It is given in wood and iron up to 24 hours after the end of the war, to those players, part of the winning alliance, who participated in the battles. War income is equal to 50% of the annihilated enemy armies' gold equivalent* during the war. The alliance that lost the war will also receive war income equal to 25% of the annihilated enemy units' gold equivalent during the war. There is no deadline for taking the income as long as the player is still part of the same alliance.
* The gold equivalent of the net worth points received for the recruitment of those units, and not the gold equivalent of the resources spent for their recruitment.
NB! No war income is accounted for destroyed fortresses and pillaged population.
One of the two types of the post General. If a holding has a Warden General appointed, they lead the defending army and the defense benefits from their bonuses from skills. If there is no Warden General there, the battle is performed as usual without the general's bonuses having effect. If the general loses а Fortress Siege, field battle or pillage, there is a 1% chance that he might fall slayed. All Great People can be assigned to the post, including the Emperor. Warden General can be relieved of duty at any time.
A Great Person can be both a Warden General and offensive general. However, when they are sent on a mission in attack, and at the same time there is an invasion against the province/colony/military post they protect, they will not participate in the defense and therefore, the army won't benefit from their skills.
For more information about defensive generals click here.
A daily award, which is granted for exceptional military performance. Each player is evaluated by his battles against other active players in range x2. Won military points, pillaged population, point difference between participating sides and amount of losses are all taken into account. This award requires a set minimum of unique battles in the Realm or it won't be given away. The player with most awards Warrior of the Day during the season will receive a medal at its end.
An in-game weather system, which grants both positive and negative bonuses to players' Empires, which change every 24 hours. For more information read here.
The protection which every player, who has returned to his Empire from an absence of at least 2 weeks, receives automatically upon logging into his account. It lasts for 48 hours and forbids all attacks to and from the Empire.
A reward generator in the game. Each 12 hours you see a wheel with different rewards and 1 available spin. For each spin you get 1 spin point. When you reach certain amount of points, you can get the reward in the chest or keep collecting points for a bigger reward. Unopened chests transfer in next season. If you get the diamond reward by spinning the wheel, you will receive expiring diamonds for 168 hours.
One of the skills available to Governors upon leveling up. Increases Wood Production. Level 1: +2% Production; Level 2: +4% Production; Level 3: +6% Production; Level 4: +8% Production; Level 5: +12% Production
The Imperia Online World Cup is the biggest tournament in the game and the most anticipated event in the annual calendar. In order to gain the most desired distinction, the participating teams need to be well prepared, dedicated, and capable of developing a suitable strategy that will lead them to the top. The tournament is divided into 3 parts: qualifications, group phase and finals.
Players compete only with their compatriots, i.e. each country has its own separate ranking. The maximum count of provinces each player can have is 9: the Capital + 8 Annexed Provinces; players cannot annex or take vassals outside of their exclusive zone. Attacks between players are not allowed. Computer-generated attacks, called waves, are sent to players by schedule. The schedule of all waves is available in the game. Attacking armies' power varies according to the net points of the attacked player; players with bigger number of net points get attacked by stronger waves. Nomad units have no carrying capacity; they always plunder all resources during a siege. If the attacking army wins a Fortress siege, all player's buildings' level drops by 1 and their base net worth points cost is deducted from player's points. For each successful defensive victory each player receives war income equal to 50% of the annihilated enemy armies in gold equivalent divided equally between wood and iron. Ranking is by net worth points only. Players ranked in top 30 have the right to participate in the World Cup tournament, as members of the National team of the country they registered from.
All countries that have at least 5 registered members in the Qualifiers form national teams; national teams are allocated between 9 Groups. Each national team is represented by an Alliance that carries the name of the relevant country. Each team competes against the rest of the teams in its Group for a chance to play at the Finals. The Global Map is shared between all teams and is divided into 9 Quadrants. Each Group is placed within a separate Quadrant. Teams from any given Group may survey the entire Global Map; however, they can only spy, attack and conquer Castles within the borders of their own Quadrant. There are 4 Alliance Castles for each Quadrant. The Leader and the First Officer can nominate players for expulsion, only if there are at least 20 members of the Alliance. Once a player gets removed from the tournament, they cannot participate in another Alliance. Alliances are able to change members for reserve players only within the first couple of hours of the Group Phase. Castles expand their area of influence through the construction of Great Temple; however, their influence is not accounted for as a percentage of map area retained, but as the accumulation of influence points instead. 1 account / Exclusive Zone / Capital within the influence area of an Alliance Castle = 1 Influence Point. Influence Points accumulate with time. If an Alliance loses control over one of its Alliance Castles it still gets to keep the Influence Points accumulated so far. The occupation of an alliance castle is performed through the Allegiance module. Successful fortress sieges against an alliance castle do not drop levels from its fortress but rather take away points from the allegiance indicator. Each castle has a maximum allowed allegiance according to the level of its fortress. Allegiance increases only with time going by. When an alliance conducts a successful fortress siege against a castle, a certain amount of allegiance is taken from the castle. The exact amount of allegiance depends on the alliance technology named Conqueror. The higher its level, the more allegiance points can be taken in a single hit. A castle is considered taken when an alliance manages to reduce its allegiance to 0. The independent castles don't have allegiance. An independent castle is conquered when less than 1000 military units are left in it. Castles controlled by alliances are subjected to ascending by level nomad attacks sent at a certain time. The castles can be simultaneously attacked by other alliances as well. Losing a nomad attack also brings an automatic loss of the castle. The Top 3 team from each Group, determined by Influence Points, continue to the Finals. The teams at 4th place in the 9 rankings (last by points of influence in their group or with the most alliance net points in their group, besides the three winners already ranked) are compared and the 3 teams with most influence points continue.
The top 30 teams from the Group Phase qualify for the Finals, where they continue the battle for the ultimate title - Champion of Imperia Online. The rules that govern the Finals are the same as in the Group Phase, besides the following: development of all accounts and Alliances is reset; teams have full access to the whole map and all of the 36 castles. In the event of remaining reserves, the leader and first officer may nominate members for expulsion if there are at least 20 players in the alliance. The struggle for influence happens all over the territory of the map. The influence range of the castles, the division of influence and point counting are calculated for each of the 36 alliance castles separately. The alliance with the highest score of influence points becomes the Champion. Alliances on 2nd and 3rd place by influence points get silver and bronze medals.
The Champion team of World Cup receives diamonds. The name of the winning Alliance is engraved on a silver plate at the base of the Cup of the One. Also, all Top 3 Alliances' players receive special medals.
For more information and to read the complete rules of the World cup click here.