Idle Population  

Population not hired in the mines and, consequently, neither producing resources, nor paying taxes.

Ignore List  

The list of all users ignored by the player.

Ignored user  

A user who cannot send private messages to the player who has ignored him. Ignored users are visible in-game in Settings >> Ignore List.

IM  

Imperial mile - the unit of distance in Imperia Online.

Imperial Crypt  

The place in the Palace where all Emperors who have ruled over your Empire during the current age are commemorated.

Imperial family  

The main figures in the Palace form the Imperial family. It includes the imperial couple (the Emperor and the Empress), their children along with sons-in-law and daughters-in-law and their grandchildren and great-grandchildren - up until the third generation of descendants.

For more information about the Imperial family click here.

Imperial Merchant  

A Marketplace feature that allows you to sell wood, iron and stone for gold instantly for a 850 diamond commission. The Imperial Merchant capacity is global, meaning that if you have 10 provinces with 1 million Marketplace capacity each, you will be able to sell 10 million at once from one province. The Imperial Merchant capacity is also separate, meaning that if your Marketplace capacity is 20 000 and you currently have a pending offer on the Market for 10 000 resource, you will be able to sell 20 000 via Imperial Merchant instead of 10 000. The option is not available while the Empire is under enemy attack*.

*There is the following exception: This option is unlocked under attack when there is a drastic difference between the golden equivalent of the attacker's army and the gold equivalent of the net worth points of the defender.

Imperial route  

Special infrastructure facilities that connect all annexed provinces and Indestructible colonies (they have the function of annexed provinces). Every level grants 10% raise to the actually used trade potential between the two adjacent provinces.

Imperial Token Auction  

The Imperial Token Auction lets you buy an Imperial token with which you can hire a Great person whose appearance, name, specialization and 4 talents you are free to define. The level of its specialization is 30. Terms of the auction: for the purchase of a Great person there is a starting price; price lowers by 1700 diamonds every minute until it reaches 1700; next offer starts with a price which is 25500 diamonds bigger than the last sale price; when purchased, the token goes to the inventory menu. The token is transferred into the next era of the realm, in case it is not used in the current era. It is not possible to transfer your token to another account in another realm.

Imperial transport  

Moving resources between annexed provinces within the Empire's borders (the exclusive zone of the player). It is conducted via Caravan Station. The amount of shipped resources depends on Caravan Station's capacity of the province of origin. When maximum level of Caravan Station is reached, you can transport all available resources at once.Only wood, iron and stone can be transported; gold is stashed only in the capital and cannot be moved from there. In peaceful times Imperial transport can be performed instantly, while under attack* it takes 5 minutes between adjacent provinces and 5 minutes are added for every province on.

*There is the following exception: The instant transport is unlocked under attack when there is a drastic difference between the golden equivalent of the attacker's army and the gold equivalent of the net worth points of the defender.

Imperial Worker  

One of the skills available to Governors upon leveling up. Increases the Happiness limit. Level 1: +2 Happiness limit; Level 2: +4 Happiness limit; Level 3: +6 Happiness limit; Level 4: +8 Happiness limit; Level 5: +12 Happiness limit

Import  

"Food" for the population, imported from Farms with surplus of food, to Farms which lack of "food".

Income  

What the Empire earns via production, taxes, interests, loots, pillages etc.

Independent Castle  

A castle not controlled by any alliance. The independent castle has fortress 8, garrisoned archers and field army, visible by clicking on the castle. The fortress level doesn't drop by one after each successful attack, it remains 8. The castle is conquered when less than 1000 military units are left in it. The fortress in the recently conquered castle has to be built again starting from level 1.

For more information about the independent castles and its conquest click here.

Independent city  

Independent holding from the exclusive zone of the player or from the Global map which can be conquered in two ways: turned into vassals or annexed. While independent, they can be looted for resources unlimited times. There are ten levels of independent cities according to their development and defending army, and the first four are within the borders of the exclusive zone.

For more information about independent cities click here,here and here.

Indestructible colony  

A colony that cannot be destroyed by enemy attacks. To make your colony indestructible you have to upgrade its fortress to level 8 and protect the holding from demolishment during 14 days.
Once indestructible, the colony has the same functions as annexed provinces. Its fortress doesn't drop a level upon successful enemy siege and you can reconstruct it by paying the necessary resource amount instead of building the level again.

Note: Indestructible colonies can still be disassembled by their owner.

Indigenous Barbarians  

A Barbarian Tribe.
The Indigenous Barbarians are local savages, that live in the Exclusive Zone of an Empire. There is only one Indigenous Tribe in each Exclusive Zone. If destroyed, the Tribe will respawn each day until there is no available space left in the Zone, or until the player reaches 1 Million Points.
The Indigenous Barbarians have an army composition geared towards seizing enemy forts and cities, with little Cavalry and abundance of Infantry.
The reward for defeating an Indigenous Camp is resources.

Infantry  

Common designation of all human kind military units specifically trained for the role of fighting on foot.
Infantry units are: swordsmen, spearmen and archers.

Infantry Assault Limit  

The Infantry Assault Limit determines the maximum number of Melee Infantry units in the Assault Line that can attack a particular Fortress simultaneously during a Fortress Assault.

The Artillery Assault Limit prioritizes Swordsmen over Spearmen, and units of the same type are prioritized in descending order of Attack rating.

The Infantry Assault Limit is equal to 3 times the Base Garrison of the attacked Fortress, as follows:

Level 1 Fortress: 150 Infantry Assault Limit
Level 2 Fortress: 300 Infantry Assault Limit
Level 3 Fortress: 600 Infantry Assault Limit
Level 4 Fortress: 1,200 Infantry Assault Limit
Level 5 Fortress: 2,400 Infantry Assault Limit
Level 6 Fortress: 4,800 Infantry Assault Limit
Level 7 Fortress: 9,600 Infantry Assault Limit
Level 8 Fortress: 19,200 Infantry Assault Limit
Level 9 Fortress: 38,400 Infantry Assault Limit

Infantry Barracks  

Military Building.
Type: Local, Training
Prerequisite Technologies: Military Doctrine 1, Melee Attack 1
Maximum Level: 20

Allows the training and upgrade of Swordsmen and Spearmen. Each level increases the Training Capacity of the building.

Units that can be trained include:
- Light Spearman
- Heavy Spearman
- Phalanx
- Light Swordsman
- Heavy Swordsman
- Guardian

Infantry Commander  

One of the skills available to Generals upon leveling up. Increases the Attack of all Spearmen and Swordsmen units. Level 1: +2% Attack; Level 2: +4% Attack; Level 3: +6% Attack; Level 4: +10% Attack; Level 5: +15% Attack

Infantry Instructor  

One of the skills available to Governors upon leveling up. Decreases the Training time for all Spearmen and Swordsmen units. Level 1: -5% Training time; Level 2: -10% Training time; Level 3: -15% Training time; Level 4: -20% Training time; Level 5: -30% Training time

Infiltration  

When a number of Spies have reached the destination of an Espionage Mission, they will stand by until issued an Infiltration order. The success of an Infiltration depends on the comparative number of Spies on both sides, as well as the Espionage level of the attacker, and the Counterespionage level of the defender.

A successful Infiltration will generate a Spy Report. The Spies will remain in the enemy Holding awaiting further orders.

A failed Infiltration will destroy 20% of the Spies attempting infiltration, and the surviving Spies will be expelled, returning to the Holding the Espionage Mission has been issued from.

Influence range  

The alliance influence seen as overall territory on the map.

Instant arrival  

An option available for all players - Premium and regular, which allows immediate ending of moving army missions between annexed provinces instead of waiting the required time. Instant arrival is available in peaceful times. In case of enemy's attack the sovereign cannot use it*.

*There is the following exception: This option is unlocked under attack when there is a drastic difference between the golden equivalent of the attacker's army and the gold equivalent of the net worth points of the defender.

Instant attack  

Instantly conducting the battle against an independent city in your exclusive zone. The option requires 1 diamond for a single battle and implies that the army will reach the target, fight and return back immediately. Instant attack is not available while the Empire is under enemy attack*.

*There is the following exception: This option is unlocked under attack when there is a drastic difference between the golden equivalent of the attacker's army and the gold equivalent of the net worth points of the defender.

Instant colonization  

An option which finishes immediately the travel of the colonizers to the desired colony terrain for 510 diamonds per hour unless your empire is under attack*.

*There is the following exception: This option is unlocked under attack when there is a drastic difference between the golden equivalent of the attacker's army and the gold equivalent of the net worth points of the defender.

Instant colony transport  

Аn option which unloads the moving supply wagons, either transporting resources or just traveling, to, from and between colonies immediately unless your empire is under attack*.

*There is the following exception: This option is unlocked under attack when there is a drastic difference between the golden equivalent of the attacker's army and the gold equivalent of the net worth points of the defender.

Instant construction  

It finishes the construction right away and allows you to start the exploitation of the building immediately. The option is paid in diamonds and is valid just for buildings with less than 48 construction hours left. One construction hour requires 170 diamonds. The option is not available while the Empire is under enemy attack*.

*There is the following exception: This option is unlocked under attack when there is a drastic difference between the golden equivalent of the attacker's army and the gold equivalent of the net worth points of the defender.

Instant Imperial transport  

An option available for all players - Premium and regular, which finishes the transport mission between provinces, colonies, trading and military posts immediately instead of waiting the required time. Instant transportation is available just in peaceful times. While under attack the sovereign cannot use it*.

*There is the following exception: This option is unlocked under attack when there is a drastic difference between the golden equivalent of the attacker's army and the gold equivalent of the net worth points of the defender.

Instant research  

Finishing a research earlier. The option is paid in diamonds and is valid just for researches with less than 12 hours left*. One research hour requires 510 diamonds. The option is not available while the Empire is under enemy attack**.

* This is a basic limit. The higher the development, the net worth points and the number of diamonds spent for instant research, the higher the limit gets.

**There is the following exception: This option is unlocked under attack when there is a drastic difference between the golden equivalent of the attacker's army and the gold equivalent of the net worth points of the defender.

Instant training  

Completing the training of a group of units immediately. If the number of units in training and currently owned soldiers is under 5000 you can use the option for free. Otherwise, you will need diamonds. Only the first training group in the queue in one province and one barrack can be instantly trained. Every group below 6 remaining hours requires 170 diamonds. Instantly training one group implies recalculation of the other queued groups' remaining times. Instant training is not available while the Empire is under enemy attack*.

*There is the following exception: This option is unlocked under attack when there is a drastic difference between the golden equivalent of the attacker's army and the gold equivalent of the net worth points of the defender.

Intelligence unit  

See spy.

Iron  

Produced by population hired in the iron mines. Iron is required in bigger quantities mainly for army recruitment and Military Technologies.
Gold equivalent: 1 iron = 1 gold

Iron Mine  

Economic Building.
Type: Local, Production
Prerequisite Technologies: Architecture 1
Maximum Level: 35

Allows the production of Iron resource. Each level increases the Worker Capacity of the building.