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Imperial Ambitions News

Battle and Siege Overhaul is here!

=Patch Notes=

[h3]Citizens will now defend their homes![/h3]
  1. Town occupation mechanics completely modified. When trying to enter an enemy town, the citizens can assemble to form militia and defend the town as long as they have reasons to do so. Another reason to keep them happy.
  2. Seize Town ability has higher chance of success to balance the aforementioned. (More changes here in the upcoming updates.)
  3. Entering towns now cost 20 extra Action Points to balance.
[h3]More complex battles![/h3]
  1. The melee attack, ranged attack, armor and other factors are now considered to calculate damage.
  2. The melee attacks now damage in both ways. Also costs action points to both parties.
  3. For ranged attack, if the line of sight is partially blocked, only half of the damage will be inflicted.
  4. Regiment strengths and expected damages are now shown before the battle.
  5. Post battle indicators will show the damage inflicted.
[h3]Searching for resources is now more rewarding![/h3]
  1. When geologist finds a resource, +3 of that resource is added to the warehouse as a reward.
  2. If there is only resource nearby, then players are informed about its trace. If the trace of the resource is found, +1 of that resource is added to the warehouse.
  3. Resource rewards are now shown above the geologist.
[h3]More information will be flowing onto the screen[/h3]
  1. All events will show information on the top right of the screen.


Fix: Selecting regiments in same tile won't cause vertical shift.
Fix: Exiting game while End turn is running no longer cause stuck units in the next game session.
Fix: Other rare errors.

You can test these patches in Playtest now!

A brief introduction to Industry

Dear Strategy Lovers!

We have a big update on the way. And before that I am happy to share the latest youtube video about Industry in IA.
[previewyoutube][/previewyoutube]

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.