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Imperionis

Imperionis is a tactical RPG about a Roman commander and his century. Develop troops, camp and doctrines, then watch them perform in autobattles. Disable autobattle at any time to command the century and fight the commander’s personal encounters manually.

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About the Game

Imperionis is a single-player tactical RPG about a Roman commander leading a century through a 150-day campaign in Gaul. Each day provides three actions: train the troops, treat the wounded, develop the camp, prepare new army branches or advance to the next campaign location.

Autobattle is enabled by default and serves as the primary way to resolve combat. Both armies act independently in real time, while the outcome is shaped by century development, doctrine branches, unit veterancy, unlocked troop types, equipment and losses carried over from previous encounters.

Every troop type has a distinct battlefield role. Legionaries hold the line, archers, slingers and javelin troops attack from range, cavalry charges exposed targets, aquilifers and standard-bearers support morale, while scorpions and onagers provide fire from the rear. Observe how the army performs, identify its weaknesses and adjust its development before the next battle.

Autobattle does not remove player control. It can be disabled in the settings or directly before an engagement, allowing every unit to be commanded manually on the hex grid. Personal attacks on the Roman commander are resolved through separate encounters that can also be played manually or watched in autobattle mode.

The campaign is not limited to combat. Events and decisions use D20 checks, the commander’s personal attributes, the condition of the century, relationships with its soldiers and available equipment. Successes and failures affect health, morale, supplies, troop strength and the conditions of future operations.

Features:

  • real-time century autobattles that can be observed from beginning to end without acceleration;

  • optional manual command through turn-based battles on a hex grid;

  • infantry, ranged, cavalry, standard-bearing and siege development branches;

  • different objectives including elimination, holding positions, breaking through, protecting a unit and hunting an enemy commander;

  • separate commander encounters with personal skills, equipment and attack risk;

  • camp development, officers, equipment, D20 checks and decisions that affect the continuing campaign;

  • the death of the commander or destruction of the century ends the run, while legacy choices alter the beginning of the next campaign.

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