inspired by the 1980s monster games, this strategic turn-based wargame will put you at the head of a great power during the imperialism era. you will chase victory by colonising unclaimed territories trying to maximize profit while using diplomacy to avoid an all-out escalation to the great war.

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About This Game

Take control of one of seven great powers of the late 19th century and build the most profitable empire on Earth: colonise unclaimed territories, or establish economic control over minor countries and decaying empires such as China and the Ottoman Empire. Choose carefully between the diplomatic path and the iron fist — but remember: the Great War will put an end to everyone's imperial dreams.

Build your empire

How the game plays

The game in played in  turns. Every turn follows the same structure:

• Random events shake the world: elections, crises, nationalist agitation and colonial uprisings.

• Administration: your territories pay income, your garrisons and fleets cost upkeep.

• Minor powers such as Belgium, the Netherlands, Portugal and Spain expand on their own.

• Movement and expansion: all players plan their moves at the same time, then the round is carried out together.

• Colonial combat, negotiations and the Congress of Europe settle the disputes the turn has created.

Every turn, the money left in your treasury earns Victory Points — and each power values its money differently, so no two powers play the same game. At the end, bonuses reward the empire you built: a land route from Cairo to the Cape, a grip on China, the income of your territories. The game ends after the first player earns 100 Victory Points or earlier if the Great War breaks out; the player with the most Victory Points wins.

Build your empire

The map covers 117 areas across Africa, Asia, the Americas, Oceania and Europe. Each area has an economic value and a native population that can resist you.

• Six levels of presence, from a simple economic Interest to Influence, Protectorate and Colony, up to Dominion and Statehood for a few special territories.

• Some levels can be shared with rival powers to split the revenue; others must be held by your own garrisons.

• An area only pays if it is connected to your homeland, by land or by sea through your merchant fleets.

• Rebellions can break out anywhere: a threat where you rule, an opportunity where others do.

Diplomacy and betrayal

Any kinds of disputes between nations could create a casus belli wich if unresolved can end up in an armed conflict raising the european tension and risking to end the game. the main tool that players have to avoid conflict is diplomacy. trough a dedicated phase during the turn players can discuss and write custom treaties to try to accomodate their needs and others one regarding the movment and placement phases.

• Write your own treaties: binding clauses — money, territories, fleets, peace terms — are enforced by the game.

• Anything else is written down on your word of honour: keeping it is up to whoever signed.

• Defensive alliances earn Victory Points every turn, but drag you into your ally's wars.

Decaying empires

China and the Ottoman Empire cannot be conquered like Africa: you enter them through economic influence. Every foreign presence in China raises Chinese Resentment — push too hard and China will try to drive the foreigners out.

War

When diplomacy fails, colonial wars erupt. these wars are fought far from home so you'll need to manage the supply line with your motherland and carefully organize your forces and garrisons as the immense distances will slow down ypur reactions. Colonial wars do not involve Europe as a theatre. Non-belligerent powers watch from a distance and can decide at the end of every war sequence to actively intervene in the conflict, to start a negotiation between the belligerent powers as a mediator writing down the agreement o to grant/deny passage on Their territory for the belligerant armies, ships and supplies. However if more than 4 European powers get involved in the same armed conflict the game ends because of the start of the Great War

Features

• 2 to 7 players: hotseat on one computer.

• Seven playable great powers, plus China, the Ottoman Empire and four minor powers driven by the game.

• Scenarios: switch off whole continents to play a shorter, tighter game with fewer players.

• Simultaneous planning: everyone plans at the same time, so turns move quickly even with many players.

• Save and resume at any moment.

• Fully playable in English and Italian.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

this game contains AI generated content, in particular the in-game texts and localization are built with AI assistance, the graphics, music or sounds are not AI generated. in future the AI generated content will be progressively removed in favor of human generated content.

System Requirements

    Minimum:
    • OS: Windows 10 64 bit
    • Processor: dual core 2 Ghz
    • Memory: 6 GB RAM
    • Graphics: integrated, support for DirectX 11
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Sound Card: any
    • Additional Notes: Minimum resulotion 1366×768, mouse mandatory
    Recommended:
    • OS: windows 11 64 bit
    • Processor: quad core 2.5 Ghz
    • Memory: 8 GB RAM
    • Graphics: integrated, support for DirectX 11
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Sound Card: any
    • Additional Notes: Minimum resulotion 1366×768, mouse mandatory
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