A few years back, I took part in an impromptu discussion on how a civilization game might model the will of the people. The issue arose thanks to a question that’s always nagged at me: while civilization games usually cast the player as a near-absolute sovereign, what happens when their subjects diverge from the sovereign’s directives? It isn’t uncommon for soldiers to grow sick of war, farmers weary of farming, pioneers with the treaties that mark where they’re permitted to settle. Revolution and reform are as inherent to civilization as technology or warfare. So why is it that they’re so often rounded down to negative modifiers?
Imperium: Classics and Imperium: Legends, twin titles designed by Nigel Buckle and Dávid Turczi and published by Osprey Games, have an answer.