Battletest Imperial Kingdoms
I have implemented a new combat and military system for Imperial Kingdoms. Here is an overview of the new changes and features:
New Combat and Military Features
- Custom Equipment and Stats: Equipment now directly affects unit stats like armor penetration probabilities. Ranged weapons and projectiles are now produced through the economy.
- New Military Training View: Units are now trained using a queue system.
- New Template System: Assign equipment templates to your troops.
- Supply and Starvation Mechanics: Armies on sieges, raids, or stationed garrisons now consume food and starve if supplies run out.
- Global Army Management: Added new UI and tools for selecting and tracking armies across sieges and the global map.
Playtest (August 27 to August 31)
The Imperial Kingdoms Playtest is open on Steam.
If you want to test the new military features and mechanics, head to the store page and click "Request Access".
If you find bugs or have feedback, feel free to drop them in the Steam Discussions.
Patch Notes (v0.5.0 and v0.6.0)
Below is the full changelog covering everything I implemented in the latest development builds:
UI
- Town info is no longer visible after placing capital
- Hidden tiles are now a bit lower to increase contrast to visible tiles
- Added hints for construction list without assigned workers
- Added tooltip for recruitment costs (citizens and military)
- New default font
- Added stats to endscreen
Military changes
- Implemented attributes for military Equipment
- Removed provisions to simplify food mechanics
- Implemented production for ranged weapons and projectiles
- Implemented army and template stats
- UI actions on map for enemy buildings are now hidden
- Armies of other players are now visible on own regions
- Added food consumption and starvation for stationed military units
- Moved military transport to global transport system
- Added range projectiles to siege/town view
- Changed housing limit for archers from barracks to archery yard stage
- Added food consumption and starvation for military units on sieges and raids
- Split citizen and military unit data
- Implemented new military training view with queue
- Implemented equipment assignment to military units
- Implemented a global army selection
- Improved military info for towns and sieges
- Number of archers and militia in neutral regions depending on region size
- Changed values for armor penetration to a probability
- Created separate services for military actions
- WIP: Implementation of sieges
- WIP: Implementation of raids and guards
Citizen changes
- Removed military training from citizen view
- Added training queue
Economy changes
- Added info about assigned and available workers to production sliders
- Removed fabric upkeep from clerics
- Changed housing limit for clerics from houses to scriptorium stage
- Added current storage and capacity to transport view
- Resource buildings on map can be deactivated
Research changes
- Change research unlock mechanic
- Added warning for idle clerics
- Added warning for missing paper
Fixes
- Scouting canceled active siege
- Bots no longer build roads to enemy buildings to "connect"
- Flag for closed siege view was not set properly
- Road connections were not updated for existing roads after conquered
- Speed indicator is now synced to clients
- Re-arranged frames of minimap
- Equipment now decreases agility instead of increasing
- Weapon changes on template view update UI
- Paused research no longer increases paper upkeep
- Research speed gets increased with more assigned clerics
- Fixed wrong order of regions from savegames
- Clearing list of armies on each map creation
- Neutral armies no longer starve without a siege
This announcement was originally published by BaroxxTech on Steam on Aug 27, 2026.
Open the original on Steam