Classical Warfare: Command

The effect of commanders on battles in the ancient world is the subject of many books and varied opinions. In Imperium, I have preferred to go with the idea that the overall commander significantly affected the outcome of the battles. Thus, who commands the battle should have an effect on…

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Classic Warfare: Force

Determining how to model forces across the board in this kind of game is not a trivial matter. Standardized units did not exist; not even within the same state, so just settling on a unit size becomes a problem. This is closely followed by the issues of determining unit factors,…

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Classical Warfare

Classical-era ancient warfare is hard to get right; far harder, in my opinion, than any other wargaming period. It’s hard to pinpoint exactly why, but it may be – I suppose – because ancient warfare is asymmetric in several dimensions. The usual speed (cavalry) – strength (infantry) – firepower (missiles)…

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A History of the Ancient Game

I have been somewhat amiss in not pointing this out earlier, but if you enjoy historical games on the ancient world (as I do, and I assume you do, given your presence here), then you really mustn’t miss Troy Goodfellow’s excellent series of blog posts: A History of the Ancient…

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That was great; let’s never do it again…

So, after yet another year of working with the Imperium game engine, I am finally back where I have a fairly playable version of the game on my desktop. Wait a moment, wasn’t that the situation a couple of years ago? Pretty much. Those of you who have followed the…

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Imperium: The Stats of the Eagle

The amazing pace in terms of updates continues… or not. Anyway, before I try to finalize some more screenshots, I guess I better complete my description of the previous one. With the map out of the way, I guess I’d better explain the panels. The panel to the left of…

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