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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
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
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