Imperialism II: The age of Exploration Windows95/98 Macintosh 2/28/01 Version 1.01 FAQ by Tim "Sheepy99" Maurer Contact [email protected] Imperialism II made by SSI and Frog City Imperialism II is one of the niche games that doesn't really receive a lot of attention from its brothers like Civilization II or Colonization. Buts it's still additive nonetheless and you definitely get your money's worth. IMPERIALISM II ------------------------------ INDEX ------------------------------ I. Intro II. System Requirements III. Major Powers IV. Minor Powers V. New World Va. NW Resources Vb. OW Resources VI. Navy VII. Military Forces VIII. Battles IX. Industry X. Trade XI. Diplomacy XII. Units XIII.Tips and Tricks XIV. FAQ's XV. Conclusions -------------------------------- _______________________________ I.INTRO _______________________________ The Year is 1502 A.D. and you are the King(or Queen) of a major power in the contentint 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 recall this as "THE AGE OF DISCOVERY". But it's not that easy. There are six great powers of Europe and six minor nations in which to trade 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 hull 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 you eyes begin to 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 _______________________________ The great thing about Imp2 is that it 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.Major Powers _________________________________ Major Powers are the only nations that can have New World Providences 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 - Captial (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 Major Power and no long trades, attacks, or speaks to any Nation. They are thrown into Anarchy (lack of Government) _________________________________ IV. Minor Powers _________________________________ Minor Powers are only able to trade with Major 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. _________________________________ V. 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 Names (Aztec, Inca, Iroquois, Mayan, etc) 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 from sugarcane 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. The 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 slaughter 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. --------------------------------- Va. New World Resources --------------------------------- The New World has many resources that the old world does not have: Tobacco Sugarcane Diamonds Gold Silver Gems Furs Spices Cotton The New and Old World share these Resources: Iron ore Copper ore Tin ore Coal Forests and scrub forests ---------------------------------- Vb. Old World Resources ---------------------------------- The Old World mostly contains food resources that do not grow in the New World: Farms Cattle Sheep Horses But they share Metal Resources with the New World. Minor Nations only contain Old World resources so, if your 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. __________________________________ VI. Navy __________________________________ The navy starts out with 3 Carracks (Spain has the Nina, Piņata, and Santa Maria) and one ship will be an explorer ship when you first start out (giving 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. The Battleships: Galleon Ship-of-the-Line Ironclad Raiders Sloops (are useful for like 25 years) Frigates Trade ships: Carracks Fluytes Galleons Trader Indianman Clipper Merchant Steamships ____________________________________ VII. Military ____________________________________ When you start in 1502 A.D. all your country has are a few knights 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 ____________________________________ VIII. Battles ____________________________________ Your first battles will usually be between knights and new world natives. Three knights can usually do pretty well against six natives. Don't let any one knight get surrounded by natives. See graphic N = Natives K = Knights Do Don't N N K N N K N N N N K N K N K N N K Damage is displayed with red Loss of Moral is displayed with yellow Health is displayed with green Should your troops run of green and only have yellow remaining in their bar, the troops 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 cant 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 providence 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 (cannons upgrade with time) Level 2: Brick with 2 Heavy Cannons (cannons upgrade with time) Level 3: Steel with 3 Heavy Cannons (cannons upgrade with time) See tips and tricks for attacking fortresses. _______________________________________ IX. Industry _______________________________________ The bigger your population the more you can produce and this is shown in the Industry menu (that little factory icon in at the bottom of the menu). Some things to note on Industry. Your work force requires 1 wheat and 1fish or 1meat(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 explore. The first thing you should do is move your worker over to some timber and set up a timber farm. Have your explore check all your mountains and hills for iron ore. Timber and Iron Ore are your number one priority (Even above food). 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 1 wood and 1 iron each time they make something. This is why you need to get atleast two iron ore mines and two timber yards going before you look to improve you 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 sugarcane + 1 sugarcane = 1 sugar 1 tobacco + 1 tobacco = 1 cigar 1 fur + 1fur = 1 fur hat 1 horse farm = 1 horse per term (no production needed, lucky you) New World Treasure 1 spice = $50 1 silver = $100 1 gold = $200 1 gems = $300 1 diamond = $400 ____________________________________ X. Trade ____________________________________ Ok so you realize 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 is there for the product in question. Raw materials are usually cheaper then assembled materials. So you should try to buy raw materials unless your industry is weak. If you happen to 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 many years) you can ask that nation to join your empire and they will probably join if you are on good terms with them. You can expand your trading capacity by building merchant marine ships designed to hold a lot of cargo. It's worth waiting for the Galleons to begin your trading for and bringing home your new world goodies. _____________________________________ XI. Diplomacy _____________________________________ Usually a few turns into the game a major old world power will ask to join them in an alliance. This can be a double-edged sword. Usually weak countries will ask to join with them (that's why alliances exist) so to discourage war like nations from attacking them. Of course if the nation you signed the alliance with declares war on another nation you will lose diplomatic points if you refuse to go along with the attack (and the alliance too). DONT be an idiot and sign an alliance with every world power there is. (6 counting you) Eventually someone will declare war on someone else and inadvertently declare war on you and you 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 new and old world (you should already have them set up in lower skill levels of the game with Major 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-Aggressive Pacts - Offer these to only Minor Powers and tribes. This says that if another power declares war on them, the minor power/tribe will let you know and give you the option of letting that tribe/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. Alliances - asks a Major power to join forces if attacked, or attacking an enemy. _______________________________________ XII. Civilian Units _______________________________________ There are 6 civilian Units available to the game. Each costs $$$ and paper to hire but require no industrial workers like the military and navy do. Explorer - Looks for Minerals and treasure and uncovers black unexplored squares on 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 to they produce free things (see tips and tricks) Merchant - once you have an embassy in a minor nation or tribe, the merchant can by some land (overseas profits) and once that is processed by the builder and a road is established by the engineer, you can collect profits if the item is ever sold by the nation or tribe. When sale is successful you see your countries 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 Simi accurate report. Rail Builder - builds rails on roads and thus improves the road from level 2 transport to level 4. _______________________________________ XIII. Tips and Tricks _______________________________________ There are some useful things to know when playing this game. I will try to go over them here. When attacking an overseas providence you will notice some tents near the city in the providence. Two tents indicate forces of 1 - 5 units. 3 tents indicate 6+ units and not a good idea to attack until your experience is higher (the medals on the military page) If you want to slow down the Major powers in the New World. Quickly establish Embassies with the native people and buy forests or another resource with your merchant, which then means that the only way for the Major powers to take New World Providences is to attack you first. Of course the other side of the coin is if the other Powers start buying up providences 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. MAJOR CHEAT: Tired of having the stupid computer head right for Treasure rich providences? Well On your first turn save your game like Holland1. Play your game without saving for like 20 turns. You should know by then atleast some of the Diamond/Gem/Gold New World Providences and head right for them when you load your "Holland1". On your first 3 or so turns have all your resources go toward paper and buy lots of Explores (up to 8 if your really in a hurry). This majorly helps explore your home territory and some deserts in the New world faster. Once the game gets going look to establish alliances with the other major powers that surround you New World Holdings. Try not to conquer more then 12 New World Providences. Any more and the cost to protect them out weighs having them. Any less and you wont have enough raw materials to help you build up your empire (and gain a medal for having 10 N W Providences) Tin and Horses are almost more valuable then diamonds. In almost all my games there are usually more diamonds then there are Tin resources. Make Finding Tin a Top Priority after your first 20 turns. 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 2 Light Cannons to every Heavy Cannon. And one expendable ground force. Send your ground force 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 2 shots should be enough to blow up the Heavy cannon. The fort is yours. If your dealing with 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. Getting free Industry assembled resources - Well remember how I said you could get Builder to upgrade towns? Well if the providence the town is in have 4 of anything (you can upgrade several raw materials to produce 2 of something after the technology has been discovered). If you connect the upgraded town to the 4 resources. You get a free Assembled units. So 4 Timber yards will give you a free Wood with no industrial work. This goes for all kinds of stuff. __________________________________ XIV. FAQ's __________________________________ 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. Whats a good rule of thumb for fleets? A. Well depends what you want to do with your fleet. The early game isn't really worth building fleets. I only use fleets in the early game to attack weak New world Providences and 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. 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 providence, you need to establish a beachhead to land your troops. So really an attack on an overseas providence takes two turns. 1 for the beachhead and 1 for the attack it's self. The beachhead looks like a cannon. 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 Major Nation with 6 Ship of the line. It will start to lose it's merchant ships to your fleet and will be majorly weak. Especially if it relies soly on overseas food and fish. Just like Industry, the Troops require food or their life bar starts to become red. If its 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. I generally don't but you gain Many end of the game points if you do. Q. How does the game score the end of the game? A. Ok 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, Impossible but I included my 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 your playing for Points then you want the higher levels of the game. If your playing for fun then Intro and Easy are the most fun. ________________________________ XV. Conclusions ________________________________ I guess there a 2 ways to play this game. For fun or for Points. I like playing for fun so I generally don't play any higher the medium. This is a pretty good representation of what was going on during the 1500-1800's 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. Thanks To Gamefaqs.com for putting this on their site. Thank to everyone who help me with this guide, which appears to no one at the moment. This guide is copyrighted to me, myself, and I. I don't care if you uses this on your site, but give me credit, follow the gamefaqs.com rules, and dont charge $$$$ for this FAQ.