Imperialism Game Wiki
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==See also==
 
==See also==
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*[[/Joe/]] subpage for list in June 2013 posting to [[Imp list]] by joemithiran"at"yahoodotco.uk
 
*[[Map key (Imp2)]]
 
*[[Map key (Imp2)]]
   

Revision as of 10:07, 28 June 2013

Several codes have been recorded on various websites for selecting a particular map in Imperialism. Most are "randomly" generated, but some of them, such as "Dune", seem to have been engineered to have a characteristic related to the code wording.

Choosing a map using a key

Click the globe on the second (map room) screen while pressing a "Control" key. You then type in a replacement for the expression in the popup "map key" window to get a different map, which may have a specific characteristic.

Finding the key during a game

If you start a game without using a map key, you can later discover the "planetary map generation key" by clicking the "Zoom" icon while holding down a Control key. That may also show you the game's version number, e.g. "v. 1.1".

Far-from-exhaustive list

Please record more here when you find a map that looks interesting: do the "Ctrl+Click" on the globe when the map appears, and the key for it will be visible: write it down then check out the available GPs, noting which have advantages or disadvantages (and note it briefly here, with a link to its own detailed page, as, for example, Fidmech).

(Some of these appeared also on a webpage headed "Imperialism II"; need checking to see which description fits Imp1 and which fits Imp2.)
Key Result
051195 All GPs except purple have lots of resources
71264 Green GP has resource advantage
Antarctica Green has no orchards. (This from tempe85 on zetaboards.)
Bimboss Three GPs each have nothing but 4 or 6 MNs sharing their continents; one GP has an island to itself; the other three are the only occupants of one island
Brete Red has plenty of coal, gold, iron, timber but not much for making fabric. (This from davidk on zetaboards.) Three of the minor nations list their exports as merely (1) cotton, (2) wool: an unusually restricted combination, though it is better than nothing, which is the apparent export list of the MN that has a standard name of "Idolon".
bushwhacker Any GP: lots and lots of timber (from Neoseeker)
Dune Mostly desert and tundra (from Neoseeker and CheatCC); light blue shares a continent with seven MNs but has no grain farm and not many bare plains and only one fruit, with the nearest grain farm in Manx to the east; green is not much better but can build a capital with a grain farm and shares a continent with five MNs
Everglades Lots of swamps. (This from splashinpool on zetaboards.)
Fidmech Blue GP shares a continent with just six MNs, four of them adjacent to it, and it has several good port sites, lots of timber, and a fair sprinkling of food but only a few resources for fabric and steel
frogcity Green GP has lots of iron and even more scrub forest and quite a bit of coal with some gems, but coal and gems are not accessible till railroads can go through hills (i.e. till you get Compound Steam Engine in about 1837), so prepare to invade a minor nation!
Holloxtast Play red with capital on the river near the timber. (This from davidk on zetaboards.)
Hothor Green GP balanced resources (from Neoseeker and CheatCC)
Kansas World has only two iron deposits and not much fruit or timber. (This from splashinpool on zetaboards.)
Kidasticks Red GP balanced resources (from Neoseeker and CheatCC)
LumberPlenty Red GP lots of timber
Nar Good for green; productive mountains near capital. (This from davidk on zetaboards.)
Pippin Red GP lots of coal and iron (from Neoseeker and CheatCC)
Scotland Lots of hills (from Neoseeker and CheatCC)
StandardCode Red and yellow GPs have good resources
Unwun Red has good balanced resources (This from davidk on zetaboards.)

See also

External links