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"This game has totally blown me away, I have lost many hours of sleep playing through the night and have even wagged school so that I could get more game time, not to mention the hours of study I have missed out on for exams due to this freak of nature." -- Alex the Alien


Various Imp 2 tips

In general, don’t bother trying to win over the New World with money or diplomacy. Instead, be as politically incorrect as possible, and send in the troops to grab as much territory as possible before the other great powers can. (Ed: not subtle, this one, but it works. Also: go for their capitals; that way you get the ports.)

As soon as you develop rifle technology, turn away from producing expensive cannons and instead concentrate on infantry. Ten infantry units can take out a fort as quickly as the cannons, and they’re also a lot cheaper to produce. (Ed: I must remember to try this one.)

Be careful when it comes to playing power politics. The aim of the game is to conquer half of Europe, but do not let others benefit from your work. AI players are more than willing to scoop up major powers that you have softened up or cut off from the riches of the New World.

Weaken other empires one after the other, until you are ready to make the big play and capture those last few crucial provinces.

Cheat (Balanced resources): Hold [Ctrl] and click on the globe at the new game screen, then type Pippin. The red country will begin the game with balanced resources.

The following are from Michael Rymaszewski’s Strategy Guide. This book is essential reading if you want to get the most out of Imperialism II. Also, Slap’s Imp2 site has a good tips page.

What you have, others may lack. Use the Diplomatic screen and the Deal Book to identify current and looming shortages. You can make powerful friends and turn a nice profit at the same time.

It’s a good idea to enter bids and offer even if you have no desire to trade anything. This lets you examine the current state of the market; remember that you only receive information on the supply and demand of the commodities you bid for or offer for sale.

At the higher difficulty levels, beware of pursuing trade with Minor Nations too aggressively. When another Great Power has established an embassy and signed a pact with a Minor Nation, it probably needs the resources that Minor nation supplies, and will get upset if you barge in. Monitor the state of your relations with that Power on the Diplomatic screen.

Portugal and Holland are the trading experts among the Great Powers. These two prefer peaceful assimilation to war — although they won’t hesitate to opt for conquest at the higher difficulty levels.

Workers don’t need to be healthy to acquire new skills. If you have tobacco but no sugar cane, stock up on paper, then educate your peasants into journeymen on two consecutive turns.

A Great Power with plenty of food but little in the way of industrial resources can be expected to embark on a very aggressive course. It will have enough food to support a hug army, and will use that army to acquire territory that contains all the resources it needs.

The diplomatic attitude of Minor Nations and Tribes is unaffected by the strength of your military. However, the size of your armed forces means quite a lot to other Great Powers; weaklings are held in contempt and are viewed as possible prey.

In war, use your navy to fake multiple landings. This ruse can help disperse enemy forces, luring away the defenders of provinces that you intend to attack for real. Be warned; the other Great Powers do this, too.

To assemble a fleet of ironclads without pain, continue rapidly expanding your merchant navy, building many smaller ships rather than fewer larger ones. Once you discover Advanced Iron Working, you’ll be getting a free Ironclad for every 10 merchant ships you build.

Multiplayer: Keep a low profile! It is human nature to bind together and topple the leader, so do your best to maintain the potential for power without flaunting it. If you maintain a healthy reserve of resources and population, you can churn out a powerful military force in one turn.

2 comments to Various Imp 2 tips

  • Archimed

    Cheat tip for Imperialism 2:
    How to build Level 4 improvements from Level 2, with only 16 Lumber + 16 CastIron, without the required Technology

    Requires 2 builders for one tile.

    One turn before acquiring knowledge for Level 3 improvement (e.g. Large Precious Stone Mining for Diamonds), move one builder over the top of the Level 2 improvement.
    After the technology advance, redeploy the first builder away from the improvement, and send second builder to improve the resource to Level 3 improvement. Then simply cancel the redeploy orders of the first builder – the first builder will appear in the same tile with the second builder who is already improving! Simply give orders to the first builder to improve the resource to Level 3.
    In one turn, you will get 2 builders improving the same tile, for the cost of 2* (8 Lumber + 8 Iron) or 16 L + 16 I total, for improvement from Level 2 to Level 4 ! The technology for Level 4 resources is not required at all!

    I tried the same with stacking up 2 builders in same tile one each turn) and giving orders to 3 builders simultaneously to improve from level 1 to level 4, it worked also. Yet, improvement of Level 5 can be achieved on the screen info, but you won’t get 5 resources per turn.

    I usually improve the tiles to Level 1 without improving to Level 2 (its cheaper to build Level 1). When I can afford it (by allocating 20 Lumber + 20 CastIron in 4 turns), I improve the resource to Level 2 and after 2 turns I am sending extra builder to improve from Level 2 to Level 4. Usually I have the technology for Level 3 improvement when I do this. Otherwise, I should keep the builders on the tile one turn before disvovering the required technology.

  • Please e-mail me your contacts. I have a question webmaster@spottovo.ru” rel=”nofollow”>……

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