FAQ

Imperia Online’s official Frequently Asked Questions. The list contains detailed and explicit answers to all questions a player might ask at some point, organized in several major categories.

Farm capacity

The number of villagers a province can support without hourly population losses. Farms are required for the well-being of the population. Each farms level has a certain capacity. The lower the farm capacity is compared with the population number, the bigger losses will be, because farms do not get to be enough to support the whole population.

Farm Modifier

One of province circle’s special features. It can be positive or negative. The positive one increases the farm capacity by certain number of villagers, and the negative decreases it.

Farms

The building which supports the province population, providing goods for normal living conditions. Farm levels’ insufficiency generates population losses every hour. Each level decreases the population losses if the number of population in the province is more than 10 000 villagers bigger than the current farm capacity. The bigger the difference between population number and farm capacity is, the higher population losses there would be. Nomad farm effect is increased by 10% activating Premium.

NB! There are some relatively rarer cases in which building the next level of Farms doesn’t actually decrease the hourly population losses. Losses are divided into several stages, determined by the difference between farm capacity and current population number. To pass over the next stage of miner losses sometimes requires more than one level of Farms.

Example: If the difference between your population number and farm capacity is 18 000, then your losses are located in the second stage (from 10 000 to 20 000 between your population number and farm capacity) where you lose 10 villagers per hour. Thus, building just one level of Farms doesn’t manage to increase your farm capacity enough so that the difference between the population number and the farm capacity could get below 10 000 and consequently the losses – below 10 per hour.

Federation

Union between two alliances. Alliances which have signed Peace Treaty form a federation.

Festival

Entertainment for the population so provinces could maintain higher levels of Happiness. Festivals, big and small, can be organized once every 24 hours

Festivals with gradual effect

Activating a festival, either big or small, with gradual effect implies that festival´s effect on the Happiness value is deferred on a 24-hour basis.

Field army

Troops deployed on the field in front of the Fortress.

Field battle

This attack sends the troops to fight only with the opponent's field army, without sieging the Fortress or pillaging the civil population. Field battle army neither loots resources nor kills villagers. The only profit for the attacker is military points for having slashed enemy units and honor in case he has lost at least 10% of his own troops' total gold equivalent.

For more information about Field battle click here and here.

Field Fortifications

Alliance castle building. Each level grants +5% defending field army hit points.

Finance Officer

The alliance position taking care of alliance funds and investments. Special bonus – 50% lower fixed commission but the actual extent depends on the loyalty status.

For more information about finance officer’s rights and benefits click here.

First Officer

Deputy leader with all the rights and bonuses the leader has except being able to expel him.

For more information about first officer’s rights and benefits click here.

First province circle

It includes provinces nº 2, 3, 4, 5 and embraces province nº 1. All first circle provinces are boxed by annexing 5, instead of 4, provinces they share a border with, namely – province nº 1, two first circle and two [279]second circle] provinces. First province circle’s special features are: farm capacity penalty, no bureaucracy penalty, Happiness limit bonus over base limit 100, daily happiness bonus, no production bonus.

For more information about first province circle click here.

Fixed commission

Post offer commission, deducted at the time of posting. Base fixed commission – 10%. It can be decreased if the player is Finance Officer.

For more information about market and commissions click here.

Flank

The lateral zone of the 1st and 3rd Field battle lines. A line divided into zones has two flanks – left and right.

Fleeing

Escape from the battle field due to low Morale value. The chance for fleeing increases progressively by 2% with every Morale point below 50. Garrison cannot flee because it doesn’t have Morale. Fleeing implies imminently losing the battle and causes military unit losses – additional 20% of the remaining troops if the opponent is an Imperian and 25% if he's a Nomad.

Formation

Shows the way army is deployed on the battle field, i.e. military units’ distribution percentage through the battle zone: Center, left Flank, right Flank and Reserve.

Since the formation controls the distribution of the units through the battle zones and each unit type’s attack and hit points are modified by the battle zone it is deployed on, the right choice of formation is determined by both your army composition and your opponent’s army composition and formation. Basically, the most efficient formation would be the one that deploys most of your units in the battles zones that boost, or at least don’t apply any penalty, their attack and hit points, and/or the one that deploys most of your units in the battle zones that will allow them to fight directly against the enemy units they have bonuses, or at least no penalties, to.

The procedure you must always follow in order to determine the best formation for a particular battle is simulating with various formations and choosing the one that makes you simultaneously win the battle at morale above 50, lose less and inflict larger damages to the adversary. Keep in mind that the result of the battle may not correspond exactly to the result of the simulation because you never know opponent’s researches and formation and whether he is premium or not.

For more information about formations click here.

Fortification

A research which affects Fortresses. It makes Fortress walls more resilient to enemy siege raids. Each level increases the Fortress hit points by 10%.

Fortress

The main province defense.
- The Fortress determines the province maximum capacity of resources which can be stashed there.
- Increases the resource production by 10% per level.
- If destroyed, it can be repaired for 1/3 of its price in stone.
- Its hit points are increased by Fortification levels.

Fortress defensive facilities

Special Fortress buildings which enhance the defense and help players under attack save part of the available resources and population.

Fortress siege

It is conducted after a successful, for the attacker, Field battle. If there isn’t any defense field army deployed in front of the Fortress wall, the Fortress siege battle is directly conducted, where the attacking soldiers are aiming to smash enemy’s Fortress walls and proceed to the battle with the garrison (if there are any garrisoned units). A successful Fortress siege loots the exact amount of resources the carrying capacity of the sent military units and supply wagons allows and the Fortress vault's capacity hasn't covered.

For more information about Fortress siege battle click here and here.

Fortress Vault

Automatically stashes and hides the resource amount its level capacity allows, while the province is under attack. The hidden amount is determined based on the available resources' percentage ratio.

For more information about Fortress Vault click here.

Forum

Imperia Online’s official online discussion site where players can hold conversations in the form of posted messages, sharing strategies, clearing doubts out, reporting bugs etc. For the bigger language communities IO offers separate forums independently managed by one Community manager and several Global moderators, for the smaller ones there are sub-sections in the international forum.

Foundation

Obtaining full control, with all rights implied, over a certain spot on the Global map and establishing an administrative unit or a military facility on it ready to be exploited for different purposes. In Age of Conquest colonies and rally points can be founded.

Friend request

Request for adding a player to the chat. The full friendship list is available in Settings >> Block list.

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