People & Orders

Half of Empires is an army. The other half is people — who works, who obeys, who is allowed to leave — and it runs on one idea: you do not receive people, you negotiate with people who have somewhere else to go. Where that idea comes from, and where it is argued about, is on Foundations.

One kind of piece

Everything on the board is a person. What differs is the bond: bound to a post, a person is a Settler and produces gold; bound to a weapon, a soldier who fights; bound to an oath, your hero who leads; bound to nobody, a free person who produces nothing — until you reach them.

Posts — where gold comes from

A Settler earns 1 gold a turn only while holding a post. Off-post, a Settler eats 1 population and earns nothing. Posts are finite:

When more people can reach a post than there are posts, the game fills the slots in a fixed order and someone stands idle. The Work Post card is how you overrule it: your HQ hands you 1 every turn (it expires unused); play it from a person onto a place and that person holds the job, even when someone else is closer. It is the only card in the game played on two things instead of a tile — and it matters most for a forced worker, who earns double at a post and nothing without one.

People who belong to nobody

6 free people stand on the map at the start of a match, between 6 and 10 tiles from the nearest HQ — never inside your own build ring, never on the far side of the world. Fog hides who owns things, never that they exist: you see them from turn one. Walk a unit up to one and choose:

That rule — coercion needs enclosure — is the one lesson the civil layer insists on. It is borrowed from a contested argument (see Foundations: Carneiro, Scott); the game uses the intuition, not the historical claim.

The oath — your hero swears once

Your hero belongs to one of three orders. During a match you may swear to it once; it holds until the end and cannot be undone. The third order appears greyed out until you hold a charter, with the reason — so you can see the third road and what it costs before you take one of the other two.

OrderClaimGrantsCosts
The Warriors Those who fight say the sword protects the plough. A soldier now, and every oath after. One work post, given away as a fief. It does not come back.
The Prayers Those who pray say order comes from above, and they speak for it. Your forced workers stop running, and your people live closer together. A tithe every turn — and you may never force anyone again.
The Townsmen Those who trade say a charter is worth more than a lord. Wealth that survives the turn. A chartered site stops taking your orders.

In numbers: the Warriors give away 1 work post for a soldier now; the Prayers raise your population cap by +2, stop your forced workers from running, and cost a tithe of 1 gold every turn — and the verb force leaves your menu for good; the Townsmen keep your whole surplus across the turn.

A caveat the game owes you. “Those who fight, those who pray, those who work” is not a description of any society. It is an eleventh-century scheme written by one of the orders to justify itself. Empires presents each order as what it claims in order to rule — not as three kinds of people. (Foundations: Duby.)

The charter — gold that survives the turn

Your gold vanishes at the end of every turn. It still does; that is the point — nothing anyone can hoard, until you decide otherwise. A Charter is how: the card reaches your hand as soon as you own a worker building, and you play it on one of them (never the HQ). The building leaves your command — its people are its own now, its posts no longer yours — and from then on 3 gold per chartered site survives into the next turn. It cannot be undone. Chartering once is what unlocks the Townsmen. A game where you never charter anything plays exactly as it always did.

Regimes — six default answers to the same question

Picking a civilization is picking how your people are governed by default. Each is a documented labour regime, with the century it refers to, one rule of its own and one cost of its own. Picking none plays the game above, unchanged.

CivilizationRegimeRuleCost
Roman Empire2nd century BC – 2nd century AD Latifundium Forced workers do not run — there is nowhere in this empire that is not this empire. But every one of them needs watching. Each forced worker costs an extra point of population: the guard is part of the cost.
ChinaSong dynasty, 10th–13th century Bureaucracy The registry reaches further than the road: your people can hold a post from further away. A state that sees everything grants nothing — you cannot charter a site.
Mongol Empire13th century Extraction without settlement You tax what moves, not what is planted: your people earn wherever they stand, post or no post. Nothing is ever banked — no charter and no oath will make your gold survive the turn.
Ottoman Empire15th–16th century Timar Land for service is the standing arrangement here, not a bargain you strike once: swearing to the warriors costs you no work post. The order is owed the service either way — the soldier comes, and so does the obligation.
Inca Empire15th–16th century Mit'a Tribute is paid in work, not in coin, and it ends: a forced worker serves their turns and then becomes free instead of running. You get their labour for a season, not for good.
EgyptOld and Middle Kingdom Corvée and granary The centre stores. Some of your gold survives the turn from the start, with no charter needed. Only the centre stores — you cannot charter a site to store for itself.

What fits with what

Regimes and orders combine — some add up, one is impossible by construction. Read these as plans, not promises: