When
you start a new game there are several national imperatives that you have
to accomplish to stay ahead in the race to become a major power. These
are explained in the following sections.
Everything
you build in Imperialism II requires resources and labor. Increase your
work force every turn if you can. To add one basic worker (peasant) requires
two fabric units. One fabric unit costs two sheep or two cotton and two
labor units to produce. You must have the fabric available on the turn
before the additional work force arrives. Your work force, military units,
and ships consume food each turn (one grain unit or one meat unit for
each unit each turn, divided evenly). If this requirement is not met,
then the affected workers will suffer illness and not be able to work
in the industry panel. If they don't eventually get food, you will lose
workers each turn until there is sufficient food to feed everyone. Advanced
units (apprentice, journeyman, and master) supply more labor for the same
food intake.
Resources are somewhat easier to acquire. The depot is now obsolete and
you only need a road on or adjacent to the land resource to collect it.
You don't need to build up your transport network either; all land-based
resources connected to your capital city are collected for free each turn.
You need to discover and develop each resource you want to collect. This
requires civilian units explorers, engineers, and builders. Some
resources are visible on the main game screen and you don't need an explorer
to locate them, but all minerals have to be discovered by an explorer
before you can collect them. The resources you see on the main screen
only require a road connection and development by a builder for you to
collect them for free each turn.
Resources oversea are harder to collect. They require roads, development,
connection to a port, and sufficient cargo space via shipping to transport
them. Also, you must own the province or be allowed to build via a treaty
to exploit the resource. This means you have to use your engineer to build
a port and connect all the resources that you want from overseas AND build
enough ships to transport the cargo each turn. This can be a logistical
challenge! The Carrack, which supplies three cargo space units, requires
one peasant, four lumber, two cast iron, and two fabric units to build.
Other ships have different build costs and cargo space.
Civilian units are the heart of your industrial power. The builder unit
develops resources from level 0 to 4, and each successive level is more
expensive in lumber and cast iron. This means that in order to develop
a timber resource to supply wood for your lumber industry, you need lumber!
Likewise cast iron is required to develop iron ore resources. Be very
careful with these two resources in the beginning of the game! Running
out of your starting resources before you develop enough timber and iron
ore can make you lag far behind in the race to power! You will have to
buy all of your resources in the trade screen if you run out, and you
don't have much money to spend! The engineer unit builds roads, ports,
and forts. Roads cost one cast iron and one lumber unit for each section
of road. Forts cost five cast iron and five lumber units. You can see
that it is easy to back yourself into a corner with iron ore and lumber!
The explorer unit is used to locate iron ore. Iron ore is found in barren
hills and mountains. You can tell the type of any tile by holding your
mouse over the tile and reading the description at the top of the main
game screen. You need three paper units to create a civilian unit. Two
timber + two labor units = one paper unit.
Military units are required to attack other provinces to make them part
of your empire. If you are planning a game of conquest rather than a game
of diplomacy, you need to have an army and a navy. If you are attacking
a minor nation or a province that is owned by a major power, you have
to declare war via the diplomacy screen the turn before. In the early
stages of the game the Knight (spear cavalry) is good enough that three
or four units can successfully attack nearly any new world province. To
build a Knight requires one peasant, one fabric, two bronze, and two horse
units. In the later stages of the game you'll need many, many horses!
Be sure to have a supply of horses trickling in each turn, so that you
don't run out just when OgreHead the Power Mad decides you are an offense
to nature and must be recycled! Later, you will be dealing with level
1 - 3 forts. While it is possible to successfully attack a fort with cavalry,
it is very expensive destroyed units are hard to replace! Try waiting
until you discover horse artillery before you attack provinces with forts.
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