Welcome to IO II 'Age of Conquest'Web-Based Massively Multiplayer Online Medieval Real-Time War Simulation!

Welcome to Imperia Online

Imperia Online 'Age of Conquest' takes you to a world that exists right before the age of gunpowder. This is the world of sharp blade, long bow and war horses. A time of political intrigues, huge medieval field battles, Fortress sieges with catapults and trebuchets, heavy knights wiping entire armies, pillages upon the civil population, thousands of soldiers dying in one battle. A time of legendary war lords, crushing rich and economically advanced kingdoms. A time of powerful alliances, fighting each other for total world domination. Play with and against real people! Welcome to a medieval world way beyond your wildest dreams!

The Empire is waiting for you!

Location

You are located on a huge continent with room for more than 40 000 Empires, which don't begin their development on equal terms, due to being managed by two different races - Imperians and Nomads. Each of them has its privileges and minuses, predisposing certain game style - defensive, farmer style, or offensive, military orientated. When you register, you can chose which race to join, considering carefully the game style that's able to give you much more satisfaction and success.

Each Empire has a total of 19 available provinces, ready to be: attacked (Fortress siege), turned into vassals or annexed.

No player can control foreign provinces. The only right he has is to attack them, destroying the Fortress, or pillage them, slaughtering civil population. Researches and the rest of the buildings cannot be destroyed or taken away.

Besides the territories of your own Empire, those on the Imperial Map, you dispose of spots on the Global Map, equally accessible for everyone, but with different destinations:

  • For foundation of Colonies - the most numerable spots, randomly located and intended for colonizing by an individual player.
  • For building an Alliance Castle and establishing an Alliance expansion of cultural and military influence all over the Global Map. These spots' number is limited. They are hard to conquer, control and protect from the enemies.
  • For construction of Rally Point, gathering all Alliance army in a departure point for any Alliance military mission.

Initial Empire

Each player starts the era with one annexed province with its respective village, which can be seen in details by passing with the mouse through all the buildings.

Impirian Village Fortress - the most important building in the province. Houses Farms Lumber mill Iron Mine Stone Quarry Town Hall University Tavern Bank Market Depot Station Barracks Temple Town Square
Nomads Village Fortress - the most important building in the province. Houses Farms Lumber mill Iron Mine Stone Quarry Town Hall University Tavern Bank Market Depot Station Barracks Temple Town Square

Fortress - the most important building in the province.

The attacker needs to bring the Fortress walls down to get your resources.

Archers can be garrisoned in. While garrisoned, they inflict 3 times more damage to attacking armies than usual.

Each Fortress level grants 10% resource production bonus in the province.

If destroyed, it can be repaired for 1/3 of its price in stone.

Houses

Raise population limit.

Extremely important buildings, given the fact that population produces all the resources in the Empire and, the more population you have, the more hired villagers there will be, ergo, more resources available.

Available only for the Imperians. Nomads' population limit is fixed and is not allowed to be exceeded except by activating Premium.

Farms

Decrease the population losses due to shortage of food.

Lumber mill

Turns raw wood into a building material - used a lot in building constructions, researches and army recruitment.

More people hired in it - more resources produced.

Iron Mine

Iron is crucial for Army's military preparation and for most of the military Researches.

Has a difficult extraction and requires more workers to be hired.

Stone Quarry

Hired workers here produce stone - base material for building Fortresses.

Town Hall

Here you can see all buildings.

University

Shows all researches, economical and military, their upgraded levels, the resource required for next levels' activation and the time needed for gathering the respective resource, and allows ordering those researches for which the resource is available.

Tavern

Here you can play Game of Luck by purchasing tickets and win gold; you can also play gamble (jacks or better, roulette and black jack) and try your luck (and your gold) against the innkeeper.


Bank

There are 3 credit types: small, medium and large. Their accessibility depends on Banking levels (every following level makes the following credit of the 3 steps scale available, i.e. if you have 3 levels of Banking, you can take even big credit).

Each level of Banking, after the 4th one, accrues 1% interest per 24 hours on the gold that is stocked in the capital's Treasury. Maximum level - 14. Maximum interest for 24h - 3 000 000 (125 000 per hour).

Market

All the trading is conducted here.

To buy something it has to be offered by another player.

The offer lasts for 48 hours and it will show up on the market between 5 and 10 minutes after posting it.

The top 5 offers for each resource are always shown in the 'Buy resources' menu.

After it expires, the offer is returned to the owner in the province it has been posted from.

For posting an offer a fixed 10% commission is taken.

Base commission is 20% but it can be reduced by researching Trade. Each level, after the first one, decreases the trade commission by 2% per level. Maximum level of Trade - 11.

The Market building is available for construction in all provinces.

It controls the number of offers a player can post at the same time and their maximum size. Each level increases the number of offers by one and the maximum size - twice, compared with the previous level, given the basis 2000. The sum of the capacities of all Market buildings in all provinces defines the amount of resource that can be posted on the market only when the empire is not under attack. Under attack Market levels limits and capacities are strictly individual for each province.

Depot Station

Transports resources between annexed provinces.

Activating Premium doubles all Depot stations' capacities.

Barracks

Army recruiting center.

Temple

Population's religious refuge.

Generates Happiness every 24 hours.

Town Square

Provides space for organization of festivals, which increases, single time or gradually, the population Happiness in the respective province. Each level enhances Festivals' Happiness effect by 1 for the small and 2 for the big one. Maximum level - 10.

One festival of each type is allowed per 24 hours.

Fortress - the most important building in the province.

The attacker needs to bring the Fortress walls down to get your resources.

Archers can be garrisoned in. While garrisoned, they inflict 3 times more damage to attacking armies than usual.

Each Fortress level grants 10% resource production bonus in the province.

If destroyed, it can be repaired for 1/3 of its price in stone.

Houses

Raise population limit.

Extremely important buildings, given the fact that population produces all the resources in the Empire and, the more population you have, the more hired villagers there will be, ergo, more resources available.

Available only for the Imperians. Nomads' population limit is fixed and is not allowed to be exceeded except by activating Premium.

Farms

Decrease the population losses due to shortage of food.

Lumber mill

Turns raw wood into a building material - used a lot in building constructions, researches and army recruitment.

More people hired in it - more resources produced.

Iron Mine

Iron is crucial for Army's military preparation and for most of the military Researches.

Has a difficult extraction and requires more workers to be hired.

Stone Quarry

Hired workers here produce stone - base material for building Fortresses.

Town Hall

Here you can see all buildings.

University

Shows all researches, economical and military, their upgraded levels, the resource required for next levels' activation and the time needed for gathering the respective resource, and allows ordering those researches for which the resource is available.

Tavern

Here you can play Game of Luck by purchasing tickets and win gold; you can also play gamble (jacks or better, roulette and black jack) and try your luck (and your gold) against the innkeeper.


Bank

There are 3 credit types: small, medium and large. Their accessibility depends on Banking levels (every following level makes the following credit of the 3 steps scale available, i.e. if you have 3 levels of Banking, you can take even big credit).

Each level of Banking, after the 4th one, accrues 1% interest per 24 hours on the gold that is stocked in the capital's Treasury. Maximum level - 14. Maximum interest for 24h - 3 000 000 (125 000 per hour).

Market

All the trading is conducted here.

To buy something it has to be offered by another player.

The offer lasts for 48 hours and it will show up on the market between 5 and 10 minutes after posting it.

The top 5 offers for each resource are always shown in the 'Buy resources' menu.

After it expires, the offer is returned to the owner in the province it has been posted from.

For posting an offer a fixed 10% commission is taken.

Base commission is 20% but it can be reduced by researching Trade. Each level, after the first one, decreases the trade commission by 2% per level. Maximum level of Trade - 11.

The Market building is available for construction in all provinces.

It controls the number of offers a player can post at the same time and their maximum size. Each level increases the number of offers by one and the maximum size - twice, compared with the previous level, given the basis 2000. The sum of the capacities of all Market buildings in all provinces defines the amount of resource that can be posted on the market only when the empire is not under attack. Under attack Market levels limits and capacities are strictly individual for each province.

Depot Station

Transports resources between annexed provinces.

Activating Premium doubles all Depot stations' capacities.

Barracks

Army recruiting center.

Temple

Population's religious refuge.

Generates Happiness every 24 hours.

Town Square

Provides space for organization of festivals, which increases, single time or gradually, the population Happiness in the respective province. Each level enhances Festivals' Happiness effect by 1 for the small and 2 for the big one. Maximum level - 10.

One festival of each type is allowed per 24 hours.

First Steps

  • Keep your population increasing, by building Houses. Try not to reach this limit, because that way population growth is blocked completely.
  • Decrease the population losses due to shortage of food, by building Farms.
  • Initially, build at least 5-6 levels of Lumber Mills.
  • Hire all your workers to produce wood.
  • Exact a tax from the working population. It would be reasonable not to start with a very high tax rate, as it will have an immediate negative impact on your population Happiness in an initial stage of Empire's development when taking the necessary measures for increasing the Happiness is too hard to afford.
  • After you've built 4th level Houses, start level 1 Fortress.
  • Fortress 1 leads to University 1 and then - Architecture 1. These two researches are crucial, given the fact they decrease construction price and time of researches and buildings, respectively.
  • Research first Trade level, so that you could use the yet small amounts of available resources in a flexible and optimal way.
^