 5 to 10 daily Happiness bonus - - -

Values are randomly generated.

Independent free terrains may occupy up to 4 points on the map. Thus, it is possible that the newly annexed province/founded colony will spread on several terrains with different bonuses. In this case, upon annexing, the player must select the type of terrain and respectively - the bonus for the dominion.

Special resources

如果你将行省、殖民地或贸易站建立于之类的地形上,这将会给全体王国到来红利。它们在地图上占领1点,而位于专属区域以外。

*同样独特资源的红利不可积累。如果有两个同样的红利,更高的有效。不同的独特资源地形带来同样的红利是可以积累的。

例:如果你拥有两个建立于富有黄金地形上的领地,你讲会额外收到10%黄金收入红利。如果你有一个建立于富有小麦地形上的领地和一个建立于富有大米地形的领地,你将会额外收到20%农场效率红利。

用户名 Effect 贸易潜力
独特资源木材 5% wood production bonus 500
丰富的木材场地 10% wood production bonus 750
独特资源铁 5% iron production bonus 500
丰富的铁场地 10% Iron production bonus 750
独特资源石料 5% Stone production bonus 500
丰富的石料场地 10% Stone production bonus 750
独特资源黄金 5% bonus to the generated gold of the exacted tax level 2 000
丰富的黄金场地 10% bonus to the generated gold of the exacted tax level 3 000
独特资源钻石 5% bonus to the amount of purchased diamonds (excluding Expiring diamonds) 1 000
丰富的钻石场地 10% bonus to the amount of purchased diamonds (excluding Expiring diamonds) 2 000
独特资源酒 5points Happiness bonus in all Empire’s territories 1 000
独特资源“宝石” 10points Happiness bonus in all Empire’s territories 1 000
独特资源“象牙” increases the Happiness maximum level by 5 in all Empire’s territories. 3 000
独特资源“丝绸” increases the Happiness maximum level by 10 in all Empire’s territories. 5 000
独特资源“古代寺庙” 5 Morale points bonus 250
独特资源“古代神殿” 10 Morale points bonus 500
独特资源“马蹄铁” 所有骑兵单位收到5%进攻力红利 500
独特资源重马蹄铁 所有骑兵单位收到10%进攻力红利 500
独特资源“紫杉木材” 5% Range attack bonus 500
丰富的独特资源“紫杉木材”场地 10% Range attack bonus 500
独特资源“煤矿” 5% Infantry (swordsmen and spearmen) attack bonus 500
丰富的独特资源煤矿的场地 10% Infantry (swordsmen and spearmen) attack bonus 500
独特资源“花岗石” 5% Fortress hit points bonus 500
丰富的独特资源花岗石矿的场地 10% Fortress hit points bonus 500
独特资源“大麻” decreases the construction time by 5% 500
丰富独特资源“大麻”的场地 decreases the construction time by 10% 500
独特资源纸莎草纸 decreases Research Times by 5% 500
独特资源羊皮纸 decreases Research Times by 10% 1 000
独特资源大米 5% Farm effect bonus 500
丰富的大米场地 10% Farm effect bonus 750
独特资源小麦 5% Farm effect bonus 500
丰富的小麦场地 10% Farm effect bonus 750
独特资源香料 lowers the market posting fee from 10% to 9% 5 000
独特资源马匹 decreases army movement time, while on a mission, by 5% 500
独特资源重装马匹 decreases army movement time, while on a mission, by 10% 1 000
独特资源羊毛 decreases army upkeep by 5% 500
丰富的羊毛场地 decreases army upkeep by 10% 1 000
独特资源棉花 decreases army upkeep by 5% 500
丰富的棉花场地 decreases army upkeep by 10% 1 000
独特资源大理石 decreases the construction time of the Temple in Alliance Castle by 5% 3 000
丰富的大理石场地 decreases the construction time of the Temple in Alliance Castle by 10% 5 000
独特资源咖啡 5% Trade potential bonus 1 000
丰富的咖啡场地 10% Trade potential bonus 2 000
独特资源地图 increases the distance to the Empire a player can found colonies, trade and military posts and vassals by 15% 500
独特资源详细的地图 increases the distance to the Empire a player can found colonies, trade and military posts and vassals by 30% 1 000
独特资源古代遗址 5% chest content bonus 1 000
独特资源银 10% governor´s generated experience bonus 2 000
丰富的银场地 15% governor´s generated experience bonus 3 000
独特资源青铜 10% general´s generated experience bonus 1 000
丰富的青铜场地 15% general´s generated experience bonus 2 000
独特资源草药浸液 increases the chance of your general´s survival by 5%
increases the chance of enemy general´s death by 5%
1 000
独特资源妙药 increases the chance of your general´s survival by 10%
increases the chance of enemy general´s death by 10%
2 000
独特资源黏土 5% Houses capacity bonus 500
丰富的黏土场地 10% Houses capacity bonus 1 000

野蛮人营地

世界地图上的有自己军队的中性关系的领地。你可以刺探或向它派送野战任务,但无法征服它。如果玩家在野战中打败野蛮人营地,营地从地图上消失得无影失踪,而玩家收到相关的奖励。

  • Location

    The Barbarian Camps are located on the Global map on random neutral terrains, usually close to a Special Resource. With the exception of a single Indigenous Tribe camp per Exclusive Zone, no other Camps can be spawned within a player’s Exclusive Zone. Their generation occurs at specific times in accordance with the speed of the realm. Their total number cannot exceed 2000. The generation starts on the 0.33333333333333th day after the start of the Realm. There are 5 Barbarian Camps in every quadrant (100x100 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.

    注意:两个野蛮人营地可以共同分享一个边境,也可以相邻玩家的领地。

  • 野蛮人营地:种类

    领地的种类是由里面的军队种类而决定的。防御的军事单位(轻装、重装或精英三种)和军事研究取决于生成领地时纪元在于哪个阶段(已过去的几周)。野蛮人营地有15不同的等级。

  • Espionage and attack

    通过世界地图或者野蛮人快速寻找菜单(主要屏幕的左边),你才可以进攻野蛮人营地。无法通过朱慧中心找到它们。

    • Espionage

      刺探报告包含关于在领地部署的军队以及摧毁领地带来的红利的信息。

    • Attack

      派出到野蛮人营地的唯一个攻击种类是野战。任务持续时间的计算基于世界地图上的进行公式:军队进行的速度是军队中最慢单位的速度。立即到达选项不可用。野战中打赢出来的玩家得到相当的奖励,而野蛮人营地从地图上消失。

  • Rewards

    当摧毁野蛮人营地时,玩家得到奖励。奖励的内容取决于营地的等级——营地的等级越高,奖励越大。奖励可以是资源或者如果被摧毁的部落奖励是解放的人口。

    注意:每纪元结束之后,如果在宝库里有无人认领的野蛮人营地奖励,那奖励将会丢失!

    • Basic

      所有野蛮人营地有基本的奖励。奖励可以是:

      • 解放的人口是打败野蛮人奴隶商人营地的奖励。人口将会在宝库出现,你可以立即收到也可以晚些收到。
        你收到解放的人口时,人口将会加入挑选的领地的本地人口中。
      • Resources - you earn amounts from the four resources (wood, iron, stone or gold). The returning troops will bring them back to the starting province.

野蛮人营地攻击

每个野蛮人营地可以向位于不超过50王里的玩家派兵出征,这包括本地营地位于而只能进攻某个玩家的专属区域里面。每个野蛮人营地可以派兵出征,直到该营地被摧毁了。派出在营地被摧毁之前的攻击任务不取消——任务将达到其目的地。按照等级,野蛮人营地的可能目标是在特定分数范围内的玩家领地:

  • 相应玩家分数的野蛮人营地:

    等级 从(分) 到(分)
    1 3 425 44 636
    2 8 927 87 956
    3 17 591 161 646
    4 32 329 290 133
    5 58 027 500 778
    6 100 156 859 720
    7 171 944 1 415 851
    8 283 170 2 354 056
    9 470 811 3 904 598
    10 780 920 6 449 250
    11 1 289 850 10 613 265
    12 2 122 653 17 438 218
    13 3 487 644 28 588 628
    14 5 717 726 46 800 738
    15 9 360 148 99 999 999

  • 攻击的类别取决于野蛮人营地种类,如下:
    • 本地野蛮人攻击总是要塞围攻
    • 征服者的攻击总是要塞围攻
    • 侵入者的攻击要塞围攻或掠夺(50:50的比例)
    • 奴隶商家的攻击总是掠夺*

      *如果这个行省里已经有过掠夺任务,进攻将是野战。
    • help.globalmap_217
  • 野蛮人营地目标

    野蛮人营地的可能目标是玩家的行省(包括都城在内)和达到了特定野蛮人危险等级的殖民地。野蛮人不可进攻从属国、军事哨所和贸易站。攻击进行的时间为55到60分钟之间(随机定义),任务一旦派出,防守者就可见。攻击的军队编制由营地里部署的军队种类指定。如果派出的任务是要塞围攻,一定的攻城器也算在军队编制内。掠夺的野蛮人军队士气为100分,而要塞围攻的话——120分。每个营地有其上将。野蛮人的攻击数量不受限制,这不可影响到攻击的类别和野蛮人军队的编制。野蛮人攻击不锁住玩家的优惠会员红利。

  • 野蛮人进攻玩家领地的危险如何提高

    野蛮人攻击危险定义某个领地受到攻击的可能性,只要营地位于不超过70王里内。危险在每个领地分别积累遵循着一定的逻辑。

    野蛮人攻击危险有三个增加因素:
    • 随着时间的流逝——每个小时危险以一定的百分率增加
    • 某种建筑物的施工开始时
    • 派出军事任务时(迂回例外)时
    向某个领地的野蛮人攻击派出后,在领地里的野蛮人攻击危险重置,而其他领地里以一定的百分率降低。
  • 野蛮人攻击力

    野蛮人攻击力由在过去的24小时内玩家成功地进攻的野蛮人营地数量定义。玩家攻击越多,向他派出的野蛮人攻击力就越大。如果在过去的24小时内,玩家没有成功地进攻野蛮人营地的话,野蛮人攻击军队编制是派出任务的营地里面的军队的50%。玩家的每个成功的攻击任务提高野蛮人攻击力10%。列如:某个玩家由军队数量为1000个轻装骑兵的野蛮人营地进攻。如果这玩家在过去的24小时内,没有进攻野蛮人营地,那向他派出的军队是上述数量的50%,即500个轻装骑兵。再比方说:玩家已经有10个成功的攻击,受到的攻击军队编制是上述军队数量的150%,即1500个轻装骑兵。每个营地有其上将,因此每个攻击由上将指挥。上将的技能将对战斗有影响,而技能在任务屏幕上可见。本地野蛮人不由上将指挥。野蛮人的攻击数量不受限制,这不可影响到攻击的类别和野蛮人军队的编制。野蛮人攻击不锁住玩家的优惠会员红利。


野蛮人营地研究

野蛮人营地有自己的军事研究以让它们在与玩家作战时成为更有竞赛力的。军事研究用于攻击和防守。

  • 按照等级的野蛮人营地研究:

    等级 远程攻击 近战攻击 防具 军马 军事医学 边境哨所
    1 1 1 1 1 1 1
    2 2 2 2 2 3 3
    3 4 4 4 4 5 5
    4 6 6 6 6 7 7
    5 8 8 8 8 9 9
    6 10 10 10 10 11 11
    7 12 12 12 12 13 13
    8 14 14 14 13 15 15
    9 16 16 16 14 17 17
    10 18 18 18 15 19 19
    11 20 20 20 16 21 21
    12 22 22 22 17 23 23
    13 24 24 24 18 25 25
    14 27 27 27 19 27 27
    15 30 30 30 20 29 29

Growth

Annexed provinces

The maximum number of provinces a player can annex is 30 (the capital + 29 additional). 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:

  • Annexing of an independent city
    • peacefully: you need to pay the price of all buildings in the holding multiplied by x1,5. When annexing peacefully, the buildings’ levels remain untouched.
    • 通过力量:需要派出要塞围攻。打赢战斗之后,地形成为你王国的部分,但是所有的建筑物失去一级。不过,如果独立的城市的要塞的默认等级是1级和矿井的默认等级是10级,那么上述的建筑物的等级保持不变。独立城市的军队进战时,军事单位所需的研究等级最低。

    After you annex an independent city, the new province occupies 4 points.

  • Annexing of independent free terrain: this can happen only peacefully by sending a mission of up to 25 000 villagers to settle there. After annexing in the holding you will have:
    • Town hall
    • 1st level Transport station
    • 1st level Houses
    • Temple
  • Characteristics:
    • Efficiency

      Every following annexed province produces 10% less resource compared to the previous one.

    • Happiness

      The basic happiness limit in all annexed provinces is 100. There is a +20 bonus in the capital.

    • Transportation of resource

      It is performed from the Transport station. One province spreads on 2x2 points. The transport between your own provinces takes 0.33333333333333 minutes per 1 points, that is 0.66666666666667 minutes for adjacent provinces, 2.6666666666667 minutes between provinces which are separated by one other province, 4 minutes between provinces that are 2 provinces away, and so on.

    • Imperial routes

      The infrastructure that can be built to connect annexed provinces. Every level of this structure gives 10% raise to the trade potential between provinces.

    • Army travelling

      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.

    • Governor’s skills

      Apart from the specific bonuses of the terrain or independent city upon annexing or colonizing, two other special bonuses are granted: 50% raise of two different gubernatorial skills. The system will choose two skills the user already has acquired. If the user doesn’t have any gubernatorial skills, the system will choose randomly two skills from all possible so that the user will start receiving bonuses from them. The annexed province can use the granted bonuses only if there is a great person appointed there who owns the skills. If there isn’t an appointed governor or the governor bears other skills, the province won’t be affected by the bonuses. 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.

Vassals

它们在地图上占1点。最多可被某个玩家变为从属国的独立城市数量是30个。为了将一个独立城市变为从属国,你得有中央集权等级和从属国物流。

  • Turning into vassal

    将一个独立城市变为从属国的为一个办法是派出要塞围攻任务。从属国可位于王国或其他领地的旁边(专属区域、境外的行省、殖民地、军事哨所或贸易战等),但是不能位于其他从属国或独立城市的旁边;之间必须得有至少一点的距离。

  • Characteristics of the vassals
    • Population: the growth stops from the moment the territory has a status of vassal until it is annexed as province. The number is predetermined by the parameters of the independent city.
    • Army: it remains unchanged until the territory is annexed. The number of units is predetermined by the parameters of the independent city.
    • Income
      • Income from trade: it depends on the level of the Tradе routes. The gold is stashed in the treasury of the capital.
      • 从属国贡赋的收入:由独立城市的参数来预定。收纳的黄金不自动在宝库里贮藏,而得手动拿出。
    • The vassal territories can be annexed, released or conquered by other players.
      • Annexing a vassal: it is only possible if the dominion has a common border with other annexed province or the capital. It can be annexed peacefully or by force, following the mechanics of annexing an independent city.

        Note: Regardless if the annexation is peaceful or by force, the points from the buildings of the independent city are added to the user’s account.

        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.

      • Release of a vassal: you can release a vassal at any moment. The vassal will turn back to an independent city and you will lose the income. Resources that accumulated during the vassal period disappear and start generating from 0.
      • Conquering of a vassal: the vassal cannot be looted by enemies but can be taken over in case it is located outside your exclusive zone. Other players can invade it and fight the army and fortress inside (preset by the independent city it used to be). Upon successful siege, the attacker receives the vassal.
      • 付费从属国升级

        每当你想提高你的从属国等级时,你可以用相当于当前等级和下一个等级的建筑物价格差异的资源来支付。 请注意,通过增加从属国的级别,你还可以增加驻扎在其中的军队。 当你受到锁定攻击或从属国受到攻击时,付费等级不可用。

Colonies

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.

  • Colonization

    performed only peacefully. For the purpose of colonization you have to send 50 000 villagers and resource from an already annexed province or other colony to a free terrain (with or without special bonus). The construction takes 3 hours and when finished, the colony holds the following buildings: farms - level 8, Town square - level 1, Transport station - level 1, Tradе route - level 1, Houses - level 7, Fortress - level 4. The price for foundation is equal to the sum of the prices for all necessary buildings (at Architecture level 0).

    • Colonization of a terrain - if the territory spreads on different terrains, the player must choose one of them with its respective bonus and one modifier (in case the bonuses from modifiers which affect the territory are more than one). The colony is granted two unique bonuses: 50% raise to two gubernatorial skills.
    • Colonization of a special resource terrain - it is completed in the same way as colonizing a free terrain. The difference is along with the bonus and modifier from the terrain type and bonuses to the two gubernatorial skills, you get bonus from a special resource, which affects the whole empire. The colony on special resource terrain can be attacked regardless of the point range, meaning that there are no punishments on the morale, honor or the attack of the invader.
  • Characteristics of colonies

    They have the same status as annexed provinces - you can construct buildings, recruit army and produce and transport resources.

    • Demolishing a colony
    • By enemy’s attack - A colony is destroyed when it’s found to be without a Fortress. Every successful siege brings down one Fortress level. When it turns out that the colony has Fortress level 0, it automatically disappears from the Global map. Half of its population and 90% of the army deployed inside return directly back to the province/colony it has been founded from. The owner loses the resources gathered in the colony, the net worth points for the resources invested and 10 happiness points. In case of an army travelling from the Empire to the colony, this army returns as well. If the colony is destroyed while there is an ongoing military mission sent from it, this army returns to the Empire’s capital. Every lost battle in defense of the colony forces the remaining garrison to relocate and move to the field. Attacks on special resource colonies are not affected by point range penalties, meaning that there are no punishments on the morale, honor or the attack of the invader.
    • By owner’s choice - you can destroy your own colony if you select the option ’Destroy colony’. The destruction sends 50% of colony’s population back to the province or colony it has been founded from. You lose the resources gathered in the colony and the net worth points for the resources you have invested in its foundation and development. A colony cannot be destroyed by its owner if there are any units, either present in it, or traveling from/to it.
    • Automatic destruction - a player can lose his colony if the account remains blocked by administrators of the game for more than 7 days or is in vacation mode for more than 16 days for realm speed x4 and more than 7 days in realm speed x10. Half of its population and 90% of the army deployed inside return directly back to the province/colony it has been founded from. The owner loses the net worth points from the resources invested. All accumulated resources are transferred to the capital. When colony is destroyed by the system, you do not lose happiness points.

      Note: Only the colonies founded on special resource can be automatically destroyed.

    • Indestructible colonies

      如果建完要塞8级之后,某个玩家保持1.4天的殖民地所有权,那么殖民地可以成为不可破坏的。当该时段过去后,殖民地接收到与并吞行省相同的状况。不需与剩下的行省交界。如果有贸易之路,将变为王国之路。如果如此殖民地的要塞被摧毁了,要塞不降级。防守者付出所需的资源后,可以重新建造要塞。

      Note: Indestructible colonies can still be disassembled by their owner.

    • Happiness

      It is calculated in the same way as in annexed provinces but there is an additional modifier for distance - the more distant from the capital the colony is, the more negative this modifier is. This formula is used: 0,00025 * distance * distance - 0,23 * distance -13

      Example: The user owns a colony at a distance 5 points from the capital. The distance happiness modifier will be the following:
      0,00025 * 5 * 5 - 0,23 * 5 -13 = 0,00625 - 1,15 - 13 = -14,143 = -14

      When the distance is farther than 400, the loss will always be -65.

      The happiness limit is 100. It can be enhanced with 10 points by colonizing a special resource terrain Silk. If the happiness drops below 50 there is a chance, increasing progressively by 2% for a riot to occur which will lead to tax exacting block until happiness is increased again. If the happiness reaches 20 or lower, there is a progressively increasing chance for a rebellion, which could lead to a temporary lack of access to the colony for at least 24 hours until the happiness is restored. During this time only organization of festivals is available.

    • Efficiency

      The first basic colony has a 90% efficiency and every colony after that is 10% less efficient. To this percentage is added half of the penalty for distance. The research Colonial bureaucracy boosts the efficiency with 5% per level (not exceeding 100%). Without researched levels of the Colonial bureaucracy, the basic efficiency of the 10th colony will be 0 and every colony after that will be 10% less efficient, having negative number.

      Example: If the user has a distance penalty -14 happiness for his first colony С1, then its efficiency will be calculated as follows: 100% - 10% -14/2 = 83% (without Colonial bureaucracy effect). If there is one level researched, the efficiency will be raised by 5% and will become 88%.

    • Colonial tax system

      Colonies have the same model of taxing as annexed provinces.

    • Resource transportation

      It is performed from the Caravan Station menu and has the same structure as in annexed provinces.

      • Tradе route - a building which is constructed in colonies and trading posts. It plays the same role as imperial routes between annexed provinces. With every level the player will be able to use further 10% of his trading potential based on the holding with less population.
    • Army travelling

      The travelling time between provinces and colonies is similar to the time between annexed provinces - the shortest possible way is taken.

Trading post

It occupies 1 point on the Global map and can only be founded on special resource terrain outside the exclusive zone. It can be adjacent to other player’s trading post, a colony, a military post or a vassal. It cannot share a border with the empire of other user (this includes the capital or annexed provinces). The special resource bonus affects the entire empire and this facility also grants additional gold from the trade potential - when you develop the trading route. Due to the fact that it occupies a single point on the map, it gives only one bonus or modifier.

  • Founding a trading post

    In order to establish a trading post you need to research Trade Administration and Trade logistics. Each level of Trade Administration allows the establishment of one trading post. The first level of trade logistics broadens the distance from the empire on which you can create a trading post with 5 points. Every level after that is 8% more effective than the previous one. The price for founding a trading post is equal to the sum of the necessary buildings at Architecture level 0.

    • Fortress - level 3
    • Tradе route - level 1
    • Caravan Station - level 1

      It is established with selecting the corresponding button from the drop-down menu when clicking on the chosen terrain on the Global map. The mission travels with the speed of the supply wagons. Construction time is 1.5 hours and during this period the attacks to it are disabled. The founding of a trading post gives a one time bonus of 10 happiness points for the entire empire.

      • Characteristics of the trading post
        • Buildings

          The available buildings in the town hall of the trading post, which the player can upgrade, are trading routes and Caravan Station. The fortress cannot be upgraded, its highest level is 3.In tab ’Military’, a button for construction of fortress level will become accessible in case the fortress was damaged by enemy’s attack. Towers level 1 will be also available for construction.

      • Resource transportation

        It is performed from the Caravan Station and is the same as the transport between annexed provinces.

        • Trade route - a facility available in colonies and trading posts. It plays the same role as imperial routes between annexed provinces. With every level the player will be able to use further 10% of his trading potential based on the holding with less population.
      • Army and defense

        You cannot deploy army in the trading post. In case of enemy’s attack, the defense depends on the fortress and towers. You can additionally protect the holding by establishing a military post. In this way, if the invader wants to attack the trading post, he will have to destroy the military post first.

      • Trade potential

        There isn’t any population in the trading post and the potential is calculated based on the special resource it lays on. For more information about the potential values of all special resource terrains, please, visit ’Global map’=> ’Terrain types’ => ’Special resources’.
        The trade potential is an abstract measurement which defines the possibility for one dominion to earn additional gold stashed in the empire’s treasury. Generated gold is calculated in relation to the trade potential of the trading post and trade potential in the capital. The number of villagers of the less populated area is taken (meaning which has a smaller potential). Thus every constructed level of trade route facility grants 10% more to the already defined potential (of the less populated dominion).

      • Destruction

        The trading post can be destroyed by its owner or by enemy’s attack.

        • In case of enemy’s attack

          A successful fortress siege on the trading post demolishes one level of the fortress. When it reaches 0, the holding is destroyed and the user loses the accumulated resources, the net worth points gained from the establishment and development. He also loses the trade potential from the Trade route levels and the bonus from the special resource. 5 happiness points are subtracted throughout the whole empire.
          Attacks on special resource terrains are not affected by point range penalties, meaning that there are no punishments on the morale, honor or the attack of the invader.

        • By the owner’s will

          The option is available when you click on the holding on the Global map. Upon destruction the user loses the accumulated resources there, the net worth points earned from the establishment and development, the trade potential from the Trade route levels and the bonus from the special resource.

        • Automatic destruction

          It is possible that you lose your trading post automatically. This can happen in the following cases:

          • Your account is in vacation mode for more than 16 days for realm speed x4 and more than 7 days for realm speed x10.
          • Your account is blocked for more than 7 days.

          Upon demolishing by the system, the user will lose the bonus from the special resource and the earned net worth points from the establishment and development of the holding. The gathered resources are transferred to the capital.

Military post

It takes up 1 point on the Global map and you can establish it anywhere, with the exception of independent city or special resource terrain. The main function of this facility is to protect the trading posts because no defense army can be deployed there. For this purpose the military post must have a common border with the trading post. Thus the enemy must first destroy the military post and only after that will have the opportunity to attack the trading post. Military posts can be built next to other holdings but have a defensive effect only on trading posts.

  • Establishment of military post

    It is necessary to have researched Centralization level 5 and at least 1st level of Military administration and Military logistics. Every level after the first one of Military administration allows you to build one more military post. The first level of military logistics broadens the distance from the empire on which you can create a military post with 5 points. The price is equal to the sum of all buildings inside based on Architecture level 0.

    • Fortress level 4
    • Caravan Station level 1
    • Military camp level 1

      Every level of Military camp allows the deployment of 120 000 field army.

    It is established with a button available when you click on the selected terrain on the Global map. If the terrain grants a military bonus or military bonus from modifier, the holding is affected only by this kind of bonus. Any economic bonus will not have an effect. The construction time lasts 1.5 hours and during this period the attacks on the dominion are disabled. The mission for establishment travels at the speed of the supply wagons.

  • Military post characteristics
    • Buildings

      After the construction is finished the holding disposes of the preset levels of Fortress, Caravan Station and Military camp which can be upgraded. In Military tab all defensive facilities can be built. This includes the Rampart - an exclusive facility only for this holding. Its every level grants 2% bonus to the field army’s defense. The military post doesn’t have population, production nor efficiency.

    • Transport

      It is performed from the menu in the Caravan Station and follows the model of resource transportation between annexed provinces.

    • Army and army travel

      The number of military units you can deploy in the facility is limited and depends on the level of the Military camp. The time for relocation to/from the military post is fixed: 90 and it cannot be performed instantly with diamonds. If the limit of the Military camp is reached, upon arrival the moving army won’t be unloaded but will be returned automatically to where it came from. If there is still some left space in the military post, but not enough for the whole relocated army, the space is filled to the limit and the rest of the units return to their starting point. If upon arrival, the army finds a destroyed military post, it will again return to where it departed from. The upkeep for the field army in the military post is х1,2.

    • Defense

      In the Command center there is an option for retreat of the defending army. If the user chooses to use it, the army will not fight. This option is only available in the Military post.

    • Demolition
      • In case of enemy’s attack

        向军事前哨成功的要塞围攻拆毁要塞的一级。要塞等级降到0后,领地被摧毁了,所有者失去所有在内积累的资源和由发展获得的净值分。当领地被摧毁时,如果里面有剩下部署的军队的话,那所有者将失去未死的单位的10%。剩下的单位后退到建立该领地的出发点。如果出发点已不存在的话,那单位回到都城。如果从这个前哨所有派出军事任务,而前哨所被摧毁的话,那军队回到都城。

        进攻保护贸易战的军事前哨所不受净值分范围的惩罚,这意味着,没有士气、英勇或进攻扣分。

      • By owner’s will

        The option is available when you click on the holding on the Global map. The military post cannot be demolished if there are units located inside or there is a travelling military or spy mission. Upon destruction the user loses the accumulated resources and the net worth points earned from the establishment and development.