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IMP3,
by sPiros
- 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!!!
- 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.
- 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.
- Engineer:
ability to build depots in places where the city limits
cannot reach.
- 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 needs
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 cant 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.
- 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.
- Town
Growth: With this invention the town can
be upgraded, also upgraded the radius (by one production
tile) and the industry output.
- Supported
OS: Windows family, Mac OS family, LINUX!!!
- Music:
Add your own tracks.
- 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.
- 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.
- Transport
system: The transport system has 4 levels of development:
the first level was a dirt path and the construction doesnt
require any material. From the construction of the path
(level 1) it returns 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).
- 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.
- Disband
unit: (Army) selecting disband it will return back
the half of the cost, which the units costs 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.
- 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).
- 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.
- 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.
- 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.
- 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.
- New
product: Oil: Can be found in desert and icy climates.
Can be used in industry (doubling the output production),
in cities (lights), in army (mechanized units) and
navy (trade and warship).
- 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.
- Game
type: Turn based. Each turns it counts 12 month. The
year of ending the game it will be infinite.
- 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.
- New
World resources: 2 different resources can be found
in the same land ex. furs and wood or silver
and gold.
- Technology
tree: Displays all the research tree and show what
is next and what is needed to research it. Also some researchs
they will require some points which will be
gained by constructing a specific building or development
an area.
- 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 doesnt
requires any labor to allocate.
- Unit:
Airships: With the construction of this vessels
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 cant
have any weapons.
- 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.
- 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.
- 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.
- Product:
Cement: It found (late) in mountains, (The base material
is stone. With process, it turns to cement). It used only
in town upgrade.
- 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.
- 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.
- 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) cant 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.
- Minor
Nations will call the new countries of the new world.
- Units:
In territory map it shows the places where can be upgrade,
examines or developed.
- Resource:
Gold, Silver & Diamonds: It will be turn in cash
only when it transported in metropolis.
- 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.
- 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.
- 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).
- 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.
- 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).
- 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.
- 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
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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
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