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Imperialism I

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IMP3, by sPiros

  1. World Map: View as is with better graphics and colors. Also it might be a great idea the world map to be displayed as we know it from geography: round!!!

  2. Country Map: It shows all the transported cargo from production (e.g. mine, etc) to the city (or depot) and the final product to the capital (e.g. pig iron). Also the transport images (between production line and workshop) may look like caravan (camel, horses – depending on country), car or train.

  3. Area map: It might be looking like the map in Tropico, where it shows in detail the town and industry buildings, e.g. sawmill, food processing factory, etc, and the transport system.

  4. Engineer: ability to build depots in places where the city limits cannot reach.

  5. City upgrade: each town have a radius (in which products can be produced) like this:
    When a city is upgraded it controls the space as indicated below:

    This show a "level 2" upgrade. The capital can be upgraded even further, to level 3.

    II: This is the city radius after upgrade.
    *: This means that the city cannot expand through the border.

    The city can reach in level 2. The first level is small village and it costs 2 units of wood, bronze and 1 iron. The second – and final level – costs 4 units of wood, iron and stone. With the city upgrade, the production increases and also the city borders change. The Capital city can upgrade to level 3. The cost of that upgrade is 6 units of wood, iron and 3 units of cement.
    The use of depots in every town was to stockpile (in cities) the resources: a) for the local industry who need’s the resources to produce the finished product e.g. Iron and Coal it turn into Steel and b) as a part of the warehouse for the global trade. The depot in country still remains the same but the production of the area upgraded. The use of depot in country was to gather the local resources from the six near by production area and instead to transport in town to use as warehouse. The depot can be built in places where the city radius can’t reach. The depot can be constructed after the “invention” of town growth.

    Each < means production area (mine, plain field etc).
    Each B means city.
    Each D means depot.
    Each C means capital city.

    If any city have border with another city then the production area will change.

  6. Ports: Only one port for transport/trade, which are connected to warehouse. Minor ports only for food production. The limit of the port is the sea, which is in this province e.g. Sea of Matrix it has only one port.

  7. Town Growth: With this “invention” the town can be upgraded, also upgraded the radius (by one production tile) and the industry output.

  8. Supported OS: Windows family, Mac OS family, LINUX!!!

  9. Music: Add your own tracks.

  10. Industry: The classic workshop remains the same (wool, cotton, wood, paper etc) and we also add some new: stonemason, salt workshop (produce salt for canned food and fish), Food workshop (uses grain, meat, fish, salt, fruits – later spices, [each worker uses 1 unit of food per turn,]). Each industry workshop can be built in a city, which has the resources e.g. in a region which has mountains the city can build industry according to the production of the mountains such as Steel works etc.

  11. Product: Stone: Found in mountains (early) and used to improve roads to level 3 (level 1 is path, level 2 is dirt road and level 4 is with rail) and cities.

  12. Transport system: The transport system has 4 levels of development: the first level was a dirt path and the construction doesn’t require any material. From the construction of the path (level 1) it return’s 1 unit of wood. The transport of goods was ½ units per turn. The next level is dirt road and it requires 1 unit of wood and 1 unit of copper. The transport of goods was 1 ½ unit per turn. The next level is gobbled road (it requires 2 unit of wood, 2 unit of stone and 1 unit of iron) and the transported goods was 2 ½ per turn. The last level is rail, and it requires 3 unit of wood, 3 unit of steel and 3 units of stone. The transported goods in this level were the maximum (4 or 5 per turn).

  13. Diplomacy: When a great power joins another, all the ships (trade and war) join the fleet and all the civilian units (builders, engineers) join the “development” force. The same works with the army units.

  14. Disband unit: (Army) selecting disband it will return back the half of the cost, which the units cost’s in first time ex. Disbanding a Field artillery you will get back ½ unit of fabric, ½ unit of steel and 1 civilian if the cost for these units was 1 unit fabric, 1 unit of steel, and 2 civilian.

  15. City fortification: when one city upgrades the fortification (through technology advance) automatically it will generate a military or navy unit (independent of cost) and the place of the capital city (next to sea or plain field).

  16. Diplomacy: When you create an embassy in a small country, all the others great powers have no political access to this country for 1 year.

  17. Trade: Small countries it will sell their products to you at low price when you have established a trade consultant. You can sell these products to others great powers (profitable). The re-sale of these products it displayed in bottom line as “Commission” or “Income from Others”.

  18. Fleet: When you build 15 trade ships (ex. Clipper, Traders) automatically you will receive a warship for their protection or some “naval research points”. Also the mass creation of the ships has effect to gather “points”.

  19. New World resources: Except the classic minerals (iron, silver, diamonds, furs) new consumables resources such coffee, banana, papaya, etc which can be used in Food industry for consumed by master workers. These resources can be found in plain field and the can be develop under the “exotic farm”.

  20. New product: Oil: Can be found in desert and icy climates. Can be used in industry (doubling the output production), in cities (light’s), in army (mechanized units) and navy (trade and warship).

  21. Game Environment: A tool to load or to “transform” the old save games from Imp1 & 2 to the new format, function to create custom maps, sandbox play mode, network play.

  22. Game type: Turn based. Each turns it counts 12 month. The year of ending the game it will be infinite.

  23. Improvement: Ability 3 unit of the same type e.g. Builders, to work together in the same “land”, or 2 different unit e.g. 1 builder & 1 engineer, to work together in the same “land”.

  24. New World resources: 2 different resources can be found in the same “land” ex. furs and wood or silver and gold.

  25. Technology tree: Displays all the research tree and show what is next and what is needed to research it. Also some research’s they will require some “points” which will be gained by constructing a specific building or development an area.

  26. Product: Paper: This product can be made from the remains of the trees. Every turn the sawmill factory can produce standard 3 units of paper. This product it doesn’t requires any labor to allocate.

  27. Unit: Airships: With the construction of this vessel’s the transport from distance provinces (which has no access in sea) can become more easily. The construction of an airship requires 10 units of wood, 10 units of steel, 40 units of cloth, 3 peasants and 1 apprentice. The cargo capacity was 50 units. Also the airships can be used in military as scouts in enemy province. The use of airships can improve the military tactics; e.g. by attacking in a country which has no access in sea. The airships can’t have any weapons.

  28. Cities next to sea can produce 2 units of fish (by default). When a city or port upgraded the amount of fish product can reach level 3 without any further upgrade.

  29. Product: Salt: Can be found in mountains and cities next to sea. Can be used in food industry only. The maximum level of development was level 3.

  30. Units: Experience: With the continuing construction of many development (roads, forts, farms, mines) the engineers and builders, they gather experience and the ability to use the resource more effective.

  31. Product: Cement: It found (late) in mountains, (The base material is stone. With process, it turns to cement). It used only in town upgrade.

  32. A.I: Alliances: Great Powers can make an alliance and declare war to great power. By declaring war to another GP (Great Power), a part of your army it joins the same army of your allies and then invades to the opponent. When the battle (in land of the opponent) finishes, you can decide to share the land with your ally. The captured land was two provinces. The captured land also can be change by the GP who attacks ex. If they attack 3 GP then the captured provinces will be 3.

  33. Game menu: Map: It will be display the world globe and we have the option to play in “New World” and in “Old World”. The “New World” means a random map and “Old World” means the Europe as we know it, and an unexplored area to expand.

  34. Colonies: The GP will have their colonies – not in new world – from those resources and final products will transport in metropolis ex. Africa. The role of colonies was to support the metropolis with raw materials and workers. The player (human & AI) can’t attack in the colony of another GP. By conquering or joining another GP the player will have access to colony. Some examples of colonies were Africa, Asia.

  35. Minor Nations will call the new countries of the new world.

  36. Units: In territory map it shows the places where can be upgrade, examines or developed.

  37. Resource: Gold, Silver & Diamonds: It will be turn in cash only when it transported in metropolis.

  38. Industry: Weapons: Can be built in weapon industry. The weapons industry can be built in each city which can provide wood, bronze, steel and iron.

  39. Military: Nationalism: When this topic is researched automatically it gives one general (no matter the size of the army) or free upgrade for 3 units or creates 5 units of army or 2 navy units ALL FOR FREE.

  40. Diplomacy: Propaganda: When this topic is researched automatically it gives you one spy. Further research into propaganda it reveals all the spies (who it might be operating in country).

  41. Navy: Privateering: When this topic is researched, the player will have the option to dispatch some of his warships to act like pirates. In every turn the player it will receive a “credit” from piracy. Of course the player in any time can stop the piracy with the cost of the half fleet that operates as “pirates”.

  42. Research and Upgrade: By investing in new technologies through research, except the money which is needed to work, a new parameter can be added: Points. You can acquire points from industry (by upgrading the factories), trade, military etc. The points can be used in your total score (rank pool).

  43. Unit: Missioner: Can be trained in Mission (the Mission can be built in Old world), and can be used to recruit more (CHEAP) workforce. The workforce can work in industries in new world ONLY and they produce twice products than a peasant in old world.

  44. Land: BONUS Places: By inventing a new technology, it is possible to upgrade some “specials” places. These places are plain fields, forests, hills and mountains that have a river crossing them. These places by placing a “special” building can have the production doubled without needed have developed by a builder. The special building might be a wind or water mill for grain, wood, iron, coal etc. The covering area of these buildings can be square of eight-resource tile and the special building in the centre. In addition, the tiles, which surround the “special” building, can upgrade by a builder.

spiros
V 0.1 –21 February 2004


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)*
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