
Discover and colonize the world, Allocate your labor force, Monopolize markets, Fight tactical battles, Survive the age of imperialism...
Modeled estimate, not a reported figure. How we estimate →
About
Imperial Ambitions is a 4X strategy game where the players will take over one of the European superpowers that existed during the Age of Discovery and Renaissance and lead them to imperialism.
Discover and colonize the world,
Allocate your labor force,
Monopolize markets,
Fight tactical battles,
Maintain order,
Survive the age of imperialism.
link units together
Imperial Ambitions has a completely new strategy game design providing a unique 4X gameplay experience. Anyone who enjoys the Napoleonic wars will find the tactical thinking required for Imperial Ambitions to be much more rewarding. As you forge an empire, the battlefields will become more challenging. We've redesigned the way that armies move on a campaign map, so they act more like real-world military units. Large armies can move in column formation, making it harder to move and requires more tactical thinking to prepare for the battle. The regiments can be split from the main army for small tactical excursions, or sneak into enemy lines for crossfire. For the same reason, attention is required to avoid leaving gaps on your frontline.
units keep firing until end of turn
The society in the game is divided into classes, slaves, peasants, apprentices, artisans and masters. Besides slaves, the citizens will be allowed to progress through four tiers of classes, with each step providing increased capabilities, but also requiring different resources from you. The education is the key for most of your citizens to climb this social ladder. Higher classes will provide more labor, but will also require unique luxury resources. The citizens may stop working for several reasons, such as training, hunger, epidemic, criminal activities or rebellion. While higher classes are often preferable, they are also harder to maintain due to requirement of luxury. The units and agents are also required to be trained from respective classes. For that reason, the players need to find the optimal balance between these classes.
names are culture-dependent but skin tones are random, because it is!
Imperial Ambitions features a dynamic Trait System where people, soldiers, agents, and populations are shaped by their experiences, culture, religion, wealth, health, and living conditions. Traits can affect behavior, loyalty, action points, migration, combat performance, and even whether units obey orders. A starving army, a persecuted population, or a bloodlusted soldier may not behave the way you expect, making every empire feel unstable, human, and morally complicated. Traits can also influence one another, turning Imperial Ambitions into a social simulation where every empire feels unstable, human, and morally complicated.

A food shortage can create hunger; hunger lowers efficiency, increases unrest, and can escalate into starvation.
Starving people are less reliable as workers, soldiers, or loyal subjects.
Hungry soldiers will start the game with decreased action points



Malnutrition can make disease more dangerous, turning a supply problem into a health crisis.
Plague is not only a health problem; it can destroy labor, spread fear, create refugees, and destabilize towns




Trade can lift people out of poverty, stabilize towns, and turn struggling settlements into prosperous centers.
Too much inequality can create a different crisis: greed, crime, resentment, vandalism, and unrest.



Not meeting demands of your people can make them tense, a lot tense!.. like me without my coffee! so, thank you!
Rich citizens can tolerate shortages better resisting protests, but they can also become targets when society starts to break. Distributing gold can buy temporary stability, but the long-term social consequences still depend on the town.


Protests usually grow from accumulated pressure, not a single event.
Protests can escalate into riots; riots can damage order, reduce labor, and destroy property and even people!
Hungry, sick, discriminated, or traumatized people are more likely to resist authority.
Military control can calm riots, but harsh repression can leave trauma and hatred behind.






Depending on the location, units and agents can be affected by the elements if remain in that situation for long. For example, sailing long periods of time leads to seasickness.




Wealth gap can create bandits, who spread fear, increase poverty, and makes the town target of smugglings operations.
Generals can convict bandits, integrating them back to society.
Convicted criminals can be forced into labor by entrepreneurs, solving one problem while creating moral and social consequences.



Differences between people cause discrimination. More differences cause stronger response.
Discrimination can push people into poverty and even violence.
Fearful minorities can choose to migrate.
Discriminated folk are less likely to resist enemy invasion.
Linguists can reduce cultural friction and help diverse towns hold together.
Zealots can turn belief into social pressure, and social pressure into violence.






Religion can unify communities, but conversion and religious division can also harden resistance.
Refugees carry more than population: they can bring trauma, poverty, faith, culture, and memory into new towns.
In Imperial Ambitions, much of your power is exercised through agents: individuals who move across the map, intervene in towns, command armies, open trade routes, spread faith, suppress unrest, sabotage enemies, and reshape society. There are 7 agent types: Merchant, Builder, Explorer, Shadowmaster, General and Gentleman. They are tools of administration, commerce, faith, violence, diplomacy, science, and subversion. The same crisis can often be solved in several ways: with gold, religion, repression, negotiation, migration, trade, crime, or reform.
Explorers can reveal the world, discover resources, negotiate peace, and even soften cultural divisions.
Generals can rally armies, improve marching and siege operations, impose harsh or lenient rules in occupied towns, but most importantly can be used as tools for chaos through plundering, slave raids and even massacres.
Builders can open new infrastructure paths, construct roads, farms, mines, plantations, forts.
Merchants can start trade routes, stabilize towns with gold, hire indentured settlers for new settlements and use economic influence to rescue struggling settlements.
Priests can convert populations, investigate or suppress religious threats, heal the sick, spread seeds, create pilgrims, and perform inquisitions. (also Pastors, Presbyters and imams)
Gentlemen can become patrons, professors, diplomats, linguists, physicians, plague doctors, herbalists, or antiquarians, making them a strong leaders of their time.
Shadowmasters can build criminal networks, raid by land or sea, sabotage towns, provoke unrest, manipulate populations, spread disease, and turn social instability into a weapon.
Your Empire will grow beyond the mountains and the seas. As it grows you will have access to more and endemic resources. The more you invest into your roads and docks, the more resources that produced around the corners of your empire will be transported into your capital. With abundance in your capital, you can allocate your laborers to produce to higher quality goods. Imperial Ambitions has more than 40 different resources that can be extracted, produced or imported. Your population will demand products depending on their level of education. You must manage your resources and customize your production chains, while ensuring the wellbeing of your population. Some key resources may just not be accessible to you. You can resolve either by trading with superpowers, replantation endemic plants, military invasion, or exploiting the black market.

There is an auto-allocator if you don't want to micromanage!
For merchants and economic strategists, trade is a powerful way to enrich your empire. In Imperial Ambitions, every town except capitals has specific needs. Meeting those needs can earn you valuable gold.
Merchants must physically visit towns, make deals, and connect them through trade routes. A profitable route depends on choosing the right towns, arranging them in the right order, and maximizing revenue. Through these same routes, players can also purchase resources needed by their own empire.
However, trade is only possible if local rulers are not boycotting you. When diplomacy fails, smuggling offers another path. If a town has outlaws, it can become open to smugglers. Your Shadow Master can establish smuggling routes to buy resources for the right price, even from hostile territory. You do not need good relations with the owner of the town, and you do not need to pay taxes.
But smuggling has consequences. Corruption and criminal activity will spread along the route. To encourage corruption, players can send a Shadow Master to establish a crime syndicate. To fight smuggling, Inquisitors and Governors can convict outlaws and shut down illegal routes.

A merchant may begin as a simple trader, then grow into a banker, entrepreneur, or trade counselor who can reshape the economy of entire towns. A general can become better at command, occupation, discipline, or mass management, turning military force into a tool of order, fear, or recovery. Priests may specialize in conversion, healing, pilgrimage, or religious control, while diplomats and linguists can soften cultural divisions that would otherwise lead to unrest.
Upgrades are not just stronger versions of the same unit. They open new ways to solve problems. A struggling town might need a merchant to stimulate trade, a governor to capture criminals, a priest to calm religious tension, a linguist to reduce discrimination, or a general to restore order by force. The same crisis can be approached through wealth, faith, diplomacy, repression, migration, or social reform.
In Imperial Ambitions, the full technology tree is hidden from the player. You only see the technologies currently available to research, reflecting the uncertainty and unpredictability of historical innovation.
When agents are upgraded, they may author books or create artworks. These become intellectual resources that can be invested into unlocking new units, buildings, and production processes.
Somethings need a ledger
Diplomacy in Imperial Ambitions is driven by a grudge system. Aggressive actions by rival powers increase tension, while distance and time can reduce it. When a grudge becomes too great, war may be declared automatically.
Peace is harder to achieve. When tensions fall below a certain level, your Diplomat can negotiate peace near enemy units. Negotiations may take time, and gold can sometimes make the process easier. It takes years to build bridges, but only seconds to destroy them.
We chose a pixelated art style for the game since it’s a fun and approachable way to communicate controversial events of our recent history such as post-colonial subversion. We also wanted a retro aesthetic design to assist players in imagining this alternate universe, mixing pop culture with classic cartoon representations of imperialism.




Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 108 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Идея отличная. Я бы сказал, что это Colinization + EU5. Исполнение кривенькое. Вроде один человек делает, так что есть оправдание, но тогда поставил бы ранний доступ. Как один человек этот солидный набор механик будет балансить, если парадоксы опытной командой годами свое контурные карты забалансить не могут? Вопрос риторический. Плюс цена неадекватная, с такой ценой первый проект инди-разраба никогда не взлетит. Просто сравните сколько стоил ранний Bastion от жестко захайпившихся позже разрабов Hades (сам хадес тоже стоил мало). Ну или вспомните стартовую цену Disco Elisium. Типа, разраб считает, что в данную мелкую игру вложено больше усилия, чем в перечисленные мной? Лол ок.
Cool game. I'm a big fan of SSI's Imperialism franchise and Sid Meier's Colonization. This game is similar, while having plenty of new/ different mechanics to make for a fresh experience. It is a bit rough around the edges in some areas, but it is already fun and has a lot of potential. Buy it.
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Languages: English*, French, Italian, German, Spanish - Spain, Czech, Danish, Hungarian, Polish, Portuguese - Brazil, Russian, Swedish +6 more
Hours played at review time, across 108 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
专注于代理人的玩法很有新意,目前已有的系统也有很大潜力。但问题也很普遍。第一,教程过于简单,wiki中的内容也并不完善,希望增加进阶的教程和更完善的wiki。第二,硬币和商人的作用不大,但调整贸易线路和贸易的货物却过于复杂。第三,科研系统问题最大,不管是利用代理人反复升级来获得科研点还是没有具体解释的科研内容都令人疲惫。第四,城市的运营同样令人疲惫,单位基本都在首都制造,之后建立的新城市不但消耗很多资源,而且没有得到多少收益。第五,ai不够完善,完全被邻国吸引注意,几乎没有去殖民。低难度下则几乎毫无动作。还遇到general单位升级效果不显示的bug。希望未来能增加的内容:第一,更大的地图,包括南美洲和非洲,甚至亚洲。目前仅有左右两块区域玩过几局后就开始乏味,同质化。第二。更广泛的地图编辑能力,比如各种资源的分布,地图的尺寸,甚至完全让玩家制作地图。总之很有潜力。
[h2]游戏简介[/h2] 《帝国的夙愿》(Imperial Ambitions)是由土耳其大学教授Aoiti单人耗时五年打造、电子羊游戏(Electronic Sheep Games)发行的一款历史策略游戏。在游戏中,玩家将扮演文艺复兴至帝国主义时代某一欧洲强国的代理人,并带领国家探索未知世界、建立殖民地、调配劳动力、垄断市场,在列强争霸的泥潭中挣扎求生,书写属于自己的兴衰史诗! [h2]游戏体验[/h2] 本部游戏的玩法属于经典的4X策略,但与经典作品不同的是,作者在游玩机制上进行了诸多大胆的创新尝试,使其不同于经典的同类作品。 游戏最吸引人就是其独特的策略体系。在经济层面,游戏设有40余种不同的资源,玩家需要通过开采、种植、生产乃至进口来构建复杂的产业链,而随着疆域扩张和道路、码头的修建,各地资源将汇聚首都,合理分配劳动力成为获取优质资源的核心。社会层面,公民分为奴隶、农民、学徒、工匠、大师五个等级。高等级公民产能更高,但消耗也更大,且可能因学习、饥饿、罢工甚至叛乱等事件停工,玩家需要在产能与消耗之间找到平衡点,才能顺利地发展。 游戏里的战斗不是简单的数值对抗,而是充满策略的战争博弈。在游戏里,陆军可以组成大型集团推进,但行进速度会受地形、补给等因素制约,集团部队可以拆分为多支小股单位,执行敌后穿插、侧翼突袭等战术。并且敌人也会用这些战术来对付我们,这使得游戏的博弈变得复杂有趣 [h2]小结[/h2] 《帝国的夙愿》(Imperial Ambitions)是由土耳其大学教授Aoiti单人耗时五年打造、电子羊游戏(Electronic Sheep Games)发行的一款历史策略游戏。作者在资源管理、社会阶层、战术战斗等方面都做出了极具挑战性的创新设计,共同编织出一张庞大而真实的帝国博弈网络。游戏上手门槛较高,信息密度大,需要玩家自行斟酌,推荐喜欢《文明》系列、硬核策略游戏的玩家入手! [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
it needs some work but its a solid foundation on my 7th game and i think i have a good understanding on how to play (i just skip the tutorial and keep throwing myself into games till i figure it out)
bad game
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Clearly inspired by the Imperialism series from the 1990s, but despite being a newer release is oddly... 'uglier' with a slightly worse/blurry UI. Maybe I'm just not fully use to it yet. Similar enough where it makes me think I know what I'm doing, but different enough to frustrate me when I feel something isn't working how I'm use to. Currently suffering from 'new release' blues with a 1 in 4 crash rate and is a surprisingly large memory hog after extended play of 4+ hours. Clearly still needs optimization. (Really what is this game doing that it maxes out 32gigs of ram in that time?) If you like this old style of play it can still be fun and your experience maybe more stable than mine, but I personally suggest you give them sometime to sort things out before committing. That or see if you can get the original Imperialism to work.
[h1]《帝国的夙愿》(Imperial Ambitions)评测:五月粜新谷,功名宜速崇[/h1] [i]* 感谢keylol提供游戏评测机会 * 本评测在其乐社区的链接:https://keylol.com/t1045506-1-1[/i] [h1]总评[/h1] [quote]二月卖新丝,[b]五月粜新谷[/b]。 医得眼前疮,剜却心头肉。 —— 唐 聂夷中 《咏田家》[/quote] [quote]天地相震荡,回薄不知穷。 人物禀常格,有始必有终。 年时俯仰过,[b]功名宜速崇[/b]。 壮士怀愤激,安能守虚冲? —— 魏晋 张华 《壮士篇》[/quote] 一款像素卡通风、轻量级4X策略小品,模拟从地理大发现走向日不落帝国,由土耳其大学教授个人开发,玩法致敬《席德梅尔的殖民》、《帝国主义2》。作品明显有大志、有深度、有潜力,中文机翻质量尚可。但当下明显早熟早卖、平衡崩坏,不足以仅凭作者勤恳的高频次补丁翻身,但完全值得期待季度甚至半年跨度的大修后提升。 [h1]用力挖歪大坑的Aoiti教授[/h1] [quote]望长安,前程渺渺鬓斑斑。 南来北往随征雁,行路艰难。 青泥小剑关,红叶湓江岸,白草连云栈。 [b]功名半纸,风雪千山。[/b] —— 元 张可久《殿前欢·客中》[/quote] 开发者自号Aoiti,土耳其大学教授,经历过上世纪90年代那波优秀4X作品的熏陶:《席德梅尔的殖民》、《帝国主义2》、《工人物语》、《魔法门英雄无敌》……他动情地称之为“那些影响了我以及许多其他人生活的游戏”。 (作者社媒自画像) 因为偶然发现“用游戏教学生比直接讲科学理论来得效果好”,索性肉身下海,在itch.io上注册账号,开发了DNA模拟、环礁气候模拟、黑体辐射模拟、人体免疫模拟等小游戏后,停不下来,本意想做个练习验证寻路算法的小游戏,结果在学生和粉丝们的起哄架秧子(此处划掉,可美其名曰 “支持”)下,莫名其妙开始了本作的迭代之路。 (作者的教学科普向旧作) ……然后,直到上个月本作匆忙发布,作者已经搭进去5年多时光啦:作为个人开发者,自己用力挖歪的大坑,含着泪也得填完吧? [h1]有大志有深度的系统玩法[/h1] [quote]食肉何曾尽虎头,卅年书剑海天秋。 文章幸未逢黄祖,襆被今犹窘马周。 自是汝才难用世,岂真吾相不当侯。 [b]须知少日拏云志,曾许人间第一流。[/b] —— 清 吴庆坻《题三十小像五首·其一》[/quote] 本作系统玩法的人文底蕴,藏在像素小人们的点阵动画里。 初中地理讲地壳运动,讲矿物分布,到了游戏中,沉积盆地或沼泽能勘探到煤(泥炭),如果河道下游能找到少量金沙,说明上游山脉很可能有金矿储备。联动地理和游戏,玩家的探险家单位于是探矿更有效率。 高中生物讲“性状分离”,少不了讲现代遗传学先驱孟德尔神父种豌豆的故事,所以游戏里,神父单位除了传教本职,还能升级生物专家方向,小心试验作物移栽的采光、水分、海拔和土壤适性条件,把玉米、土豆、辣椒、烟草,与小麦、葡萄、咖啡、甘蔗,在美洲和欧洲之间引种,逐步壮大国力,重现史实的“哥伦布大交换”。 马可波罗身陷囹圄,仍吹嘘自己深得中国大汗信任、护送公主联姻的经历,被热那亚狱友们讥讽为“百万先生”,所以游戏中,探险家单位就包含了“外交官” 升级方向,挑拨、宣战、结盟、求和,长袖善舞。 作者很可能还借鉴了中世纪阿拉伯历史学家伊本·赫勒敦(Ibn Khaldun,1332—1406),在《历史绪论》(Muqaddimah)提出的核心概念“共同体意识” (asabiyyah):王朝初创于草莽,核心统治集团进入城市,控制首都、税收和官僚机构,帝国进入扩张和繁荣期;但当核心组织能力下降时,遥远边疆最容易脱离控制。体现到游戏中,就是距离玩家首都越远的旧大陆城市或新大陆殖民地,越需要更多的陆路马车或海路船只来维系物流,逼迫玩家在开疆拓土前就提前战略思考,主动控制帝国资源获取和扩张方向,评估到底有无必要仅仅为了大地图好看、而夺取并维持海外烂地的必要。 相比《三国志》和《信长野望》是英雄主义浪漫叙事,没有弩兵甲足轻乙的留名空间;《冰汽时代》的“这一切值得吗”,又反转刺眼到有争议;P社《维多利亚》系列,粗略把民众按阶层按职业搞区分,更像朱元璋“编户齐民”的底层逻辑:作者以身为大学教授的人文功底,直接表态称,“与其粉饰历史,不如正视历史,从中汲取教训”,用本作体现了“人民大众才是历史创造者”的朴实史观。 奴隶、农民、手工业者、职业军人、行会领袖……各阶层民众随着游戏中时代变迁,呈现出不同的生产力和诉求发展,会因为阶层、种族、信仰而歧视少数族群。玩家的帝国扩张,难免会扮演殖民者,对原住民奴役和掠夺;卷入宗教战争,参与胜方对败方的看似理所当然的屠戮;垄断特定商品从种植生产到物流分发的庞大跨国网络,穿插其间有走私、私掠,甚至商品本身都可能是有成瘾性的争议所在。 (殖民者猎奴) 像素卡通画面背后,难掩作者批判性思考的深邃,值得称道。 [h1]急需填功能和修bug的现状[/h1] [quote]惟坐而待亡,孰与伐之?……至于成败利钝,非臣之明所能逆睹也。 —— 三国 诸葛亮《后出师表》[/quote] 可能作者有个人财务或发行商方面的压力吧,本作自2026年7月中旬直接上架以来,保持了隔天推出一次补丁的节奏整整一周,又在发售第二周末推出了周更补丁。 游戏官方维基站点上,作者老老实实列出了一大堆“未完成”功能,包括各种事务官的升级玩法、欧洲基督教/回教列强和美洲土著的各自兵种树、叛乱/私掠/宗教传播机制等等,这些待实装功能,每一条都是要实打实去开发去测试的。 游戏机制复杂,联动元素多,学习曲线陡峭,靠当前内置教程的7个简单场景就想上手,肯定不现实。 游戏AI方各国,当前版本别说模拟体现性格差异,就连主动布局新大陆都做不到,只会在旧大陆打打杀杀。 至于跨回合/存盘/载入时间长,CPU占用高、中文还有多处“口口口口口口”残字等bug……唉,或许是笔者过于苛刻,窃以为游戏当前功能实装不全、bug频繁的现状,靠作者个人以热修补丁的方式勤奋填坑,诚意虽然拉满,但短期内根本填不完啊。 [h1]尾声[/h1] [quote]未若锦囊收艳骨,一抱净土掩风流。 —— 清 曹雪芹《红楼梦·葬花吟》[/quote] 评测至此,笔者对本作的心情很复杂。 它当然不是换皮粪作或AI泔水,也不曾辱没一众4X经典大作的门风。系统野心很大,作者五年苦功看得见摸得着,用看似Q版的像素卡通地图和小人们,打造了从地理勘探到资源移栽,从社会阶层到殖民暴力,从旧大陆物流到新大陆扩张的硬核帝国经营游戏筋骨。 但丑话也必须说在前面:现在这碗饭,确实还夹生:游戏平衡性瘸腿,大把功能待实装,bug边造边修,这些都指不上靠勤出热修补丁就原地成佛。新出策略游戏不怕bug多(P社、2K、Sega,你们当大厂的要点脸啊,这点宽容不是给你们的),就怕玩家玩了个糊里糊涂,输赢都不知道个所以然。眼下本作偏偏已经踩到了危险的边缘、疯狂试探:系统设定看似很多,关联确实也深,但距离稳稳做出来、交到玩家手上,还有大量的活要手搓啊。 笔者呼吁玩家社群,多给作者一些从从容容、游刃有余的填坑周期,普通玩家可以先加愿望单,回头像追剧一样“养肥了再说”,让眼下这担五月新谷真正熟透。作者亦宜勤恳自勉,日拱一卒,莫辜负了如此一款风流佳作啊。
这个游戏框架不错,但还需制作者打磨打磨,比如首都人多起来之后就选不到第一个位置了(被积分框挡住了。) 人口增长最好改成开关而不是每次增长都需要手动点一下。 再更新几版,超过p社的《千年》应该比较容易
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