Updated downloads etc from dminoz
The indefatigable dminoz has given imp-gamers another great resource. See his page http://adistantmirror.com.au/imperialism-downloads and admire!
imperialism strategy guide
Hi, I will in this guide cover strategy how to win . As there are many interdependencies between various issues I will start with strategies from beating intro difficulty and eventually progress to beating NOI most of time.
- 1 Beating intro and easy: Early conquest
- 1.1 Preliminaries
- 1.2 Opening strategy
- 1.3 Overseas
- 1.4 Tactics
- 1.5 Differences on higher levels
- 2 Economy 101
- 2.1 Getting money
- 2.2 Labor
- 2.3 Collecting resources
- 2.3.1 Industrialization
- 2.3.2 Resources by old fashioned way.
- 2.4 Starting nation/location
Here I will cover tactical combat. It gives such advantage to human that knowing it alone suffices to win at easy difficulty and also on normal difficulty provided that you could get/buy horses in first ten turns.
Before going to tactics I will describe a …
Imp 2 Map Gen Keys: In Summary
Executive Summary:
This is an explanation of what I discovered as chronicled in User_blog:Enojado271/Imp_2_Map_Gen_Keys:_Over-Explained.
Every map key has two parts, a value and a length. Every key with the same value and length produces the same map.
The length is simply the number of characters in the key.
To calculate the value:
- Convert all the characters to their ASCII decimal values, which you can find here under the column "Dec": ASCII#ASCII_printable_characters
- Multiply each character's value by 2^(n-1) where n is the position of the character, counting from right to left. (In other words: do nothing to the rightmost character. Double the next one to the left. Multiply the next one left by 4, then 8, 16, 32, etc.) (In binary, you just add…
Imp 2 Map Gen Keys: Over-Explained
ETA: I tried to put this together more concisely in another blog post. See User blog:Enojado271/Imp 2 Map Gen Keys: In Summary for something maybe a little clearer.
Note: I did all this on version 1.0.0.3 for Windows.
- Igea/Blue (from the wiki)
- Iora/Neni
- Swiga/Swark for roots iga/ark
- Iordelly/Kirnally for roots Iorde/Kirna (ETA: except Iorde and Kirna aren't really roots, see below)
- Caun/Dath
- Teva/Rhos
- Cis/Cog for roots is/og
(and more see below)
iga/ark appear to be root words, you can add the same things to either one and get the same map. The same is true for Iorde/Kirna and all the four-letter pairs. (Go crazy! Iordeiga/Kirnaark/Iordeark/Kirnaiga all work.) You can step up and down the ASCII Link titlecharacter line and keep making new pairs, Teva…
Trade Empires
Frog City's Trade Empires is as addictive as the company's earlier productions. Download is now available from one of the groups I belong to. Infinite variety, giving you over a dozen maps with a different distribution of resources etc every time you hit "NEW GAME". Better than Railroad Tycoon in several ways though with the same theme: build markets and move stuff between them to maximize profits and population. Cute camels!
Introduction from david4k
I have the username of davidk on the Imperialist Forum. That username was already taken on wikia, so signed up under the username of david4k. I am 71 and a long time player of both Imperialism and Imperialism. I first bought Imperialism as a change from the extensive city management tasks of Civilization2. Imperialism proved also to have a much better diplomatic system and I also like the area movement play. I have kept alive my Windows 98 as a standalone system to play a number of the older games and that what I still use to play the Imperialism series. I had posted user guides way back then for both games, last date I have a record of is 1998. At one point somebody from Frog City emailed asking for permission to republish my user …
Has anyone written any special scenarios for the game Imperialism?
Has anyone written any special scenarios for the game Imperialism?
I saw this post http ://apolyton.net/showthread.php/9970-A-new-scenario-for-Imperialism-I
by someone who created a special scenario where you could play Netherlands as a Great Power but his link lo longer works. Anyone else create something like this? Or have this one?
please send at themosmitsos5 @yahoo.com
Thx! :)
One hundred articles
"100 pages on this wiki" - so says the bold notice near the top of most pages. It means "100 articles".
There are 451 web pages (all pages in the wiki, including talk pages, redirects, etc.).
Page edits since Imperialism Game Wiki was set up: 546.
Registered users: 3,756,191 - that's for the whole of Wikia!
Now what we need is someone who has played Imperialism 2 and can write as much about it as I have written about Imperialism. If you're not familiar with wiki editing, never mind - just write in plain text and I can do the formatting while you learn (which won't take long!).
There are over 300 articles still waiting to be written: see Special:WantedPages.
Onwards and upwards...
Imperialism 1
My first new game on random map at the "normal" difficulty level; started fairly soon after I got an overwhelming victory at the first vote in my second try at "Beginner" mode.
(Indented lines are generally direct quotes from the game display.)
Country name "NZ", of course. Choose the "Random" option for names.
- "Request from your Interior Minister"
- "Select City Site
- "Like any port or depot, your city will draw in resources from the surrounding countryside. Your city will be the hub of your transport network and your industrial command center."
Mouseover shows that a coastal site is required. I choose one that will have minimum overlap with the site of a later port that will exploit a grain farm on a promontory and two cotton farms, the chosen site having…
Great newly-discovered game
It's the 19th century and steam engines are really useful in putting railroads through forests etc (but not swamps yet - and hills will take longer and mountains will take MUCH longer to be mastered). You and six other Great Powers of Europe share a map (possibly nothing like Europe) with 16 Minor Nations. Spinning Jenny works not in a factory but out in the fields increasing cotton and wool production.
Conquering other nations may get you a win, but the official way to win Imperialism is to get the votes of a majority of about 120 provincial governors. Diplomacy and efficient manufacturing and trade subsidy policy are more likely to win for you when the council convenes.
It's:
- Railroad Tycoon (but turn-based and with no visible train operation) and
- Civ…