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Imperator: Rome Ultimate Dev Diary Summary. New Information On Military Traditions

Imperator: Rome Ultimate Dev Diary Summary. New Information On Military Traditions

Population - Dev Diary #5

Paradox's Creative Director and Lead for Imperator, Johan Andersson states that all population groups will have its own culture, religion and happiness.

Happiness affects the productivity of your citizens and if it gets too low, you’ll have to deal with unrest.

Happiness affects the productivity of your citizens and if it gets too low, you'll have to deal with unrest. Some of the factors that affect your pops happiness are their cultural group (if they don't belong to the majority) and religious group.

He went on to detail the four pop types:


They provide research and commerce income. These represent the patricians in Rome, and nobility in monarchies


They provide manpower. The plebs of Rome is included in this group.


These provide a tiny amount of manpower and tax income. These are the barbarians or uncivilized parts of your areas.


These provide tax income


City growth depends on your pops as well as access to trade goods and the terrain your city is on.

City growth depends on your pops as well as access to trade goods and the terrain your city is on.

Johan also made a point that these pop types can be promoted to a higher type by spending specific power points.

If you need more citizens or freemen of your pops, you can always promote pops to a higher class of society, where promoting a slave or tribesmen to freemen currently have a base price of 10 religious power, and promoting a freemen to citizen costs 10 oratory power.
— Johan Andersson, Paradox Interactive

Paradox explained Power points in dev diary 3. You could think this as Imperator: Rome's own take on the Europa Universalis IV Monarch Points. Details on power points below:



The first power is the Military Power, which represents the ‘Virtus’. This is based primarily of the martial abilities of your ruler. Military power is used to get new military traditions, inspiring devotion, as well as all unique unit abilities.



The second power is called Civic Power, which represents ‘Gravitas’, and is based primarily on the finesse attribute of your ruler. You use civic power to get inventions, set up trade routes, and moving your pops about, amongst other things.



The third power is the Oratory Power, which represents the ‘Dignitas’ This is based on the the charisma attribute of your ruler, and you spend this power on Fabricating Claims, Improving Relations, Enacting Laws, Endorsing Parties and many other things where a silver tongue is useful.



The fourth and final power is Religious Power, also known as the ‘Pietas’. This is based on the zeal attribute of your ruler. Some of the things you use religious power on is to stab pigs, convert pops and call omens.


Where Imperator: Rome differs from Europa Universalis IV is how you progress in technology. These points are not used to 'buy' new tech. Instead, tech is entirely dependant on the output of your citizens, again emphasising the importance of your citizens in Imperator: Rome.

Economy & Buildings - Dev Diary #6

Your state derives income in two main ways


As stated in the information about pops, the amount of tax income you gain depends on your slave population in that city. This can be modified by a couple of variables which include your ministers, stability, access to trade goods (which has an impact on happiness), and certain factions that come into power.


You'll get income from commerce only if you import or export trade goods from a province. This value can be increased based on the size of the population in a city and buildings like marketplaces.

Building Levels

Each city can have at least 1 building. For every 10 pop, you gain one additional building slot. Interestingly, you can build more than one building type in a city. If you want, you can build 4 granaries in a city. If you order the construction of multiple cities in a city, they get added to a queue.

Effects of Different Building Types

  • Training Camps: Gives +10% Manpower, and +10% experience to units built in the city.

  • Fortress: Each gives +1 fort level.

  • Marketplace: Each gives +20% Commerce Income

  • Granary: -1 Unrest and +10% Population Growth


Characters - Dev Diary #7

There are four attributes that govern your characters:


Represents your character's ability to fight and lead troops. High martial skill characters make great generals.


How well a character is able to charm and persuade others.


A character's ability to inspire faith in other characters and also in calling upon favour of the gods.


A character's skill in disciplines requiring a high attention to detail. High finesse characters make excellent researchers and governors.

Baal Hannid seems like a pretty swell guy.

Baal Hannid seems like a pretty swell guy.

Character Traits

Similar to Crusader Kings II, ou characters in Imperator: Rome will develop traits. Traits can be categorised into these four categories:


A measure of how people view the character. In republics, high popularity characters are more likely to become elected leaders of the republic. Monarchies can't ignore them though as they might become.... problems in the future.


A measure of a character's loyalty to the state. Disloyal characters are more likely to cause problems to a ruler. However, even the most loyal characters have their limit.


Prominence is essentially the fame of the character. Holding high office and titles increase this.


A measure of a characters willingness to engage in underhanded practices, gree, bribery and rule bending. This is bad news if it's high.

The characters in Imperator: Rome can get married, have children, friends and even rivals just like in Crusader Kings II.

The Trade System - Dev Diary #8

The main objective of trade is to get goods to your cities to improve them and import or export with many trade routes to earn more income.

These trade routes aren't automatic like in Europa Universalis IV. You have to create trade routes using civic power.

How Do You Create Trade Routes?

You can only create a trade route when you have a surplus of that particular good. So say if you only have 1 vegetable produced in that province, you won't be able to open a trade route using it.

To get a surplus, you get +1 of a particular good for every additional 30 pop you have in a province. So bigger provinces tend to produce more good and can potentially open more trade routes.

However, your capital can only support 1 import. This can be increased by several factors such as new ideas, economic policies and inventions.

How Trade Income is Calculated

Trade income is calculated using a variable called commerce. Each commerce building in your province gives +20% commerce. The number of trade routes, in and out of your province, is multiplied by commerce.

The list of trade goods in Imperator: Rome:

Grain, Salt, Iron, Horses, Wine, Wood, Amber, Stone, Fish, Spices, Elephants, Base Metals, Precious Metals, Steppe Horses, Livestock, Earthenware, Dyes, Furs, Olives, Leather, Woad, Marble, Honey, Incense, Hemp, Vegetables, Gemstones, Camels, Glass, Silk, Dates, Cloth, Papyrus, Wild Game

Diplomacy - Dev Diary #9

Similar to Crusader Kings II, Diplomacy in Imperator: Rome is a two-way affair. There's your nations' opinion of the target and their opinion of you. 

Just like in all paradox's games, it breaks down exactly why certain diplomatic actions will be accepted or declined.

Aggressive Expansion

Imperator: Rome incorporates an Aggressive Expansion value which is similar to the bad boy rating in older Paradox grand strategy titles.

Aggressive Expansion is a concept we liked in EU4, but it was awkwardly implemented. In Imperator we have an AE value in your country, kind of like badboy in older games, so you can see how it is decaying etc. This is then applied in the opinion calculations with each nation, depending on where they are and their status with you.

There's a limit to the number of diplomatic relations any nation can have, and this depends on its rank. Each alliance and tributary counts as 1 relation.

Defensive Leagues

Something new in Imperator: Rome is Defensive Leagues. This is only available to minor powers and city-states 

It is purely a defensive alliance that can call for war on any nation outside the league that attacks it. The leader fo the Defensive League gets to invite other nations.

Defensive Leagues only take 1 relation slot no matter how many members it has.

The diplomatic actions in Imperator: Rome are:

  • Declare War / Sue for Peace

  • Offer/Dissolve Alliance

  • Proclaim Guarantee

  • Ask/Cancel Military Access

  • Offer/Cancel Military Access

  • Demand/Break/Cancel Tribute

  • Request/Cancel Trade Access

  • Support Rebels

  • Fabricate Claims

  • Invite/Kick/Leave Defensive League

  • Improve Relation

  • Send Gift

  • Intervene in War

  • Threaten War

  • Enforce Peace

  • Sell City

Country Rank - Dev Diary #10

In Imperator: Rome, each country has a rank which gives them bonuses and abilities. The country rank depends on the size of the country.

City State

This is only possible if your country is only 1 city large. A City State can be a part of a defensive league, and have the following bonuses.

  • +20% Commerce Income

  • +20% Defensiveness

  • +1 Diplomatic Relation

Local Power

This are countries that have less than 10 cities. Local Powers can be part of defensive leagues, and they have the following bonuses.

  • +2 Diplomatic Relation

Major Power


This are countries that have at least 10 cities. They can use the diplomatic abilities Threaten War and Guarantee, and they have the following bonuses.

  • +3 Diplomatic Relation

  • +1 Trade Route in Capital

  • +1 of each Power for matching Ideas to Government Form for a total of +2.

Great Power


These are countries with at least 20 provinces, and that are not subjects of other nations. They can use the diplomatic abilities Intervene in War, Enforce Peace, Threaten War and Guarantee, and they have the following bonuses.

  • +5 Diplomatic Relation

  • +2 Trade Route in Capital

  • +2 of each Power for matching Ideas to Government Form for a total of +3.

Some of the abilities of great powers:

Intervene in War
You can join on any side in a war, where you have good relation with the warleader.

Enforce Peace
You can force a white-peace on a nation in a war, if you have good relations with their enemies.

You can protect any nation of lower rank from being attacked, giving you casus belli on anyone attacking them.

Threaten War
You can use a claim, to demand a nation to secede a city or province to you, to avoid an expensive war.

Unit Abilities - Dev Diary #11

There are three categories of unit abilities in Imperator: Rome. Some are hard-coded such as detaching unis from siege or detaching cohorts from legions, and some are scripted (which means the values can be moded).


  • Create New Unit - Allows you to create a new unit and transfer cohorts/ships to it, or back.

  • Consolidate - Merges cohorts of the same type, and then disbands empty cohorts.

  • Detach Siege - Leaves behind a large enough force to siege or occupy the current city.

  • Split Half - Splits the Unit in Half

  • Recruit To - Opens up the recruit window, so you can recruit cohorts/ships directly to this unit. They will automatically march and merge to this unit.

  • Disband - For when you don’t want that unit anymore.

Please be aware that cohorts that are loyal to its commanders will not be possible to reorganise away from that commander.


  • Select Objective - Can Select an Objective for this unit, and it will perform it without further input from you. More details in a later development diary.

  • Allow Attachment - Allow other nations units to attach to this one.

  • Cavalry Skirmish - Trades Defense for Offense on Light Cavalry and Camels.

  • Phalanx - Slower movement for armies, while heavy infantry defence is much stronger.

  • Padma Vyuha - Slower movement for heavy infantry defence and archer offence

  • Unit Reorganisation - Double Maintenance and Slow movement speed, but unit reinforcing and morale recovery is much faster. Without using this, units recover slower than in previous games.

  • Force March - Heavier Attrition and No morale recovery while moving much faster.

Some of these are unlocked by different military traditions, and some of them are always available, and some toggles have a small military power cost.


  • Attach/Detach to Unit - Attach/Detach to another unit present in the city.

  • Shattered Retreat - Gives the order for the unit to perform a shattered retreat. This is handy if you want to save the remnants of your army trapped deep in enemy territory, or when you are cut off by hostile Forts.

  • Construct Border Fort - Creates a colony in an unowned city bordering you, adding 1 freeman pop of your culture and a fort for military power.

  • Desecrate Holy Site - Spend religious power in another nation's capital to reduce their omen power for a long time.

  • Raise Levies - Spend Military Power to get more cohorts to your unit.

  • Military Colonies - Spend Military Power to create a freeman pop of your culture/religion in the current city.

  • Raid City - Spend Military Power to get gold and manpower from an enemy city.

  • Build Road - Spend Military Power to build a road towards the next city the army moves to.

Technology - Dev Diary #12

Research is divided into for types; martial advances, civic advances, oratory advances and religious advances. Research is done automatically and the speed at which you complete a tier depends on your citizens, inventions and access to certain trade goods.

Each technology field can have one researcher assigned o it which also speeds up the research (this depends on the character finesse attribute). The researcher gains prominence for holding the position each month.


Hiring a new researcher will increase his loyalty while firing one will decrease it. It takes roughly 15 years to research one tier at 100% research efficiency (this can of course, be faster depending on the conditions I mentioned).

Each level of research in each type has these effects:

  • Martial Advances :+10% Naval Morale, 10% Land Morale, -25% Military Tradition Cost

  • Civic Advances: +2% Commerce Income

  • Oratory Advances: +1% Civilization Level

  • Religious Advances: +2% Omen Power

You can also spend civic power to buy inventions. There are seven inventions you get to pick from at any time, and the inventions you unlock are tied to the tech level you're at.

Each invention costs 50 civic power but each subsequent one costs 20% more. But tech advances reduce this 5% of the cost for each level you complete.

Civic Power is used for setting up trade routes, moving pops and buying inventions, so there's an interesting strategic choice to make, how you're going to spend it. Would you focus on gaining global bonuses or local bonuses? 

Senate - Dev Diary #13

A Republic which has a Senate, has 100 seats. The seats belong to one of five factions and depending on which faction your ruler is from, you'll gain specific bonuses.

  • Civic Faction: +25% Tax Income, 10% Cheaper and Faster buildings.

  • Military Faction: +25% Land Morale, +25% Naval Morale

  • Mercantile Faction: +25% Commerce Income, +5 Diplomatic Reputation

  • Religious Faction: +10% Omen Duration, 33% Cheaper Religious Conversion

  • Populist Faction: +10% Power Costs

The popularity of a faction depends on many attributes. One of it is the charisma of the leader. There's also the option of spending oratory points to convince 10 seats to join a faction, but this will increase tyranny. 

So the senate is a very important part of a Republic. You'll require the senate's approval for many actions you take.


The three different categories of actions which require senate approval:

  • All changing of laws require approval by the senate

  • A lot of character interactions, like banishing, imprisoning, etc.

  • All diplomatic interactions with other nations.

Diplomatic actions will require the senate's approval.

Different factions have different predispositions towards the action yo want to take. For instance, the military faction will generally be positive towards wars, but will have objections if your nation's war exhaustion is high or your manpower is low.

Laws & Offices - Dev Diary #14

In Rome, the most powerful leader is called the Consul. The Consul serves for only 5 years which after that, the candidate, who is he most popular leader from the most powerful faction in the senate.

There are 8 offices in the government, with each two meant for one attribute. The impact these offices have depends on the attribute of the person holding it

  • Censor - Each Charisma gives +0.2 Senate Influence for the Censor’s party.

  • Praetor - Each Charisma gives +1% Commerce Income.

  • Tribunus Militum - Each Martial gives +1% Discipline

  • Praefectus Militaris - Each Martial gives +1% Tax Income

  • Augur - Each Zeal gives +5% Omen Power

  • Pontifex - Each Zeal reduces stability cost by 2%.

  • Tribunus Plebis - Each Finesse increases freemen happiness by 1%

  • Vulnerarius - Each finesse increases health by 0.5.

If you appoint a person to office, his loyalty increase. Removing someone angers him and he loses loyalty (similar to Crusader Kings II).

There are 8 types of laws:

  • Anticorruption Laws : Impacts Corruption & Unrest

  • Religious Laws: Omen Cost & Power, Influence of Religious Party

  • Maritime Laws: Commerce, Wealth, Pirates.

  • Integration Laws: Pop Happiness, Influence of Civic and Populist Parties

  • Citizen Laws: Pop Promotion Costs.

  • Land Reforms: AE Impact, Unrest, Slave Output

  • Military Reforms: Different Military Bonuses

  • Election Reforms: Corruption, Consul Term Duration

For Republics, changing the law uses 250 oratory power and you will need the backing of the Senate. For other government types like tribes or monarchies, there will be different types of laws and offices.

Military Tradition - Dev Diary #15

Military Traditions is a new mechanic in Imperator Rome (in other words, it wasn't in Europa Universalis: Rome). There are seven of these and they are tied to the culture group of your nation.

Each military tradition costs 800 military power and each subsequent one increases by 50%. According to the Game Director, Johan Anderson, it is not likely you will unlock all military tradition by the end game, so you'll have to think about which path you'd want to go down.

He went on to break down the military traditions path for barbarian traditions. Here are three paths for barbarian nations.

Britannic Path

  • Scythed Chariots: +15%Chariots Offensive

  • Coming of Age +15% Light Infantry Defensive

  • Living off the Land -15% Land Unit Attrition

  • Word of Mouth +25% Manpower Recovery

  • Chariot Mastery +15% Chariots Morale

  • Selective Breeding -25% Light Cavalry Cost

  • Take up Arms +15% Archers Morale

The end of this path is Trained Cvalry which gives +15% discipline to both light cavalry and chariots.

Germanic Path

  • Strike and Withdraw +15% Light Infantry Morale

  • Natural Resources -25% Light Cavalry & Chariots Cost

  • Ambush +25% Combat Bonus for Light Infantry in Forest

  • The Glory of the Hunt Allows ‘Raiding’

  • Shield Wall +15% Heavy Infantry Defensive

  • The Young Must Serve -25% Light Infantry Cost

  • Hail of Stones +15% Archers Defensive

End bonus for this path is ‘Adaptability’, which gives +15% Discipline to Light Infantry.

Gallic Path

  • Strike From Afar +15% Archers Offensive

  • Confederations +15% Global Manpower

  • The Plains Fight With us +15% Combat Bonus for Light Infantry & Chariots on Plains

  • In Defense of our Home Allows ‘Levies’

  • A People on the Move 25% quicker Unit Recruitment

  • Strong Arm +15% Heavy Infantry Offensive

  • Scale the Walls! +15% Siege Ability

End bonus for this path is ‘Blow the Trumpet, in the New Moon!’, which gives +10% Land Morale.

Roads, Unrest & Civilization Levels - Dev Diary #16


The road building ability is unlocked in the Latin Military Traditions in the Roman path. Any army with that ability with at least 5 cohorts will be able to build a road towards another city.

But the army movement will get a 20% speed penalty and reduced morale while building the road. Once they reach the target city a permanent road is created giving movement a 50% boost. Bridges are created automatically as they cross rivers.


Unlike in Europa Universalis: Rome, unrest no longer creates rebel units. Instead, they impact the loyalty of a province. If unrest gets too high, it may lead to a Civil War or Independence War.

Civilization Level

Each nation will have a civilization level which depends on the type of government and technology levels. Each city slowly increases to that cap or will decay if it's above the cap. Civilizing barbarian frontiers will is a long and slow process because of this.

Character Health, Wealth & Holdings - Dev Diary #17

More information about characters. This time, Game Director, Johan Anderson, gives a bit more details about some intimate details about them.


This was a hidden value in Crusader Kings and Europa Universalis: Rome. In Imperator: Rome, it ranges from 0 - 100 and if your character hits 0, they die. Health is affected each month by health related traits.


Each character has a pool of money. They gain income from getting paid for holding an office or they are a governor and use corruption to gain a bit of wealth.


Each character can have a holding in one city. A governor picks a city in the province he/she is governing. Or a general picks one of the cities his army conquered. Holdings generate income for the character until his/her death of the character is forced to relinquish it.

In Imperator: Rome, you can interact directly with characters using gold or power and have has a chance to succeed. Some of the interactions are:

Appoint Dictator - Can be done on your ruler in a republic when at war or civil war, and it will allow him to do any diplomacy or character interaction without Senate interfering until the end of the war.

  • Assassinate - You can attempt to assassinate a foreign character.

  • Banish - To force a character you have previously imprisoned to leave your country.

  • Bribe - Increases the loyalty of that character.

  • Execute - Permanently move a prisoner to another plane of existence.

  • Free Hands - Increases Loyalty and Corruption if that character is one of your Governors.

  • Hold Games - With a ruler in a republic, you can spend states money to increase the popularity of the current ruler.

  • Imprison - Attempt to relocate someone to a more secure area for future processing.

  • Inspire Disloyalty - Reduces loyalty and increases corruption of a foreign character.

  • Loan - To get money from a wealthy character. They may want it back though.

  • Marry Ruler - If different gender and both ruler and character is unmarried.

  • Recruit - To get a character leave a foreign nation and work for you.

  • Recruit General - Get a disloyal foreign general to leave his nation and join your nation. With his army.

  • Release Prisoner - For bleeding-heart liberals..

  • Repay Loan - Sadly you can’t imprison and execute people you owe money…

  • Sacrifice Prisoner - Some religions allow you to sacrifice prisoners taken in war, making your tribesmen happy and productive, and making it easier to stay tribal.

  • Seek/Stop Treatment - For characters with bad health that you need to live longer or shorter.

  • Seduce Governor - Convincing a foreign governor that it’s far better to officially say they are part of your nation, while they regretfully report that about 105% of all collected taxes were lost due to bad harvests and bandits to your government.

  • Smear Character - To reduce the popularity of a character.

Military Traditions. Italic Traditions - Dev Diary #18

The Italic Tradition is available for all nations in the Latin-culture group. This group starts with walled city tradition which gives your cities a +25% to defence. The first tier of traditions is the Tribal Path:

  • Artisanal Bronzework: +15% Light Infantry Defence

  • The Equestrian Order: +15% Light Cavalry Offensive

  • Deus Vult: +15% Omen Power

  • The Acquisition of Wealth: Enables ‘Raid City’

  • The Aulos: +15% Light Infantry Morale

  • Mare Nostrum: -25% Trireme Maintenance Cost

  • Rousing Oratory: +15% Manpower

  • End bonus for this path is ‘Hill Dwellers’, which gives to +15% Combat Ability to Light Infantry when fighting in Hill Terrain.

The second path is the Support Path:

  • State Navy: +15% Trireme Morale

  • The Fabri: 25% Cheaper Military Buildings

  • Scale the Walls: +15% Siege Ability

  • Castra: Emables ‘Border Forts’

  • Logistics of State: 25% Cheaper Light Infantry, Heavy Infantry, Archers

  • Scutum: +15% Heavy Infantry Defence

  • Foederati: +15% Light Cavalry Discipline

  • End bonus for this path is ‘Rome, Ascendant’, which makes Holding a Triumph 50% cheaper.

The third path in the Italic Tradition is the Roman Path:

  • Principes: +15% Heavy Infantry Discipline

  • March of the Eagles: +5% Morale Recovery

  • Triarii: +15% Heavy Infantry Offence

  • Roman Roads: Allows ‘Military Roadbuilding’

  • Professional Soldiers: -0.05 Monthly Warexhaustion

  • Velites: +15% Light Infantry Offence

  • The Honor of Service +15% Manpower Recovery

  • End bonus for this path is ‘Triplex Acies’, which allows a defensive stance for your armies, similar to the Greek Phalanx.

Loyalty - Dev Diary #19

Province Loyalty

Each province has a loyalty value to the country. If it goes down to 0, then that province is basically 100% autonomous and provide nothing to you. They will cancel all trade to other parts of your country and every city will be acting as it had at least 10 unrest.

If enough provinces are disloyal, they will either start an independence war, if the dominant culture is not your primary culture-group, or a civil war if they are of your culture-group. 

There are alerts if your provinces are disloyal, or if you risk a civil war or major revolt.

Cohort Loyalty

Each cohort in an army can become loyal to a single person. This depends on the charisma of the commander during a battle or a siege.

When a cohort is loyal to a character the country pays less maintenance for it, as the commander of the unit it is loyal to, starts paying the unit him or herself.

There is a slight drawback or two to having cohorts loyal to a character instead of the country, like for example, a cohort that is personally loyal to a character will not allow it to be transferred away from the unit in any way. Also, a character with cohorts loyal to him tend to become more disloyal over time.

Character Loyalty

Characters loyalty to the Country is one of the more interesting aspects to manage, as disloyal characters is a huge risk, as disloyal characters will refuse to abandon their armies or provinces, and if enough are disloyal they will form a block together to form a civil war.

Some forms of government, a few inventions and some ideas increase loyalty of all characters. Giving people titles and offices will increase their loyalty, but removing them decrease their loyalty. Characters of the same faction as the ruler tends to become more loyal over time, while friends and rivals of the ruler will see their loyalty go up and down as well.

When the loyalty of a character is below 33%, that character is considered disloyal.

Civil Wars

While a major revolt is not different from having a large nation revolt from you in other games, civil wars are dramatically different.

The threat of a Civil Wars will start as soon as either 33% of the army is controlled by a character that is disloyal OR 33% of all provinces are disloyal to the country.

During the threat of a civil war, a small timer ticks up each month, where the civil war will break out after a year. During this time you have an alert so you can see that you have a risk of it. Of course, there are alerts as soon as a single province is disloyal or a general is.

When the Civil War starts, all disloyal characters and provinces will join them.. And possible friends and families as well. 

A civil war is a war-to-the-death, where provinces automatically switch owners when you occupy them, and if you lose the civil war, it is basically game over.

The more I learn about Imperator: Rome, the more eager I am to get my hands on it. It truly looks like it is taking some of the cool elements from Europa Universalis IV and Victoria II and combining them for a rather unique experience.

We still don't have a release date for Imperator: Rome other than a speculative, Spring 2019. I'm quite sceptical about that date though, as it didn't come from Paradox.

I just hope Paradox can do a comprehensive beta test and polish the game up. I'm pretty sure it's going to take a while if they realise some things need to change. I'm sure us Paradox fans can wait by continuing to play Crusader Kings II with its endless expansions. That should pass the time nicely.

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