Imperivm Resurrected

Make content
for Imperivm.

Guides, tools and examples to build new civilizations, units, maps and rules with plain files, nothing to compile.

SDK 1.2 · Requires Imperivm Resurrected 0.32.10 or later

What you
can create.

01 Civilizations and unitsNew civilizations or variants of the game's own, units with their stats, specials and custom sprites.
    02 Abilities and itemsTroop and hero abilities, items, formations, buttons, icons and graphics.
      03 Rules and victoryVictory modes, lobby options, scripts, XML and INI patches, languages and keys.
        04 Random mapsRandom map types built from a PNG, neutral outposts and starting cities.

          Just files, nothing to compile.

          Only the tools need Node.js.

          What you
          need.

          Imperivm III HD installed from Steam, and Imperivm Resurrected in the game folder, next to gbr.exe. Without the mod, the game loads nothing you create. The badge above shows the minimum mod version this SDK version asks for.

          Node.js, for the tools and the validator. There is nothing to compile: a mod is a folder inside mods\ with a mod.json and the files it changes or adds, using the same paths the game uses.

          A text editor for XML, JSON and scripts, and an image editor if you want your own buttons, icons or sprites: they are converted from PNG. The SDK has no tool for drawing sprites.

          Some tools ask for the game's DATA folder. extraer-datos.js pulls it out of data.pak.

          Included
          examples.

          The zip has one example mod per topic, and each guide points to its own: civilizacion-ejemplo (a Dacia), unidad-ejemplo, unidad-graficos-ejemplo, habilidades-ejemplo, objeto-ejemplo, formacion-ejemplo, fortin-ejemplo, mapa-aleatorio-ejemplo (the Ring map type), victoria-ejemplo (the Domination mode), opciones-ejemplo, idioma-frances, ordenes-propias and scripts-ejemplo, among others.

          To start from scratch there is a plantilla-mod with the bare minimum.

          Start in three steps.

          01

          Copy an example

          Copy an example folder, such as parches-ejemplo, into the game's mods folder.

          02

          Change it and validate it

          The validator checks your mod without opening the game and gives the file and line of each problem.

          03

          Enable it in the game

          In Additional content, enable the mod in your profile. Errors show up in Logs\imperivm\imperivm-mod.log.

          Tools.

          They need Node.js. Run them from the SDK folder (for example, node herramientas\validar-mod.js); each one explains its use when run without arguments.

          You want…UseGuide

          Reference and publishing

            Licenses and
            languages.

            The tools and the example mods are MIT: you can copy and reuse them. The guides are CC BY-SA 4.0: if you copy or translate them, credit the source and share under the same license. Imperivm Resurrected, the mod, is a separate project under the GPL, and the GPL does not apply to the SDK.

            The guides are in Spanish, English and Italian. Spanish is the original: no native speaker has reviewed the English and Italian ones. The tools print their messages in Spanish and, with --lang en or --lang it, in English or Italian.

            Sharing it.

            Mods are published on GameBanana, and the manager's Browse content tab searches there. The publishing guide covers the nine categories, the tags and how to upload the zip.

            If your mod is on GameBanana, people who play online with you download it from there. If you don't upload it, the host can only send it to a player who doesn't have it if you set "redistributable": true in mod.json.

            Read the publishing guide