Hey all!

Wanted to talk about another exciting change that will be in release .410 that I have been kind of keeping under wraps, but it will be huge to the gameplay – the idea of autonomy for your leaders. Going forward, you will be able to set the autonomy level for each viceroy and governor in your empire. You will do this in the Character screen, as action options (RAISE AUTONOMY) or (LOWER AUTONOMY). There are 4 different levels of autonomy, described as follows:

NONE – Essentially, you rule the planet by fiat. You will not even be able to take this action unless you have a military suppression strength from units loyal to you on the planet (and stance set to suppression) equal to the planetary value that the charater’s AOR is based times ((Character Will + Character Power) / 20). If the character has any ground military units under their command, their defense values are added to this calculation. By taking this action, you are essentially micromanaging the planet. The viceroy must do everything you ask, without question, and they may not adjust taxes or sector builds. They may not also control military units (duh) or any other action. They are certainly free to gnash their teeth and plot to kill you, however, and especially Intelligent and Willful characters will attempt to reclaim their authority if the military presence lessens for any reason. This action will obviously be Tyrannical in nature, and create Fear on the planet in question, and to a smaller extent, throughout your Empire. You can also depose a character, and they will go, but they will actively look to form a coalition or plot to kill you.

NOMINAL – This is what your characters begin with at the start of the game. They can adjust taxes, and build/contract sectors of the economy, and are free to decline your requests. This is essentially what leaders have been doing since the first versions of Imperia. Leaders who are given this level of autonomy aren’t thrilled per se, but they are much happier than being given none.

SIGNIFICANT – At this level, characters may build military units of their own need to control either unrest or riots, or to appease their populace if the garrision level is too low and their people are afraid that they are not being protected. If there is a starship production sector on a planet that is under their AOR, they may also build starships to protect their system or sector (if they are governors). They may also open or close emigration to and from the planet. If people are leaving in droves, a viceroy may lock down their planet in order to preserve needed labor, at the risk of increased unrest. While characters may build these units, the units are still considered loyal to you and are still designated Imperial units. This is a big step, and will significantly increase a character’s Loyalty towards you, but seriously limits your ability to run the planet. Other characters who are on the lucky character’s level may be jealous of your largesse. This is seen as a nominally Nationalist act, unless the character is extremely Tyrannical or cruel.

FULL – At this level, while the planet may technically be ‘yours’, you have virtually no say over how it is run beyond conversation and suggestions. Your characters may enact Edicts at this level, in a manner which they feel will best serve their planet (depending on their traits and personality of course!) Unfortunately, they will also delegate the ADM needed as they see fit. Fortunately, they may not use Empire ADM – they are limited to the level at which they serve; i.e. if they are viceroys, they may only use their planet’s ADM; system governors may use the system ADM, etc. They also have full control over any military stationed on the planet, system capital, or sector, depending on their level. So if you give a sector governor full autonomy, they will control all planets in that sector, as well as all military, both ground and space, stationed within their sector. This is a titanic step, and will send shockwaves throughout your Empire. The character will be automatically 100% loyal to you. Depending on the continuum rating of the character, it may be seen as a very Nationalist act (if the character is benevolent) or Tyrannical (if craven and cruel) and will make all characters at and above the level of the character given full autonomy very jealous, potentially leading to plots and certainly requests for their own planet(s).

You will see the character’s level on tooltips, on the character screen, and on the intel screen. This mechanic will finally allow you to reward your loyal characters, while giving you another option to wrest control of planets that are in need of some love without killing a character outright. Each tool that drops into place will give you a little more shape for the clay that is your Empire.


Component System – Notes

This is a small overview of the component system. More to come soon.

The component system is already programmed and in the game. The components are procedurally generated each time you start the game, although you will be able to influence them somewhat when you set up your empire. There are several tech levels that your Empire is fluent in, such as missile tech, laser tech, Gauss cannon tech, shield tech, armor tech, etc. It is possible for your Empire to have a tech level of ‘0’ in a category (not basics like armor or engines) which means that your Empire can not add a certain component.

When an empire is generated, a component list is created. First the program looks to add weapon components. If an empire has at least a level 1 in a certain category, a chance for a weapon series to be created is checked. Next, the series is checked for how many size iterations are available for that component, always starting at Size 0. Finally, stats are created based on tech levels, miniaturization technology, and a random factor. The component is named with an official name, given a ‘colloquial’ design name based on type, given a manufacturer name, and placed into the list!

The advantage of this from a gameplay standpoint is that you will be able to set your empire tech preferences when you set up your Empire in the new game screen (coming). That way, if you want ships with super powerful missile tech, you can have it, but you will have to have it at the expense of another type of tech. This system also allows a ‘hands-off’ way to gradually improve your ships and technology without knowing ‘exactly’ what is coming. It’s a tradeoff between fixed components and designing your own (ala Aurora). As an emperor, you would not be involved in that process, but would have a say about what is being developed!

So here’s an example, using one that was just generated with a test:

General Dynamics ‘Hawk’ Type II Laser Mount

This is a laser system that is available for ships that are at least size II, meaning cruisers and up. It does 122 damage close range, 85 damage medium range, 40 damage long range, and 0 damage extreme range (larger lasers may have that capability). It has an close range attack value (AV) of 155, a medium range AV of 110, a long range AV of 60, and an extreme range AV of 0. Obviously, it is less likely to hit at longer ranges, though it does have decent long range AV. It is size 120 and has 155 hit points. So this would be a pretty strong short-range weapon, with above-average medium range capability for a smaller laser mount.

Ship hull designs have a base component size value that they can fit. A typical light cruiser would probably have around 1000-1500 size points available for weapons, 500 or so for defensive, 1000 for subsystems, etc. This is why miniaturization tech is important – it allows you to fit more weapons (think ‘hardpoints’) on the same cost hull with the same efficiency as a larger weapon.

You will have access to all components available in your Empire. You can ask that component designs be scrapped, ask that a new design be created within a certain type/subtype (i.e. weapons/missiles) but you will not have precise control of what is actually developed! Usually it will not be worse than a previous design (there is a ‘version’ stat that increments with each component subtype built, representing experience with what works and doesn’t work, making it better) but it just might be!


Hey all!

With version .4 and beyond we’re going to take a bit of a break from the characters and move to the ships and military that will be so instrumental in your character’s power!! This post will talk about the ships under your command.


In Imperia, all military ships will have the following:
*Engines (warp, sublight ratings) warp speed rating determines number of distance units able to move per month
*Weapons (missiles, cannons, lasers)
*Defensive systems (armor, shields, ECM)
*Subsystems (ECCM, tactical system, counter missiles)
*Cargo capacity (for supplies and Marines)

Ships have a extended range, long-range, medium-range, and short-range attack rating, derived from their weaponry plus AI bonus plus leadership bonuses, as well as corresponding defensive ratings. These ratings are compared to each other during each phase of a battle.

So for example, the USS Hawking, with an extended range attack rating of 20 (they have 2 long range missile systems which at the extended range and hit probability work out to 10 each) goes up against the ISS Fubar, with an extended defense rating of 5 (they have no ECM and very basic AMM capability). Dividing the attack rating into the defense rating gives the extended range attack a 75% chance of succeeding (5/20). All attacks are considered salvos for simplicity, but each weapon fired in the salvo is checked against this hit percentage. Continuing the example, one missile system hits, and one does not. Next, damage is checked. Missiles do not have a ‘fall off’ amount with range, so the calculation is simple – damage points (say 50) minus average shield rating minus average armor rating = damage done to the ship itself. Armor damage is taken if damage points get through the shields. If no damage points get through the shields, no armor damage is taken. From that point, there is a determination of which systems are affected and taken offline.

Each battle round, each side determines if they are going to break off, meaning that the combat is over if the attacker breaks off, and the defender must endure additional rounds without firing back equal to the range they have entered plus one attack in the current range. So if the defender decided to break off when the ships were in medium range, the attacker would get 4 ‘free’ attacks (medium + medium + long + extended) In certain situations (usually when there is drive damage) ships can not break off. After any determination of break off is made, the range of the next attack is determined by several factors, including the attacker’s preferred range, the engine ratings of both sides, and the tactical ratings of the leaders of both sides. Generally, the attacker has the advantage to ‘force’ a range, but this can be offset by the defenders maneuverability and superior leadership. Combat continues until the sides reach disengagement range or one side is destroyed. Alternately, one side can surrender if your empire military policy allows for prisoners. (no quarter vs. no mercy)

Ratings are adjusted by type of ship, technology level, and crew efficiency. So if a missile system has base attack ratings of 10/20/40/30, an exceptional tactical AI may increase those ratings to 20/40/80/60, while a crew may adjust it further. You will always know the modified ratings. The same holds true for defenses ratings, and these are affected by the type of weapon being used.

All ships will have names above destroyer. They will be generated from a random file (that will be modifiable as a simple text file). As Emperor, you would not be involved in naming every ship, but you will have the ability to name one of your ships after yourself. You will also be able to designate a fleet flagship.


Ships are organized into fleets–>task force–>squadrons. The only ships that are run as singletons are system defense ships. Even destroyers must be designated to a squadron to be considered active. Newly built ships are placed in reserve until assigned and are inactive. They must be assigned to a sector fleet, Prime fleet (the emperor’s fleet) or system defense forces. Ships that are sublight are considered system defense ships and may not be assigned to a fleet. If ships are assigned to Prime Fleet above a certain amount, it is considered tyrannical. Your Empire will use your capital planet’s Admin to run fleets that are not assigned specifically to a sector command, such as Prime Fleet or Empire-designated fleets. Task forces are usually the largest force that can be assigned to a sector, since they usually have fewer Admin points to use. A sector governor may, at their discretion, assign part of their sector task force to a system and place those forces under a system governor, but this is rare. Ships will never be commanded by a viceroy.

All fleets are run by an admiral, as are task forces. Squadrons are considered to have inherent command structure but generally would be run by commodores or lower. Ships are crewed by trained crews that gain experience as they fight and train.

Building Ships

All ships are built at starship production centers (SPC); maximum ship size that the SPC can build depends on the SPC level. Damage can be repaired at starbases or SPCs, depending on level. So it is entirely possible to have a damaged dreadnaught that was built by a planet that you no longer own, with only one place to repair it (the empire capital). You must plan for your support infrastructure when you are designing your Navy.

Planet Attacks

Ships can attack planets with kinetic strikes if they have railguns. While this is very effective to quell unrest, it is obviously a Tyrannical act. Sector governors and system governors (if they have ships under their command) can do this independently if they feel the need (and if they are Cruel or Craven enough; most leaders would not resort to this). You can also send missiles at a planet; however you alone have that ability and many admirals will simply refuse to do so, as this is considered an atrocity against your people and causes tremendous damage to the planet itself (bio rating) as well as the population and economic sector ratings.

Ship sizes

System defense ships: Size 0
Frigates, destroyers : Size I
Light, heavy cruisers: Size II
Battle cruisers: Size III
Battleships, dreadnaughts: Size IV
Superdreadnaughts: Size V

Component types

Gauss cannons
AMM systems
Warp engines
Sublight engines
Cargo bays
Troop bays
Tactical AI system
Defense AI system

Ship Design/Assignments

Ships generally are designed by your Military Prime and their staff. As Emperor, you can ask for a certain type of ship to be built (“I want a very powerful superdreadnaught class available!”) and after a certain amount of time that design (as your military perceives it) will be available to build. You may create build orders as a military Edict, so for example, if you have 2 classes of ships, the Wasp Class (destroyer with good ECM ratings and speed) and the Hornet Class (heavy cruiser with good missile ratings and excellent armor and shields) and you want to create a sector defense task group down the line, you can ask for 2 Wasps and 4 Hornets to be built as a build order. Your military will designate which SPCs are used to build the ships, and when they are done, you may designate them to a specific organization or create a new organization and assign an admiral from your military character pool. Fleet organization actions use Admin, but they are not considered Edicts, but Military Actions, similar to Character Actions.

To be continued…



Since we have more readers and I’ve gotten away somewhat from the ‘Concepts’ series of blogs, I wanted to return to them to explain more about what makes Imperia different from other 4Xs.

In Imperia, you do not rule in a vacuum. Each action you take in the game moves you along a ruling continuum that starts in the middle when you are a new Emperor, and can eventually move left (Nationalist) or right (Tyrannical). Being a continuum, that means that you don’t ‘just suddenly’ become Tyrannical once you hit a certain number- it happens gradually, and the effects are gradual, just as in real life.

Your Popular Support is generated in two ways – your Nationalist support and your Tyrannical support. Think of Nationalist support as people who love you and who would follow you willingly while not necessarily always giving you a blank check for rule, and Tyrannical support as people who are totally obedient, fear you, but who yearn for the day your power wanes so they can rise up and destroy you. These types of rule are described below.


As a Nationalist Emperor, you rule for your people’s welfare and well-being, not the opposite. You take actions that better your subjects’ lives and place in the world. As a result, your people are naturally more loyal out of freedom, and will stand for your Empire, not just you, knowing that you care for the nation and Empire first.

+ Much easier to raise PoSup.
+ Much less chance of rebellions/unrest
+ Nationalist tending characters will graviate to you and tend to be more loyal the stronger your Nationalist rule is
+ Less turnover for your governmental figures
+ Economic benefits – people want to work for your government, so it takes less money(wages) to get them to work for your Empire
+ Splinter colonies/sectors will be much more likely to join a Nationalist-run Empire

+ Tyrannical characters will tend to be less loyal and actively seek to usurp you
+ Corruption somewhat higher
+ Taxes must be kept low to be considered Nationalist, so less immediate ability to raise quick cash
+ Very expensive to pass Edicts and actions that positively affect Nationalist rating
+ PoSup will drop if you do not continue to provide for your people.


As a Tyrannical Emperor, you rule for your welfare and your subjects are the cogs in the machinery to help you do just that. Thus, while your ‘loyalty’ is absolute – it only remains that way as long as it’s bought and paid for, backed by demonstrable power and authority. Once that goes… you may soon follow.

+ Much cheaper to rule Tyrannically
+ Tyrannical tending characters will tend to gravitate towards you, and as such be actively open to actions that see their grip on power maintained
+ Intel is easier to accomplish – after all, there are always weasels in every crowd
+ You can tax the hell out of your people, and they can’t complain
+ Edicts tend to be completed much faster with a preponderance of Tyrannical Influence
+ Military technology will be easier to develop and tend to be more powerful

+ If you run out of money, you’re in big, big trouble
+ If your power wanes or drops too much for any reason, you’re in big, big trouble
+ Nationalist characters, while not as willing as Tyrannical characters, will still look to make trouble
+ Splinter colonies/sectors will be much less likely to voluntarily join a Tyrannical Empire
+ Societal technology will be difficult to come by


It is also possible to rule down the middle, although this is not easy. You start here, of course, and it is the ‘neutral’ type of ruling. You have no special benefits or drawbacks, but who wants to be exactly in the middle? Still, the option is here if you choose… Your people are somewhat indifferent to you; you are just ‘there’ as part of their scenery; neither hindering or helping in any particular way. Characters are all relatively neutral to you, and have no specific intolerance to you (other than being you, of course!). Your Edicts will proceed relatively quickly (using Pragmatic Influence) but not as quickly as a popular Nationalist Emperor or a powerful Tyrannical one.

The core of Imperia, at the end of the day, is you. I want Imperia to be a game where you truly feel that you are ruling an empire, and the empire knows that it is you, and reacts accordingly.


In most 4X games, you build buildings or objects that produce X amount of materials/food/energy that is then stockpiled to eventually build things. In this regard, Imperia is not actually that different. The main difference is that you have what are called economic sectors that determine what is produced on the planet. There are several different types of resources in Imperia:

  • Money – An Imperial dollar is the currency, and it is abstracted in the game at about a 10 to 1 ration (meaning that you can add a zero to whatever amount you see if you want to know the ‘real world’ value. Money is acquired on a planetary by taxing your production sectors, taxing wages, and by gifts and subsidies. On a sector level and empire level, money is acquired through sector and empire-level taxes.
    Planet report showing cash flow and projected spending/earnings.
    Planet report showing cash flow and projected spending/earnings.

    The cash flow screen shows what is projected to be spent for government next turn, so if you pass an Edict and it costs money, it will show up under Subsidies.

  • Materials – These are a catch-all for all building blocks in Imperia. Materials are used to build everything from starships to cities to additional economic infrastructure. Certain items can not be build without being designated a certain way or having a certain building, but everything comes from materials. Planets also use a ‘base line’ amount of materials monthly for upkeep and production.
  • Food – People need to eat to live, and in Imperia it is no different. Food can be grown and imported to make sure it reaches a planets hungry bellies.
Manufacturing Sectors Page 1
Manufacturing tab showing who is employed in a sector, what is produced, and how efficient it is. Also shows trade stockpiles of food and materials.
  • ADM – Admin is treated like a resource in Imperia. It is generated by the size of government on a planet and there is a multiplier based on the planet seat (system capital, sector capital, Imperial capital).  ADM can not be traded, but it can be used for an Edict as long as that planet is in its’ system/sector chain. Imperial ADM can always be used for any Edict, but at a cost of 6 to 1,  making it very inefficient for large projects. This is why it is critical to have a solid administrative chain and not to build new colonies until you have a strong system or sector that can support its needs.
  • Data – Research in Imperia is conducted by the scientific sector, and is measured in terabytes of data. This data is collated and sent to the Imperial capital where research is done. Unlike other resources, it does not require a trade hub – it is transmitted through a hyper-relay network that is also used for communication.
Manufacturing Sectors Page 2
Manufacturing page 2 showing your science, government, and service/retail sectors.
  • Retail – While not strictly a resource, it is generated from your industrial sector and by your luxury minerals. Retail aids in boosting your economy and giving your people something to spend their money on (and by extension, tax!) This also includes your service jobs that do not fall under any manufacturing or high-tech capacity.

So how do resources get generated? Well, each sector has a base level that abstracts how large and advanced the sector is. From there, taking several factors into account, such as the Empire level of that sector, the habitability of the planet, the tectonic level (for manufacturing) and a few other factors, a ‘raw output level’ is generated. From there, actual output is calculated from efficiency: how many people actually work in the sector vs how many can, and unrest plays a part if it is above a certain level.

The profitability of a sector is determined by how much it costs to produce one item vs. how much it sells for on the planetary market. Wages play a big factor in determining cost. While you can not directly set wages (your viceroys will do this depending on their preferences and traits) you can expand a sector, which will raise wages to entice people to come work there. Each sector also has a base ‘desirability rating’ which is the second number to the right of the wage shown in each sector summary. This represents how ‘desirable’ the job is with a combination of wage and prestige. Agriculture jobs are considered the least desirable, with scientific and government jobs (depending on your Popular Support!) the most. This means that your viceroys may have to overpay in order to fill a less desirable sector if jobs are plentiful. You may influence your viceroys to raise or lower wages through conversations, but it will not have as great an effect as through an Edict.

Production Tab
Sector overview showing production, level, and profit/loss of each sector.

So what happens every 3 months? Your viceroys will determine building for the next 3 months – whether a certain sector expands, stays the same, or contracts. They will also set wages based on profitability, need of the sector, and sometimes just plain greed (they get a cut of the planetary taxes, after all!) This depends most on the Designation of the planet, but is also influenced by the viceroy’s wants and needs, and the needs of the planet. If you are out of materials, you can not build anything new, and in fact your sectors will slowly decay!, putting people out of work and raising unrest! This is why it is so critical to have either a robust trade network or to have a planet capable of self-sustaining itself!

NEXT: Trade Concepts/System

Thanks for reading! – Steve



So in Imperia you as an emperor have an ADM (admin) rating that determines what you can do on any given turn. When you are just starting out as an 18-year old new emperor you might have 6-8 ADM points to use per turn (and they do not ‘carry over’).

There are essentially 3 ways you can use ADM: by contacting a character directly, by proposing an Edict, or by taking a personal action. It costs 1-2 ADM to contact a character directly, and is useful for asking for small ‘tweaks’ to how they manage their planet/system/sector. The downside is that they can say ‘no’ – after all, this isn’t you proposing law, it’s just you and a character having a conversation and you asking for something in a friendly manner. Edicts, by contrast, ARE law, and they MUST be followed. The downside to Edicts is that they cost a lot more ADM to propose (4-8), they cost planetary ADM to prepare and enact, and if a character who is along the possible ‘chain’ of implementing the Edict doesn’t like you very much, they can make sure your Edict stays ‘in committee’ for quite a while. Here is a list of the types of domestic Edicts that can be enacted:

Change Planet Name
Add Secondary Designation
Change/Assign Primary Designation
Prohibit Economic Sector Expansion
Eliminate Economic Sector
Build Starship Production Center
Encourage Tourism
Build Starbase
Change System Capital
Change Sector Capital
Add /Change System to Sector
Survey Planet
Colonize Planet
Survey System
Set Up Manufacturing Outpost
Set Up Agriculture Outpost
Set Up Scientific Outpost
Cede Garrison Control to Viceroy
Reclaim Garrison Control
Cede System Garrison to Sys Gov
Reclaim System Garrison Control
Designate Planet As Trade Hub
Designate Planet As Culture Hub
Build Starport
Abandon Planet
Abandon System
Abandon Sector
Declare Imperial Law
Survey Planet For Materials
Survey Planet For Minerals

As you can see, much more comprehensive than simply dealing with a character directly. Proclaiming an Edict and structuring it so that it will be successful is a large part of your success in Imperia.

Let’s take a small example and say that you want to change a planet’s name. In any other 4X, you simply type in the name and that’s that. In Imperia, simply changing a name can have far-reaching effects (after all, how would we feel in America if the government suddenly wanted to change the country’s name to, say, Goldberg?). The base ADM cost for this Edict is 5 ADM points and $5,000,000 to enact. A system capital might have 5-10 ADM and a sector capital might have 15+ ADM, so they could simply utilize their own planetary government to enact the change and that would be that. But what about a small, outlying planet that barely has a functional government? Say they have 2 ADM. They don’t have enough ADM to enact the change themselves. What can you do?

You can wait and let them build up their government sector until they have enough ADM to enact on their own, or…
You can get their system capital or sector capital involved., or if the need is great enough, you can always use the Imperial Capital planet’s ADM (which is always MUCH higher – 200-400 ADM)

Not all systems have a system capital – some sectors are one-system sectors and having a sector capital overrides a system capital. But if the system does have a system capital and they have some unallocated ADM, you can use some of theirs. It will be less efficient (it takes roughly 1.5 ADM points from a system capital per 1 ADM point you would spend on the planet) and it will take more time, but you can make it work. But… what if the system governor HATES YOUR GUTS!!! He or she can ensure that it takes YEARS to change that name!! So NOW what do you do?

You can go ‘above their head’ and use ADM from the sector capital (at even less efficiency and more time) and there is no guarantee the sector governor will be any more obliging, OR…
You can manipulate the system governor into doing what you want!! You can do this a lot of ways! You can…

..bribe them (maybe, if they’re honest they will refuse and like you even less),
..or you can give them an Imperial title (this costs personal money and takes most of your ADM, but they will always love it),
..or you can create an informer network on the planet in order to discover secrets about the system governor and blackmail them,
..or you can respond to their needs and requests in line with their personality traits and behaviors to improve their loyalty,
..or you can attempt to remove them from their office and promote someone more loyal to you and more friendly to your policies (but this does not always work and is seen as Tyrannical)
..or you can have them assassinated, at great cost to your reputation and Tyrannical rating.

You have another ally at this point for particularly important Edicts: your Influence pools. You don’t have to, but you can, spend 3 different types of Influence from your pools to speed up the Edict’s process with different effects. The types are:

Nationalist – this is your ‘rally the Empire to the cause’ influence. Basically, you are taking your Edict to the people, and if they love you, it is very effective.
Pragmatic – this is your ‘everyday’ influence, working the backchannels of your government, and generally being a good politician. This pool’s effects are abstracted mainly in your Power rating – your efforts have more weight if your have the Power to follow through. This will be your most common Influence, and the fastest to recharge.
Tyrannical – this is your ‘do it or I’ll do something bad to you/your family/your planet’ influence. Much more ‘effective’ short term, but can have far-reaching effects if used too often without the Power to back it up. Very small pool initially, but the way your emperor acts (badly and without morals) can add to this pool over time.

Alternatively, you can structure the Edict to use only planet and sector ADM, thus cutting out the system governor – but taking more time and ADM (total of 8 ADM and 5 months base vs. 6 ADM and 4 months base if the system gov was used) but if the sector governor LOVES you they might just speed the Edict through the planning and committee stages… actually saving more time in the end, even though it cost more ADM! But what if the sector capital’s ADM is already being used for other Edicts and there isn’t any more to spare?

Expand the sector government of course!! Just ask the planetary viceroy of the sector capital to expand the government, add more workers (at a cost, of course) expand the ADM rating for the sector capital, thus allowing your planet’s change name request to be able to be added! If the viceroy is willing, of course…

However you do it, once you have the needed ADM in place, the Edict goes to 3 stages: planning, committee, and implementation. Depending on the loyalty and 2 other factors of each character in the chain, that time might be more or less in each stage. Each Edict has a primary and a secondary character attribute that contribute to the success and time required to implement. The primary attribute for changing a planet’s name is Intelligence and the secondary one is Charisma. If your planetary viceroy and anyone else in the chain have good stats in these attributes (and they like you at least a little!) the time might be less. If you have an exceptionally stupid or boorish viceroy or governor, however, the time in planning and committee will be adversely affected proportional to the amount of ADM that character has in the Edict. For example, to get to the Edict’s 5 ADM requirement, if you allocate 2 ADM from the planet and 3 ADM (but costing the system capital 5 ADM due to inefficiency) from the system capital, your planetary viceroy’s stats will affect the time by 40% and your system governor’s stats will affect the time by 60%.

So you’ve finally manipulated the Edict to be completed, and now the name change takes effect! You’re done thinking about it, right?


First of all, your citizens might love the new name. In which case your retail sector will explode (people are buying T-shirts, bumper stickers, and other clever merchandise with the new planet’s name). You may see a Posup boost. People may have a renewed sense of pride in their planet and their unrest may even drop! Sometimes, people may even migrate to your newly named planet because it’s got such a cool name, affecting an entire system or sector economy! You’re a hero, and your planetary viceroy is pretty pleased too!!

Or not.

Maybe they hate the name. Maybe they really liked the original name all along. Names have an intrinsic ‘cultural value’ attached to them and it is possible to get information on how the populace might react to a name change, you can do it anyway. But their Posup might go down. People might even leave the planet (rare, but possible) over it. Your viceroy won’t be too pleased about having to change all the software and letterheads to the new planet name, so to speak. In any case, you have your new name, but you have some downside as well.

And all this from just changing a planet’s name, which you would take 3 seconds to do in any other 4X game.

But that’s Imperia, folks. Welcome to the big chair.