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Imperial Throne

by Alex Crossley

2025
TADS 3

(based on 8 ratings)
Estimated play time: 51 minutes (based on 2 votes)
Members voted for the following times for this game:
5 reviews6 members have played this game. It's on 1 wishlist.

About the Story

It is an inauspicious time to have become emperor. There have been many reverses of late, severely testing the morale of your subjects. The army in the northeastern province of Kohlus has been routed by a minor kingdom, probably due to the poor leadership of its commander, General Maretus. Many of the legions are in desperate need of troops and there is precious little revenue to pay for them. What's more, recent harvests have not been good, leaving the poor to go hungry. Throughout the realm, ancient traditions are being abandoned and people are beginning to fear the empire has lost the favor of the gods.

Awards

Ratings and Reviews

5 star:
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4 star:
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3 star:
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2 star:
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1 star:
(0)
Average Rating: based on 8 ratings
Number of Reviews Written by IFDB Members: 5

3 Most Helpful Member Reviews

3 of 3 people found the following review helpful:
A story of loss (in more ways than one), September 16, 2025
by Tabitha (USA)
Related reviews: IFComp 2025

I had fun playing this one, but ultimately came away with a rather poor impression of it after looking at the walkthrough. Initially, I really enjoyed exploring the possibility space, both as far as testing out commands and, on replaying, being more strategic and seeing if any of my strategizing would pay off. After five playthroughs (some of which, admittedly, were not actual attempts to do well), I thought I had a pretty good handle on what was and wasn't possible. But when I cracked open the walkthrough out of curiosity, I saw multiple possible actions that I'd never thought of.

The walkthrough starts out with a list of useful commands, which I think should have been included in the game itself; players could have a choice of whether to view them or not, but I think the player should definitely be made aware of their existence. Especially because I learned from the walkthrough that some of my attempted actions that had been rejected by the game were actually possible, I just hadn’t been using the right phrasing. Implementing more synonyms and/or including helpful failure messages that point the player toward the correct wording would help with that issue, too.

But what's a bigger deal to me is that, pre-walkthrough, I’d concluded that ending the game (Spoiler - click to show)with some level of failure was inevitable—whether the empire being completely overtaken, or its borders shrinking. And I liked that; the game seemed to be saying (Spoiler - click to show)“No matter what you do, empires are doomed to fall.” But the walkthrough presents (Spoiler - click to show)a series of commands that leads to an ending where you've not only held onto your current territory, you've expanded and conquered others'.

Given that this is the only path presented in the walkthrough, clearly the author considers it the ideal ending. With Drew Cook's essay on "The Game Formerly Known as Hidden Nazi Mode" fresh in my mind, I couldn't help feeling that my whole experience of the game had been deflated by this authorial intervention. My own interpretation went out the window, replaced by "Oh, it's just a game where (Spoiler - click to show)you win by growing your empire." The game's fantasy world is very generic/traditional, with barbaric tribes harassing your borders and women appearing only as courtesans or brides. Before, when left to interpret the game myself, I could see these as purposeful choices; now, though, they just seem lazy.

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2 of 2 people found the following review helpful:
Royalty simulator: tax, recruit, attack, condemn, September 13, 2025
Related reviews: about 1 hour

This parser takes a bold and innovative direction, and while I think it struggles with the execution, it's nice to see people experimenting and having fun.

In this parser game, you rule a country, but instead of moving from room to room or working with menus, you just give orders. The game itself doesn't give you any real instructions besides 'type what an emperor might do'.

I tried talking to my advisor, who suggested reviewing military deployments. I typed 'REVIEW MILITARY DEPLOYMENTS' and got a list of troops and number of places. I decided to recruit more by typing RECRUIT TROOPS IN , but I ran out of money. So I tried RAISE TAXES, and that worked. Some barbarians attacked, so I tried ATTACK and that worked.

I kind of ran out of steam then. There are some random events that you can respond to, but by that point I couldn't think of anything else to do. I peeked at the walkthrough and saw a list of actions I could try like 'condemn' (although it didn't let me condemn most things I tried).

I then restarted and tried the actual walkthrough. It had a lot of actions I hadn't considered (especially since some were in response to random events I hadn't seen yet), and due to randomization the walkthrough didn't 'work' and I'm not sure there's any ending to the game. Although, as I type this, I decided to try and type z.z.z.z.z.z and copy it over and over again, and was able to get a bad ending as my capital was sacked.

I think the concept (you can type anything!) is exciting, and a lot is implemented, but without stated restrictions or guidance it felt like I was stumbling blindfolded around a large, mostly empty room, trying to find scattered objects placed here and there (here the large room is the state space of all possible parser commands and the objects are the implemented actions).

Every writer writes for different audiences, so I may or may not be the target, but I think I would have had more fun if I had an idea of my long-term goal and about the relative amounts and specificity of things (does raising taxes give lots of money or little? Do I tax everyone, only some people, or only some things?).

Outside of that, the game is smooth, well-polished, and the writing clearly communicated what had occurred.

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1 of 1 people found the following review helpful:
4XYZZY, October 20, 2025
by Mike Russo (Los Angeles)
Related reviews: IF Comp 2025

Everyone knows that the worst part of parser-based IF is guess-the-verb puzzles. What Imperial Throne presupposes is – maybe it’s the best?

Admittedly, the setup here is fairly unique, and far afield from wrestling with medium dry-goods in an eccentric relative’s mansion. The game plops you down on the eponymous seat, placing you in command of a fantasy empire boasting rich provinces, inconsistently-competent generals, restive peasants, impious priests, and more rival powers than you can shake a stick at. From your exalted perch, you can examine all of the above and more, and ask your advisor to provide a bit of color commentary on them, but that’s about it in terms of traditional IF commands; trying to move about or take stuff just tells you that these things are unbecoming to and unnecessary for an emperor. There’s no ABOUT text to provide any direction, so what can you do? Just type stuff in and see if it’ll work.

And, thrillingly, there’s a lot of stuff that works. I cooed with happiness half a dozen times at seeing my ideas for governance accepted by the parser – I’m having to restrain myself from listing off half a dozen examples, but since this is a case where spoilers really do undercut the enjoyment the game offers, I’ll just note that one of my early priorities was establishing sumptuary taxes to support a shipbuilding program that I think made my foreign trade more lucrative. Yes, you can just type TAX SILK, and Imperial Throne will make that happen. At its best, the game manages to recapture the I-can-do-anything feeling experienced by the earliest players of parser games – I’m too young to have experienced that first-hand, but now I have a far greater appreciation for how impactful that must have been. Like, you can intervene in the capital’s culture, respond to crimes with punishments lenient and severe, balance class interests, and of course shuffle around troops to engage in great-power adventurism! And OK, I can’t help adding one more, though I’ll spoiler-block it: (Spoiler - click to show)BUILD BRIDGE ON LOCANUS will give a military advantage to your soldiers when they need to cross that river to retaliate against a neighboring kingdom’s raids!

The impact of all these decisions isn’t always clear – you’ll note that I only had a guess about what all those ships were accomplishing for me. While your emperor-o-vision lets you see the troops, leaders, and resources at your command, it provides only vague information about foreign policy or domestic unrest. Where a Civilization or Paradox strategy game would give you dials, charts, and numbers galore, Imperial Throne just gives you a sentence or two. This feels restrictive, but in a way that more authentically captures the experience of pre-modern rulership: this is a fantasy kingdom, but one without magic or other shortcuts that would allow a state to see or know things that historically required a significant bureaucracy and educational infrastructure. You get told that opening up the granaries to starving peasants softened a famine’s impacts and reduced unrest, but not that you lost 3 farmer populations and unrest notched own by 2, which helps keep the game’s mechanical underpinnings from showing through too baldly.

There are some rough edges and limitations, of course. The game’s opacity is a critical part of what makes it work, but it did lead to frustration when I couldn’t figure out the syntax to incorporate potatoes into my subsistence agriculture, and I was surprised that I couldn’t imprison a particular troublemaker, only execute him (all the more so when I saw that the walkthrough seemed to think that should have been possible, too). Keeping track of all the different made-up names of people, provinces, and kingdoms, is really difficult, since they’re all so much fantasy gobbledygook, and there are no built-in help features tracking this stuff, so you’d better have been taking good notes if you want to move a specific general to a specific place. And there are some minor bugs and a lack of polish; besides the aforementioned issues with imprisonment, X LABORERS got me a “runtime error: invalid comparison”, and a fair number of things just give the default “you see nothing unusual about them” response (even the potatoes, which had been brought back by an explorer returning from a far-off land!)

The biggest issue, though, is just that once the thrill of discovery wears off, there’s not much to keep the player engaged. After about 150 turns, I’d pretty much figured out what I could do, and while different events kept happening, they were mostly variations on what had come before, and the thing is playing a simple strategy game with a parser interface isn’t that intrinsically enjoyable. So when an ally I’d carefully cultivated suddenly turned on me after some domestic upheaval, I checked the walkthrough, saw that I’d uncovered like 90% of the possibility space, and decided I couldn’t be bothered laboriously shuffling troops around to fight off the invasion; I just hammered Z until the end game (joke’s on the betrayers, though, actually one of my generals took advantage of the chaos to get declared Emperor and toppled me after a brief civil war). But there’s no way to avoid that kind of come-down in a game built around experimentation – inevitably, you eventually run out of new stuff. But until that point arrives, Imperial Throne is a lovely little toy to mess around with, and I’m looking forward to reading other reviews to see what I might have missed.

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