The terms Sovereign Empires leans on most, defined as the game uses them. Each links to a fuller page where there is one.
| Term | Meaning |
|---|---|
| World | The single huge map every empire shares. Made of tiles. See The World. |
| Tile | One cell of the world map. Has terrain, elevation, sometimes a resource node, and an owner. |
| Region | A block of tiles the engine streams in and out. Mostly an organizational unit. |
| Terrain / Biome | What a tile is made of (water, grassland, rock, and so on). See Terrain. |
| Empire | A player’s domain, human or AI. Owns cities, land, resources, and armies. |
| City | A settlement that projects a claim over nearby tiles. See Cities. |
| Claim / Territory | The tiles a city controls, set by its influence radius. See Cities. |
| District | A claimed tile you build out on an interior grid. See Districts. |
| Building | A structure placed in a district that produces, houses, or earns. See Buildings. |
| Road | Interior infrastructure. A building must touch a road to work. |
| Stock-and-flow | The economy model: a stored stock of each resource plus a per-second flow. See Economy. |
| Resource node | A finite deposit on the map (forest, rock, ore) that depletes as you harvest it. See Resources. |
| Population | The residents of a city. They eat, grow, and are spent to field units. See Population. |
| Upkeep | The ongoing cost of keeping something, such as the food an army eats while in the field. |
| Unit | A single military type (Infantry, Tank, Jet, and so on). See Units. |
| Domain | Where a unit operates: land, air, or sea. Decides what can hit what. |
| Combined arms | Using land, air, and naval forces together. See Warfare. |
This article reflects the game in active development and will change as systems evolve.