
The city builder strategy game Imperium Romanum is set in the time-honoured Roman Empire and players will marvel in the incredible attention to detail when working on a strategy to build a well organised, prosperous and commanding settlement. As governor of a Roman province, the fortune very much lies in the players own hands. Imperium Romanum is packed with a variety of new features to enhance the gameplay such as a complete overhaul of the graphic engine, a mass of authentic historical buildings such as the world famous Circus Maximus or Gladiator schools.
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| Sprache | Oberfläche | Ton | Untertitel |
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Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Imperium Romanum is a city-builder set in the ancient Roman Empire. If you're thinking, "Hey that sounds just like the old Caesar series" then you're not far off. Much like the old Sierra series, Imperium Romanum places you in a series of towns and settlements and asks you to build housing, establish farming and resource production, and set up industries. You'll also build defenses and armies to protect yourself from barbarian hordes and conquer nearby villages. I think Imperium Romanum takes a slightly more casual and less complex approach to the genre. First, at least in the missions I played, each level seemed to be completely contained and it didn't seem as though your city carried over throughout multiple stages of the campaign. Rather, each mission starts in a different settlement and gives you goals to accomplish there and then you move on to the next. There is a sandbox gameplay
It's hard to look at a Roman city-building game and not think of the venerable Caesar series, but I encourage you to put it out of your mind. There are no wandering agents and maze-like roadways to be found here, but there is some solid construction and management. Having more in common with titles like Children of the Nile or Tropico, Imperium Romanum takes a simple system and spreads it across a bewildering array of scenarios and challenges. Each scenario sets you as the praetor of a city somewhere in the empire, anywhere from Alexandria to Pompeii to Rome itself. Most of the time you'll be starting from just a forum and stockpile, but some scenarios give you a whole city right from the get-go. From there you have to build houses, mines, farms, woodcutters, and other basics to get the town running. Once your settlement is established you can start looking into trade routes, fortificat
Pros: ✅ Despite its age, it still looks nice. ✅ City building game with a wide variety of buildings. ✅ Easily understandable economy system. Cons: ❌ Battles are too easy and simplistic.
Really quite fun. Probably the best city-building game I've played. I like it better than CivCity: Rome. This is a lot like Sim City Societies, but with some actual goals. Societies suffered from the problem of "well, now my city has enough X to make more Y. And now I have enough Y to build Z. Great. So?" There was no reason to do anything. Imperium Romanum is a city builder with very definite goals. "Grow your town to X population. But in this scenario you can only farm wheat." So to keep you upper crust happy, you'll need to export a lot of grain and import things like meat and cloth. There's also a military aspect, but it's somewhat downplayed. This isn't an RTS; it's a city builder. You definitely need a militia, but you don't need to be a tactical genius to make them effective. You need to keep your economy going by producing... something, keep production running by growing your p
This literally was my Rome fix while I waited for Total War Rome II to be developed. But its a gem on its own. Looking to kill some time at a coffee shop or blow some steam - get out of the real world for a minute - good one. Especially if you're a rome history buff like me.
Tedious game. Mediocre at best. Old games like Zeus and Pharoah still surpass this game by miles. I'd say skip this one and get Caesar instead. You can't build too far from your Forum and will require Marketplaces to expand to other portions of the map. The problem is that each building will require a house nearby to employ it. You won't be able to design a city that has different zones (residential, industrial, agriculture and so on) everything becomes mashed up. This in turn creates a snowball effect. For example: You want to build a mining camp for a marble deposit that is on the outskirts of your city. So you create a marketplace, the mine, then houses. Here's the fun part: The houses will require supporting structures e.g. bakery, altar, butcher. Now each building will require a certain material upkeep which leeches into your economy as well. So your little expansion become
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