Imp2
FAQ
by Tim Maurer
Email Sheepy99@Yahoo.com
Imperialism II
is one of the niche games that doesn't really receive a lot of the
attention that its relatives like Civilization or Colonization
get. But it's addictive nonetheless, and you definitely get your
money's worth.
INDEX
I. Intro
II. System Requirements
III.
Difficulty levels
IV. The Map
Generator / Europe Map
V. Great Powers
VI. Minor Powers
VII. New World
VIIa. NW Resources
VIIb. OW Resources
VIII. Navy
IX. Military Forces
X. Battles
XI. Industry
XII. Trade
XIII. Diplomacy
XIV. Units
XV. Tips and Tricks
XVI. FAQ's
XVII. Conclusions
I)
Introduction
The Year is
1502 A.D. and you are the King(or Queen) of a major power in the
continent of Europe. You country has just left the Dark Ages (Black
Death and all). Most of Europe's natural resources have been
discovered and almost used up, and your national treasury is starting
to become smaller and smaller. Only one course of action remains. New
Resources must be discovered and new treasure must be found.
History
will remember this as "the Age of Discovery". But it's not
that easy.
There are the six Great Powers of Europe, and six Minor Nations to
trade with and conquer, and you realize its going to be a fight to
the finish if your country is going to survive. You know that since
this is the case, you must send one of your trading ships out to
discover new land and the treasure that awaits within. You have to
beat the other nations to the riches the lay beyond the horizon. You
must build up your industry to process the new materials and build
new ships to bring your precious cargo home. You must build an army
to defend your new territory, and fleets to patrol and terrorize your
neighbors. You must invest your newfound wealth into technology to
developed newer and more powerful weaponry to keep your neighbors at bay.
Should all go well, your eyes will eventually turn back toward
Europe to conquer your neighbors and unite Europe under your
Motherland's flag. You know you will have made it when exactly half
of all the minor and major powers territory of Europe is under your feet.
II)
System Requirements
Imp2
works for both MAC and IBM machines out of the same box.
Win95/98 Requirements:
IBM/PC
compatible with win95 or 98
133MHz Pentium
or faster 200MHz (recommended)
16MB RAM (32 Recommended)
100MB Hard
disk space
4X CDROM DRIVE
16bit color
DirectX 6.0 or
higher (soundcard)
MAC Requirements
POWER PC (604
processor +) also works with iMac
System 7.6
32MB Ram
17.5MB free of
Single play
100MB Harddisk space
4x cdrom
III)
Difficulty levels
This is a
comparison of each of the levels of the game. To make things easier
to understand and read I will refer to a few items with
abbreviations. Here is my list:
$ (Starting funds),
Sh (Sheep),
Tr (Trees),
Tin (Tin ore),
Cp (Copper ore),
IO (Iron ore),
Cl (Cloth),
Wd (Wood),
Pp (Paper),
Br (Bronze),
Irn (Iron),
Fd (Food stuffs),
Moo (Cows),
Fs (Fish),
Hr (Horses).
Intro
level
$50,000.
Sh 10. Tr 25.
Tin 12. Cp 12. IO 40. Cl 4. Wd 20. Pp 10. Br 8. Irn 15. Fd 99. Moo
30. Fs 69. Hr 6.
Other notes:
Trade
consulates in every minor nation.
3 Knights.
Food gathering
is at level 3
Noticeable
leads in Mil, Diplomacy, and Tech.
At the end of
the game the Multiplier is 10 (the higher the Multiplier is, the
higher your score will be.)
Easy
level
$25,000.
Sh 8. Tr 20.
Tin 9. Cp 9. IO 30. Cl 4. Wd 10. Pp 7. Br 6. Irn 12. Fd 50. Moo 10.
Fs 40. Hr 6.
Other notes:
2 Knights, 1 spearman.
food gathering
is at level 2
No trade in
minor nations on this and the rest of the difficulty levels.
Minor leads in
Diplomacy, Tech and Mil.
Multiplier is 20
Normal
level
$12,000.
Sh 6. Tr 20.
Tin 6. Cp 6. IO 20. Cl 4. Wd 5. Pp 5. Br 4. Irn 8. Fd 30. Moo 10. Fs
20. Hr 6.
Other notes:
1 Knight, 1
spearman, 1 early rifle.
Food gathering
is at level 2.
Every area of
the games is equal to the other players.
Multiplier is 100
Hard
level
$8,000.
Sh 6. Tr 12.
Tin 3. Cp 3. IO 15. Cl 4. Wd 5. Pp 2. Br 2. Irn 5. Fd 20. Moo 5. Fs
15. Hr 6.
Other notes:
1 peasant, 1
bowman, 1 knight.
Food gathering
is at level 1
Slightly
behind in Diplomacy, Mil, and in Tech everyone but you has a slight
head start.
Multiplier is 200
Impossible
$5,000.
Sh 2. Tr 8.
Tin 3. Cp 3. IO 12. Cl 2. Wd 5. Pp 2. Br 1. Irn 4. Fd 15. Moo 5. Fs
10. Hr 6.
Other notes:
1 peasant.
Other nations
are royally pissed at you
Noticeably
behind in Diplomacy, Tech, and Mil
You are eating
more then you are producing.
Multiplier is
at 400
(This level is
rarely won. This was probably put in the game as an "Iron
Man" see how long you can last kind of thing)
IV)
Map Generator / Europe Map
When you start
a new game, you go to the big globe which is where the map generator
is. The key on the table will let you "Create your own
maps". I honestly don't like the little key because it often
produces junk which is unplayable, at least to me. You can decide to
play in real world Europe or a Random Europe with different levels of
stuff everywhere.
Real Europe
Start out in
the proper historical locations for the time period of 1502 - 1800.
Historical locations of resources are in the right location.
Providences of each country are also historically accurate. I noticed
that Spain, England, France and Holland have overall good locations
for food, expansion, and other resources. While Portugal and Sweden
are kinda screwed. Each time you play as real Europe the new world is
in a random place with random resources (sometimes the computer's
idea of "random" is the same thing twice. If you notice
that you played that map before, keep playing since no two experience
are ever the same anyway.)
Random Europe
This is the
map I usually play. There is true randomness with resource and
locations. When playing on this map go into your config menu (found
in the main hallway) and turn on the option that lets you decide
where to put your capital manually.
When looking for a place to put you capital. It's best to keep in
mind what level you're playing at. If its Intro, look for a location
that has a couple of food and cattle/ocean squares. If you're playing
Easy or Normal, look for a location that has 3 food squares and some
cattle/ocean/river squares. Also, when deciding on a capital
location, look to see if you have a good number of mountain/hills and
forest squares. The more the better. Having a lot of sheep squares
will help but this can often be overlooked.
V)
Great Powers
Great Powers
are the only nations that can have New World provinces, and are the
only nations that attack other nations. As a player you will start as
a Major Nation Leader.
The Major
Nations of Imp2:
England -
(Capital: London)
Spain -
(Capital: Madrid)
France -
(Capital: Paris)
Holland -
(Capital: Amsterdam)
Portugal -
(Capital: Lisbon)
Sweden -
(Capital: Stockholm)
Should your
capital be conquered by another nation, you lose the game. Should you
conquer a capital, that nation is eliminated as a Great Power, and no
longer trades, attacks, or speaks to any Nation. They are thrown into
a state of anarchy (lack of government)
VI)
Minor Powers
Minor Powers
are only able to trade with Great Powers. They have no navy, and
their army is limited to defending its territories.
The Minor
Nations of Imp2:
Scotland -
(Capital: Edinburgh)
Ireland -
(Capital: Dublin)
Italy -
(Capital: Naples) (Why isn't the capital of Italy Rome? Well, during
this time Italy and Germany were part of the "Holy Roman Empire
and German States" so their present days capitals are not
reflected in this game)
Germany -
(Capital: Hamburg)
Denmark -
(Capital: Copenhagen)
Switzerland -
(Capital: Bern)
When a Minor
Nation capital falls, their country is thrown into anarchy and no one
can trade with them anymore.
VII)
New World
The New World
is very much like the Old World, except that they are a little bit
behind on the technology tree. The natives take the names of native
American tribes (Aztec, Inca, Iroquois, Mayan, etc), and their
providences are named after famous colonies founded by the real
countries during this time period (Cuba, Toronto, Brisbane, Taz, etc)
(unless you turn that option off in the menu).
The New World contains rich resources, ranging from sugar cane to
diamonds. Each Tribe has a capital, like the Old world, and if it is
conquered, the Tribe can no longer trade with Major Powers.
Tribes have 3 types of Military units:
The
Bowmen (Bows and Arrows)
The
Spearmen (Spears)
The
Clubmen (Clubs like cavemen types)
These units generally get slaughtered by even the weakest of
European knights, but as with most things if there are LOTS of these
weak units, then your knights can be overwhelmed and killed.
VIIa)
New World Resources
The New World
has many resources that the Old World does not have:
Tobacco
Sugarcane
Diamonds ($400)
Gold ($200)
Silver ($100)
Gems ($300)
Furs
Spices ($50)
Cotton
The New and
Old World share these Resources:
Iron ore
Copper ore
Tin ore
Coal
Forests and
scrub forests
VIIb)
Old World Resources
The Old World
mostly contains food resources that do not grow in the New World:
Farms, Cattle and Sheep, plus Horses.
But they share metal resources with the New World. Minor Nations
only contain Old World resources so, if you're low on food, you
should probably build an army with a few cannons to go
"acquire" some more food resources since Minor Nations do
not trade food resources.
VIII)
Navy
The navy
starts out with 3 Carracks (Spain has the Nina, Piñata, and
Santa Maria) and one ship will be an explorer ship when you first
start out (leaving you 6 trade capacity). Building more ships will
add to your trade and transport capacity. Early ships are slow and
don't hold very much. Later ships require Steel and lots of wood to
build but have a large capacity to battle other ships and are faster.
I will rate the ships according to overall cost, production, and
effectiveness in carrying out it's mission. (1 is best)
The
naval units
1 Galleon
2 Ship-of-the-Line
3 Ironclad
4 Frigates
5 Raiders
6 Sloops (are
useful for like 25 years)
Trade ships
1 Merchant Steamships
2 Indianman
3 Galleons
4 Clipper
5 Trader
6 Fluytes
7 Carracks
IX)
Military
When you start
in 1502 A.D. all your country has are a few knights or other unit
from the dark ages. For now this will have to do (it just so happens
New World natives don't stand a chance against them).
There are several classes of units:
Infantry
Light: fast
and weak
Regular:
moderately fast and weak
Heavy: Slow
and moderately powerful
Bowmen: cannot
be upgraded and practically useless
Cavalry
Light: fast
and weak
Spear: knights
with no guns
Heavy: fast
and moderately powerful
Cannons
(my personal favorite)
Light: can
move and shoot in one turn
Heavy:
powerful but can't move and shoot in one turn
General: Rally
weak troops/allow more troops to participate in a battle
X)
Battles
Your first
battles will usually be between knights and New World natives. Three
knights can usually do pretty well against six natives. However,
don't let any one knight get surrounded by natives.
Damage is displayed with red, loss of moral is displayed in yellow,
and remaining health is displayed with green. Should your troops run
of green and only have yellow remaining in their bar, they run away
from battle. If the troops run out of yellow they are labeled
"KIA"; Killed in Action. Should your troops get surrounded
by enemies in a way they can't retreat by the time they reach all
yellow in their bar, they surrender on the battlefield and are "KIA".
Any units with guns as a main weapon have a tool called
"opportunity fire", which is basically two shots in a row
in one turn. You gain opportunity fire by not firing your guns for
one turn and thus save it for the next turn (if you so desire). This
is important to remember when attacking provinces with a fortress
guarded by cannons.
Once you've progressed in the game to the point where you're
attacking old world providences, keep in mind what you learned from
attacking the new world natives; many of the same rules apply here also.
Fortresses have three levels of defense.
Level 1: Wood with 1 Heavy Cannon
Level 2: Brick with 2 Heavy Cannons
Level 3: Steel with 3 Heavy Cannons
(cannons upgrade with time)
See tips and tricks for attacking fortresses.
XI)
Industry
The bigger
your population, the more you can produce, and this is shown in the
Industry menu (that little factory icon in the menu at the bottom of
the screen).
Some things
to note on industry.
Your work
force requires 1 wheat and 1 fish or 1 meat (on simplified
configuration), and 2 cloth for each worker. KEEP THIS IN MIND at all times.
Ok, so you
start the game with a few supplies in your warehouse and a few
workmen and 1 Explorer. The first thing you should do is move your
worker over to some timber and set up a timber farm.
Have your
Explorer check all your mountains and hills for iron ore. Timber and
Iron Ore are your number one priority (Even above food on lower
settings). If you fail to gather enough, you will be forced to buy
them on the open market and chances are that no one may want to sell
them to you and you will grow dangerously behind in the game.
Your civilian
units consume wood and iron each time they make something. This is
why you need to get at least two iron ore mines and two timber yards
going before you look to improve your food stores.
Don't forget
that it usually takes two of some raw material to make an advanced
product, here's the list:
1 timber + 1
timber = 1 wood
1 timber + 1
timber = 1 paper
1 tin ore + 1
copper ore = 1 bronze
1 iron ore + 1
iron ore = 1 iron
1 sheep + 1
sheep = 1 cloth
1 cotton + 1
cotton = 1 cloth
1 coal + 1
iron ore = 1 steel
1 sugar cane +
1 sugar cane = 1 sugar
1 tobacco + 1
tobacco = 1 cigar
1 fur + 1fur =
1 fur hat
1 horse farm =
1 horse per turn (no production needed, lucky you)
New World Treasure
1 spice = $50
1 silver = $100
1 gold = $200
1 gems = $300
1 diamond = $400
XII)
Trade
Sooner or
later, you will find that you don't have a specific item needed to
complete a unit from your industry menu (usually tin or horses).
You can spend countless hours in the New World looking for it, or
you can trade for it. That is, you pay the market rate for the item
in question. The market rate is affected by how much demand there is
for the product. Raw materials are usually cheaper than assembled
materials. So, you should try to buy raw materials unless your
industry is weak.
If you have a trade consulate and trade with a minor nation, you
gain favor with that nation. So that means that that nation will
trade with you first (if you gain Most Favorite trading status with
that nation) if you are asking for that product. If you get a Minor
Nation to trade with you enough (over a period of many years), you
can ask that nation to join your empire, and they will join if you
are on good terms with them.
You can expand your trading capacity by building merchant ships
designed to hold a lot of cargo. It's worth waiting for the Galleons
to begin your trading and for bringing home your new world goodies.
XIII)
Diplomacy
Usually a few
turns into the game, a Great Power will ask you to join them in an
alliance. This can be a double-edged sword. Usually weak countries
will ask you to join with them (that's why alliances exist) so as to
discourage warlike nations from attacking them. Of course, if a
nation you sign an alliance with declares war on another nation, you
will lose diplomatic points if you refuse to go along with the attack
(and you will lose the alliance too).
DON'T be an idiot and sign an alliance with every world power there
is (there are six, counting you). Eventually someone will declare war
on someone else and inadvertently declare war on you and you could
have world war 3 on your hands. Not to mention huge diplomatic points gone.
Things to remember
Trade Consulates
cost $500 and can be set up in both the New and Old World (you should
already have them set up in lower difficulty levels of the game with
Great Powers). These allow you to trade with other nations and gain
favor with each trade.
Embassies
- once you build these in Minor Powers and Tribes of the New
World, you can offer peace and alliance deals that should gain you
favor with them.
Non-Aggression
Pacts - You can offer these only to Minor Powers and Tribes.
If another power declares war on them, the Minor Power/Tribe will let
you know and give you the option of letting that Tribe or Minor Power
into your empire. Of course, you'll be at war with the power that
declared war on them.
Empire "ing"
- asks any nation (Major, Minor, or Tribe) to join your empire
voluntarily. You should make sure you have a lot of extra food before
you do this, because you will need to feed their troops.
Alliances
- asks a Great Power to join forces if attacked, or attacking an enemy.
XIV)
Civilian Units
There are six
civilian units available in the game. Each costs $$$ and paper to
hire, but they require no industrial workers like the military and
navy do.
Explorer
- Looks for minerals and treasure, and uncovers black unexplored
parts of the map.
Engineer
- builds roads, ports and upgrades forts to the next level (if available).
Builder
- processes natural resources so they can be collected and processed
by industry, also expands towns so they produce free things (see tips
and tricks)
Merchant
- once you have an embassy in a Minor Nation or Tribe, the merchant
can buy some land (overseas profits) and once the land is processed
by the builder and a road is established by the engineer, you can
collect a cut whenever the item is ever sold. When the sale to your
Merchant is successful, you see your country's color flag on the
resource, and this means that the Tribe is safe from attack unless a
country declares war on you first (tips and tricks)
Spy
- if deployed in your territory acts as a counter spy. Otherwise if
deployed in another foreign territory, the spy makes researching
technology easier. Can also spy on military forces in a providences
and give a semi-accurate report.
Rail
Builder - builds rails on roads and thus improves the road
from level 2 transport to level 4.
XV)
Tips and Tricks
There are some
useful things to know when playing this game. I will try to go over
them here.
1) When
attacking an overseas province, you will notice some tents near the
city. Two tents indicate forces of 1 - 6 units. 3 tents indicate 7+
units, in which case it is not a good idea to attack until your
experience is higher (see the medals on the military page).
2) If you want
to slow down the Great Powers in the New World, quickly establish
Embassies with the native people and buy forests or another resource
with your Merchant. This means that the only way for the Great Powers
to take New World provinces is to attack you first.
Of course the other side of the coin is if the other Powers start
buying up provinces in the New World. The only way to stop them is to
take out the capital of the tribes they are buying up. This cancels
all the deals that the major powers made.
3) MAJOR
CHEAT: Tired of having the stupid computer head right for
treasure-rich provinces? On your first turn, save your game like
"Holland1". Play your game without saving for like 20
turns. You should know by then at least some of the diamond/gem/gold
New World provinces, and you can head right for them when you load
your "Holland1" save.
4) On your
first 3 or so turns, have all your resources go toward paper and buy
lots of Explorers (up to 4 if you're really in a hurry in the Medium
level of the game). This majorly helps explore your home territory
and some deserts in the New World faster.
5) Once the
game gets going, look to establish alliances with the other Great
Powers that surround your New World holdings.
6) Try not to
conquer more then 12 New World Provinces. Any more, and the cost to
protect them outweighs the benefit of having them. Any less, and you
won't have enough raw materials to help build up your empire (and you
gain a medal for having 10 New World provinces)
7) Tin and
horses are almost more valuable then diamonds. In almost all my
games, there are usually more diamonds than there are tin resources.
Make finding tin a top priority after your first 20 turns.
8) Forts have
usually 1 cannon in the early game. To take it out, you need to take
away its opportunity fire. So have a minimum of 3 Light Cannons to
every Heavy Cannon. And two expendable ground force. Send your ground
forces into the red dots and have the cannon fire twice at them (may
need more then one ground force). Once the Heavy fort cannons have
fired send in the light cannons and 3 shots should be enough to blow
up the Heavy cannon. The fort is yours.
9) If you are
attacking forts with extra troops, the same trick above works, except
you should concentrate on putting a hole in the wall and send your
horse units in first.
10) Getting
free industry-assembled resources - remember how I said you could get
Builders to upgrade towns? Well, if the province the town is in has 4
of anything (you can upgrade several raw materials to produce 2 of
something after the technology has been discovered), and you connect
the upgraded town to the 4 resources, you get a free assembled good.
So, 4 timber yards will give you a free wood with no industrial work.
This goes for all kinds of stuff.
11) Spain,
France and England tend to be more aggressive than Sweden, Holland
and Portugal. Of course should you become weak, Sweden, Holland and
Portugal won't hesitate to attack you. (You could turn random
personalities on and make the game harder to predict)
12) Sometimes
Major powers will "artificially" make themselves look
bigger to discourage attack by building cheap units or cheap ships.
Should you find yourself under attack in the early game, concentrate
on building some good ships and go blockade the enemy homeport. If
you fight off the enemy advances and just build ships, the computer
will think your stronger and will probably stop attacking you. The
only other way to stop an early attack is to gain enemy territory,
but that is probably out of the question since you won't have a very
big army in the early game.
13) Its a good
rule of thumb to build evenly, e.g. have your Builder work on food,
then resources, then treasure, then back to food, etc.
14) Don't
ignore fleets. If an enemy blockades your port, you had better be
close to winning the war, because you can kiss your game good-bye if
you lose all your transport ships.
15) Mid to
late game -- keep an eye on the status bars found in the game option
panel. Make sure you are equal to the other powers when it comes to
Technology, Fleets, and Military.
16) Assume you
will be in a war. If you have lots of territory with rich resources,
you must assume that you will be attacked by a power hungry country.
When you have overseas provinces with diamonds, for instance, the
aggressive countries will try to take them from you if they don't
have any themselves. So when you find diamonds or gems or gold, be
prepared to defend them throughout the entire game more then any
other territory. It's often best to build as though you will be in a
war within the next 5 turns.
17) Don't
waste valuable cargo space. Early in the game, you may find some New
World spices and silver and maybe even be tempted to supply your
capital with cattle from the other side of your country. This may
seem like a good idea, but you're going to need your cargo space to
conduct trade and ship some much-needed valuable rocks (diamonds,
gems, gold) and possibly tin/iron/wood/copper back to your
motherland. Ships are hard to build with the starting resources you
have, and it's often better to build a long winding road to the far
away resources. Besides, building ports near many ocean squares will
make up for cattle in the long run. So if you're running low on
cattle, build a lot of ports. If you're low on funds, transport
spices and silver until you find better valuable rocks.
18) Rail
builder & Merchant useless? I often end the game around 1800 and
I find that buying up land for the purpose of overseas profit simply
isn't worth it. Since you are buying stuff from what is essentially
"another country" instead of just bringing it home for
practically nothing, it simply seems a waste of time and effort.
Besides, another country could declare war on you and since you can't
put troops in the country your buying from, you just lost all those
resources you were buying, unless you have a non-aggression pact.
The Rail Builder is a waste of time to me, since it takes a lot of
wood and iron to upgrade food and cattle to level 3 and 4. Building
to level 2 is easier and doesn't waste as many funds.
19) Diplomacy
or "Big Stick". The sad truth is that invading provinces
and other countries is simply easier than playing nice with them. Not
only are your diplomatic investments not secure, but it's often not
worth buying what would essentially be free if you just took some
knights and cannons and just walked in and took it. Yes, it's not
politically correct but that is how the game is played. Conquer or be conquered.
XVI)
FAQs
Q. I hate
the Intro game, any tips for it?
A. I know the
Intro game is pretty hard, it took me almost 3 hours to play it and
there were a lot of mistakes but that's why it's there. Once you get
the whole idea down this game becomes a time-eater.
Q. What's a
good rule of thumb for fleets?
A. Well, it
depends what you want to do with your fleet. In the early game, it
isn't really worth building fleets. I only use fleets in the early
game to attack weak New World provinces, and then head back to port
to support my merchant marines. I only blockade ports with the
Ship-Of-The-Line and I usually have a minimum of 6 in my fleet (or 10
- 12 Galleons). So get your timber industry going before the SOTL
comes out.
Q. What
does a beachhead do?
A. When you go
to attack an overseas province, you need to establish a beachhead to
land your troops. So really an attack on an overseas province takes
two turns; 1 for the beachhead and 1 for the attack itself. The
beachhead looks like a cannon on the beach.
Q. What's a
good way to take out a tough enemy with lots of troops?
A. The
computer (on lower levels) overlooks the usefulness of fleets. It has
plenty of merchant marines though. Use this to your advantage. If you
blockade a port of a Great Power with 6 Ships of the Line or 10 - 12
Galleons, it will start to lose its merchant ships to your fleet and
will become weak, especially if it relies soly on overseas food and
fish. Just like industrial workers, the troops require food or their
life bar starts to become red. If it becomes all red they are
disbanded. Never underestimate the power of a blockade.
Q. How can
I lose even if I own most of the New World?
A. You win the
game if you own half of the OLD WORLD!!! If you own the New World,
you're really just making it harder for the computer to win but its
not impossible for it to pull it off.
Q. Why
should I establish a New World Colony?
A. To be
politically correct. I honesty don't bother too, but if you are one
of those people who thinks the poor New World was taken advantage of
by "evil" Europeans, and that they should have asked nicely
to borrow some resources, then by all means play nice with the New
World, and establish a New World Colony. And try not to get conquered
by your neighbors to quickly :) .
Q. How does
the game score the end of the game?
A. Here is how
the game tallies your score:
Labor
Industry
Treasure
# of
Providences and Colonies
Ending Year
# of Military
# of Navy
Diplomatic
Standing (did you break a lot of treaties?)
Merchant Marine
Difficulty level
Q. What's
up with the level difficulty?
A. Well
officially its intro, easy, medium, hard, and impossible, but here
ismy understanding of how it works:
Intro (easy)
Easy (medium)
Medium (hard)
Hard ( 1 in 10
chance of winning)
Impossible (1
in 100 chance of winning)
If you play
for points then you want the higher levels of the game. If your
playing for fun then Intro and Easy are the most fun.
Q. How do I
transport units with my fleet?
A. You don't
actually load military units on your ships (or civilian units).
Instead, if you need to move a civilian to the new world just move a
ship over to the unexplored new world and when you find land just
click on the civilian you are moving from the old world and putting
him where you want in the new world. Needless to say, if you don't
have the supplies to build something, the computer won't let you put
your unit on the tile you want to work on. Just put him on an empty
space till you're ready to use him. As for military units, you need
to send ships that have a large amount of cargo space and then create
a beachead.
Q. How do I
make money in the early game?
A. Sell some
products such as paper, wood, anything you have a surplus of. The
main way to make money is to find New World riches like gems and
diamonds. The higher the game level, the fewer starting funds you
have. To save money, don't attack NW areas with little reasources,
since attacking actually costs money too. Try to cut back on the
amount of reasearch you are doing until you have money coming in. You
will actually get fired as King (or Queen) if you go in the red too
long. Maybe you already know that from experience :)
XVII)
Conclusions
I guess there
a two ways to play this game; for fun or for points. I like playing
for fun, so I generally don't play any higher than medium difficulty.
This is a pretty good representation of what was going on during the 1500-1800s
and accurately shows what the political climate was like in Europe.
I only hope more games like Imp2 are made sometime. This game is a
gem for anyone who ever loved Colonization or Civ1 or Civ2.
I would like to thank Frog City and SSI for producing this game.
This guide is copyrighted to me, myself, and I. I don't care if you
use this on your site, but give me credit, follow the gamefaqs.com
rules, and dont charge $$$$ for this FAQ.
For the record the following sites can update this guide without
asking me (when I ever get around to updating), they are: Gamefaq.com
and Cheatcodes.com.
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