Yahoo
Imp_List
Group


Competition games
Information, map keys, results and links.

Imperialism I

Tips / reviews / Strategy Guide / screenshots

Imperialism II
Tips / units / reviews / aars / map keys / Strategy Guide / screenshots


Trade Empires
in
progress

Imperial Agenda
ideas

Medieval Diplomacy

dminoz's map mod

Links

Email

Winning with Portugal
by Mike Montgomery (mmontgomery@slb.com)


Here is a short tutorial on how to win with Portugal on the Normal setting with the standard old world map. (In case you are not aware, Portugal has a very bad starting position, with only 4 provinces. If you can win with Portugal, you can win with anybody.)

Research priorities
Saw Mill $300 -> Printing press $200
(rush saw mill to get printing press 5 turns sooner)
Merchant Companies -> Money Lending -> University
Mine Engineering -> Copper & Tin Mining
[Sugar Cane] ->Sugar Refining -> Apprentice -> University
[Spices] -> Improve Sea Routes -> Convey
Organized Regiments -> Weapon Craftmanship

The main point here is to try win the technology race by first developing those techs that help with future research, i.e. printing press and university. Also, keep a base level of funding in each research area each turn. I rarely accelerate until I have a good source of revenue coming in (except saw mill, which I consider a must.) Taking capitols early can help supply money to keep research funded until you get some riches developed. Also, I avoid researching techs that other countries have until I have a spy ready to help. I try to build one offensive and one defensive spy as early as I can manage. (Being the technolgy leader means that you will often have a lot of people spying on you, so the defensive spy is really more important than the offensive spy. And when you don't need an offensive spy, put him to help with defense. [I am not really sure if the effect of defensive spies is cumulative. Multiple offensive spies do not seem to help, even when they are spying in different countries that both have the relevant tech. Does anyone know for sure?]

I want Convoying for Galleons, which you need lots of to transport fish and other goods.

I want Weapon Craftmanship to get Musketeers, which are the mainstay of my army in this phase. I really don't care if I get any other level 2 unit except Lancers (which you get on the way to Musketeers anyway).

Then get roads and head toward Crucible process. If possible, try to get Heavy Artillery before all of the other countries get Heavy Emplaced Artillery. If you succeed, declare war on the best country without Heavy Emplaced Artillery and decimate them. (Your artillery can destroy their forts taking no damage in return.)

In the meantime, defend yourself primarily with Musketeers (Weapon Craftmanship). I don't worry about Horse Artillery. I generally am not ready to attack a major power until later in the game. But the AI always quickly goes for this. So you can often get most techs related to this by spying.

Early Development
Turn 1. Build 2 extra citizens. Don't worry that you can't feed them yet. You have 30 turns before they will starve. Build 1 paper and 1 lumber. Develop the nearest sheep farm (NE), and build a road toward it. Send all 3 ships exploring. You don't need to trade right now anyway.

Successive turns: Continue exploring with ships. Each turn primarily build cloth, lumber, or iron.

Turn 2. Build 2 extra explorers. Continue the road toward the iron ore.

Turn 3. Develop the wood next to your road. Continue the road over the next several turns to pick up the copper and the two livestock fars. Hopefully you have found the next world by now. If so, unleash all 3 explorers. Desert should be first priority, then Mountains. Explore other areas only as needed to move inland.

As soon as you discover an enemy capital, put the ship to make a beachhead on an ADJACENT province (don't attack directly). Also, send the next closest ship back to your port. You are going to have some stuff coming in soon. Now use 2 cloth stockpiled to build 2 knights. Next turn, attack with 3 Knights. Following turn, move your other two units to the province. Next turn, use all 5 units to attack the capital. Even if the capitol does not have anything else of value, it provide $3000 (which is a very needed early in the game) and some fish. For this reason, I try to take every capitol I can find. Of course, seizing a province with diamonds or gems takes precedence over taking a capitol.

Subsequent development
Once you have 2 lumber, 2 iron, 2 cloth, I nickle, and 1 copper coming in per turn, make developing food and expanding your population as fast as possible your highest development priority. Also, you should be learning Convoying by now, so you will need to build a lot of extra lumber, cloth, and bronze to make Galleons, which will bring in the necessary fish (and other goodies) from all of the capitols you have taken.

Diplomacy
I personally avoid any overtures toward diplomacy at all until later
in the game. I refuse alliances (because they usually try to drag me into wars) and I make no contact with the minor nations. Only after I am sufficiently advanced in my economy and have enough excess cargo capacity to begin trading do I begin diplomacy. Then I generally build Trade Consulates and Embassies in every minor nation, and buy one piece of land in every nation so that I could be asked to intervene in case of war. Afterwards, I give generous trade subsidies to all of the minor nations and try to trade like crazy to make up for lost time. I buy stuff I don't need just to make lots of deals, and build lots of cargo capacity, and generally offer a lot of stuff like lumber for sale.

Avoid war absolutely as long as possible. The only reasons I see to go to war early is to defend a minor nation who will join you, or to take advantage of an artillery tech lead. I do NOT go to war for riches. I can usually get enough on my own to fund the early game, and later when my economy is rolling I can make plenty of money selling excess lumber, etc.

Eventually you hit a point where your economy cannot grow any more because of lack of wheat (all wheat supplies have been upgraded to level 2 already). [If you are short of fish, you should have taken more capitols, so suppliment by building more ports.] So you really need to attack someone to get their wheat. The best candidate is your only neighbor, Spain, since those wheat supplies can be brought in by road, while any other country would have to bring in supplies by boat. Try to pick a time when Spain is at war with someone else, and then offer an Alliance to them, which as a side affect puts you at war with Spain. Obviously before this, build up your army for the attack. If you don't have an artillery advantage, may want to researcha and build some mobile artillery, although fixed artillery (staying out of range and breaching a wall) , lancers, and musketeeers can usually suffice against most defenses. Always include a general in every battle so that you can build his experience. A 4* general can make a HUGE difference in bringing in extra units to attack heavily fortified capitols.

I can win nearly 100% of the time with this strategy without ever reverting to an earlier save. So I wish you good luck in trying it and expanding on it for yourself.


IMPERIALISM 2

Full version (57Mb)*
Patch (1.03)
No CD patch (for 1.03)
Manual (pdf)

Tech Tree (pdf)


IMPERIALISM 1
Full version (41 Mb)*
Patch
Manual (pdf)


TRADE EMPIRES
Full version (130Mb)*
Most of these
downloads (other than
the full versions, which
are direct) require
a Fileplanet login.

* The full versions of
all 3 games are
fully patched, noCD,
and don't need
installation - just unzip.
To help conserve
server bandwidth,
the links are not
here, but are on the
Links page of
the Yahoo
Imp_List group.


STRATEGY GUIDES

 



This site is hosted by Strategy Planet