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Imperial Ambitions News

Enjoy settling in the new world with the new updates!

[h3]New features[/h3]
With recent updates you can now specialize your explorers, create settlers, found new towns, watch refugees move independently, and more...

[h3]Reactive Citizens[/h3]
Citizens are more likely to react to what's going on around. Rioting citizens can vandalize other citizens, or even massacre minorities. At the same time, minorities can choose to migrate to other towns for safety and oppurtunity.

[h3]New Resources[/h3]
Grape is now added as a resource to the campaign map available to make beverages and keep your peasants content.

[h3]UI Changes[/h3]
You can view your regiments in the new UI list on the left of the screen

[h3]Music[/h3]
New soundtrack, "Renaissance" by Emil Posner, is now added to the main campaign.

These and more are now available in the playtest!

Demo will be unavailable until next update.

Dear IA lovers,

I am grateful for your interest in Imperial Ambitions and your support. I continue to shape this game considering every input and feedback.

The demo of IA is an important indicator for the public to guage how this game feels, however, for an unfinished game, sometimes its demo can be misguiding. Moreover, the intended quality of the final version can be underrepresented in the demo for the same reason.

For these reasons, I will be removing the demo for the time being, until next festival, or until next time I am confident enough to reactivate.

However, this doesn't effect anyone who still wants to play it in its current state, as the playtest version will continue to be available to everyone and it contains everything the demo has. All you need to do is to request access for the playtest in the steam page if you haven't yet and it will be granted automatically.

Thank you for your understanding,

aoiti

Playtest Patch 0.1.7.505 brings all new traits and taxation to your games

[h3]Patch Notes[/h3]

  • Wealth traits, poor, rich, very rich and destitute are introduced. Wealth is determined by population, transport cap., others' wealth and lady luck.
  • Unit movement speed are doubled.
  • Massacre and vandalize passive abilities are added. Massacre event is caused by a riot in the presence of a discriminated or unwanted citizen. After massacre, the commiter gets Battle Fatique trait, which stops them from getting violent again for a few turns.
  • Engineers now can build level 2 farm buildings.
  • Increased warehouse limit to 100. Also fixed, accumulation issue.
  • Added taxes and wage pays. Each unassigned labor, whether they are connected to the labor force or not, yield 5 gold. Unit wages are also deducted from wealth.
  • Labor and tax output is now affected by health or unrest status. Sickly and On strike traits result in -1 labor. Plagued and Rioting traits result in 0 labor. This also effects the tax output. This is also visualized on the Town Panel.

Pixel art Civilization 6 rival deals in the dark side of diplomacy

With Civilization 7 still yet to rear its head, another rival 4X strategy game is set to challenge the likes of Stellaris, Endless Legend, Age of Wonders, Solium Infernum and of course the mighty Civilization 6 itself. Imperial Ambitions is a game that focuses on the core European superpowers during the era of Renaissance and imperialism, and along with an impressive level of depth in its management, you'll have the option to deal in the darker sides of diplomacy as you attempt to expand your empire.


Read the rest of the story...

Patch 0.1.6.430

[h3]Patch Notes[/h3]


[h2]1. New traits[/h2]
Sickly, Recovering and Plagued traits are added. These traits may result in death if left untreated. (communicatability of the diseases are not yet implemented)

[h2]2. Interracting capital citizens[/h2]
Capital Citizens can now get hungry and all other health related traits. Making sure you can feed your folks is enough to protect them from diseases, for now.

[h2]3. Discipline is introduced[/h2]
Now discipline will drop when units are left starving.

[h2]4. Starving units will leave your service[/h2]
Starving units accompanied with low discipline, will cause the units to settle in the nearest town... If there is no town nearby, (ie. on the new world) they may found a new town.

[h2]5. Cliffy beach tiles[/h2]
Cliff beach is added as it was in previous tileset.

[h2]6. Hovering Town Label[/h2]
Town UI now moves according to the it's location relative to screen. This helps depth-perception as well as solves rare cases were overlapping with unit UI.

[h2]7. Traits of town locals are shown in Town Label[/h2]
Some crucial traits gained by the town locals are now shown in the Town Label. (this feature will be adjustable in the options later)

[h2]8. Production UI warnings[/h2]
Production window now warns if the production cannot be achieved due to lack of resource or labor. This is warning wud be necessary rarely in the cases where a laborer or necessary resource is lost after assigning it for production.

[h2]9. Fullscreen option[/h2]
You can set the game to fullscreen mode if you wish to using the option in the in-game menu.