Races

The world of Imperia Online Age of Conquest is populated with sovereigns who belong to two different races – Imperian and Nomad. The first one is with a marked economic tendency. Imperians’ bonuses predispose their stronger economic development in contrast to the military achievements. While the second one is notably orientated towards the commanding abilities improvement, laying the art of centralized authority aside. In order to make the choice of game strategy and style easier for the beginners, here come some of the basic emphasis on both races’ particularities:

Imperians

  • In an economic aspect:
    • 20% stone production bonus. The Nomads’ bonus is the basic one, no bonuses.
    • Imperians’ population growth is considerably slower – 1 x current population / 1000 + 50*. Nevertheless, their population limit can be enhanced by building Houses, while the Nomads’ one is fixed and no upgrades could be applied.
      *Activating Premium, population growth is raised by 10%.
    • Imperians can have homeless population - the population they gather upon having already reached the population limit allowed by the current level of Houses. It can be recruited for army, but cannot be hired and, thus, doesn’t produce resources. In order to produce, enough levels of Houses should be built.
    • Imperians’ Farms are 38% more efficient than the Nomads’ ones. The capacity increases by 5% per level towards the previous one, given the basis 7500.
    • The time for Research discovery is 15% shorter than the nomad one.
  • In a military aspect:
    • Fortress
      • 30% more hit points than the Nomad Fortresses.
      • Imperian Fortresses are 10% more expensive than the nomad ones.
      • Both races’ Fortresses dispose of sanctuaries which are destined to hide and save civil population in case of an enemy Pillage. Imperians benefit from a bonus Sanctuary - 112% per level given the basis 120, while Nomads' basis is 80.
      • The Imperian Fortress garrison is 50% smaller than the Nomad one.
    • The army upkeep while traveling is equal to the normal upkeep x1.2. The Nomad one is x1.02, ergo, the Imperian military mission is ~17% more expensive.
    • The Imperians’ military units speed is sensibly lower than the Nomads’ one. The percent ranges within the different class and type of units. Their recruitment is more expensive than the Nomads’ one, and, consequently stronger. (Read more about both races’ units’ parameters in the Military Units menu.)
    • Imperian siege engines’ price is the same as the Nomad one, but they’re 20% stronger.
    • Units recruitment time is significantly longer, as well, than the another race’s one. But, activating Premium, the Imperians decrease the training time by 20%.
    • In defense, Imperians have 10% bonus attack. Activating Premium, the attack of Imperian units is raised in, both, attack and defense by 10%.
    • In defense, Imperians’ Morale rises by 10. And as the Nomads’ Morale in attack rises by 10, decreasing, at the same time, the opponent’s one by 10, then if an Imperian is attacked by a Nomad, their basic Morale values, without any additional bonuses, would be: 110 against 100, and vice versa 90 Vs 100.
    • The maximum percent of pillaged population by an Imperian army is 20% of the whole civil population in the province under attack. The Imperian loses 4 Honor points per realized Pillage and wins 5 gold per killed villager.
    • The Imperian winner in all types of attack recovers 30% of his army losses. And the defeated one – 15%.
    • In case of a battle against a Nomad, the fleeing, due to low Morale value, Imperian loses 15% of his army in a Fortress siege and 25% in a field battle, and in case of a battle against another Imperian – 10% in a Fortress siege and 20% in a field battle.
    • The number of allowed units in a Fortress siege is 3 times the Fortress garrison (the basic one, Military Architecture is not accounted). Swordsmen are chosen firstly and then the Spearmen, moving always from elite to light units. The number of allowed Battering Rams is equal to the number of Infantry divided into the number of people required for the Battering Rams’ recruitment.

Nomads

  • In an economic aspect:
    • Nomads’ population growth is considerably faster than the Imperians’ one. So, population growth is 2 x current population / 1000 + 50 instead of the Imperians’ 1 x current population / 1000 + 50.
    • Nomads have a fixed population limit – 220 000 in province nº1 and all colonies, 200 000 in first circle provinces, 240 000 in second circle provinces and 280 000 in third circle provinces, which explains the fact the building Houses is missing in Nomads’ Empires. Though, 2nd and 3rd circles' limits can be manually decreased to 220 000 on player's own discretion. The capital has bonus 100 000 to the population limit.
      Activating Premium increases Nomads’ population limits by 10%.
    • Their Farms are 30% less efficient. The capacity increases by 10% per level towards the previous one, given the basis 5400.
      Activating Premium decreases the population losses due to lack of farms as it enhances farms’ effect by 10%.
    • Research discovery is 10% longer than the basic value. And as the Imperians research 15% faster than the basic time, Nomads’ research discovery is 25% slower that the Imperians’ one.
    • Buildings’ construction time is 15% shorter than that of the Imperians.
  • In a military aspect:
    • Fortress
      • 30% less hit points than the Imperian Fotresses.
      • Nomad Fortresses are 10% cheaper than the imperian ones.
      • The Nomad Fortress garrison is 100% bigger than the Imeprian one.
    • The army upkeep while traveling is equal to the normal upkeep x1.02. The Imperian one is x1.2, ergo, the Nomad military mission is ~17% cheaper.
    • The Nomads’ military units speed is sensibly higher than the Imperians’ one. The percent ranges within the different class and type of units. Their recruitment is less expensive than the Imeprians’ one, and, consequently weaker. (Read more about both races’ units’ parameters in the Military Units menu.)
    • Units recruitment time is significantly shorter, as well, than the another race’s one.
    • Nomad siege engines’ price is the same as the Imperian one, but they’re 20% weaker.
    • In attack, they have a 10% bonus attack. Activating Premium, the attack of Nomad units is raised in, both, attack and defense by 10%.
    • In attack, Nomads’ Morale rises by 10, decreasing the opponent’s one by 10. Thus, if a Nomad attacks an Imperian, their Morale values, the basic ones, without any additional bonuses, would be 110 against 100, always keeping in mind that Imperians have a fixed bonus 10 Morale points in defense), and vice versa – 90 Vs 100.
    • The maximum percent of pillaged population by a Nomad army is 30% of the whole civil population in the province under attack. The Nomad loses 3 Honor points per realized Pillage and wins 6 gold per killed villager.
    • The Nomad winner in all types of attack recovers 40% of his army losses. And the defeated one – 25%.
    • In case of a battle against an Imperian, the fleeing, due to low Morale
      value, Nomad loses 10% of his army in a Fortress siege and 20% in a field battle, and in case of a battle against another Nomad –15% in a Fortress siege and 25% in a field battle.
    • Nomad barracks’ capacity is 100% bigger than the Imperian one, i.e. 100 per level.
    • The number of allowed units in a Fortress siege is 6 times the Fortress garrison (the basic one, Military Architecture is not accounted). Swordsmen are chosen firstly and then the Javelin men, moving always from elite to light units. The number of allowed Battering Rams is equal to the number of Infantry divided into the number of people required for the Battering Rams’ recruitment. In conclusion, the Nomad siege can be 2 times bigger than that of the other race.
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