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Submitted by System on 09/03/2006, 09:50. Print file.
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Imperialism II: The age of Exploration
Windows95/98
Macintosh

2/28/01
Version 1.01
FAQ by Tim "Sheepy99" Maurer
Contact Sheepy99@Yahoo.com
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, Pi¤ata, 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.
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