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In order to create one of these units, you need a highly trained worker as well as a supply of paper. But trained and expert workers are at a premium, i. To get paper you need wood, which only comes from forests. And you need a certain number of basic necessities, e.
Military units, logically, require more advanced products such as steel and armanents. This intricate interdependencies of the various components in your industrial development machine mean that an important key to success in the game is to develop a constant flow of natural resources -- timber, coal, cotton and iron -- with which to grow your economy and build your defenses.
But inevitably your productivity will outstrip the resources of your own homeland, at which point you will be in danger of invasions from aggressive rivals. The scarcity of resources is thus a powerful impetus for aggressive expansion, trade, and diplomacy, which is what the middle and end game sessions of Imperialism is all about. The diplomacy model is elegant and well-implemented. You can subsidize trade with other nations or enact boycotts against your rivals.
Monetary economic aid, subsidies, embassies, and pacts enhance your diplomatic clout with other nations, who may voluntarily join your empire once they are sufficiently impressed. The international economy is also nicely handled. You can buy and sell all the natural resources, refined products, and finished goods available, including armaments. The amount of trade you can conduct is determined by the size of your merchant fleet, and to expand your merchant fleet, you must produce sailcloth and timber.
To produce adequate amounts of cotton and timber, you must have a growing economy. As mentioned above, everything in the game neatly ties into everything else. Although it sounds complex, micromanagement is kept at a minimum in the game by an elegant system: only a few finished products clothes, tools, and furniture represent all commerce.
All production is handled on one central screen which represents your capital. So instead of city-by-city clicking every turn, an empire-wide transport network of rails and ports moves the goods into your capital, allowing you to allocate production in one fell swoop.
It's a great system, but the drawback is that newly-created military units must all originate in your capital city and march arduously to the front lines. If there is any weakness in the game, it probably lies in combat, although arguably that is never the game's focus. Naval combat is woefully inadequate and simplistic, especially considering that ground combat utilizes an elegant although optional tactical combat engine that require chess-like tactics similar to Conquest of the New World.
It is turn based with each turn equaling a season so do the math. Another weakness in the game is the simplistic technology tree-- nothing like the elaborate system of Civilization. But then again, this is not so much a weakness when taking into account the fact that the game focuses on a specific period in history, and in a fictional 19th century world at that.
My biggest gripe is that the game can be over all too abruptly. Imperialism is won by the vote of a council that meets every ten years and votes on the world leader. This means that you could win the game just as your empire starts to get interesting and you are plotting a devious plan to eliminate other nations. This could happen long before the turn limit is reached, and the game wont' let you continue after this winning event.
This is a minor nitpick, but it is worth noting that you should alienate at least a few nations for as long as possible if you want to play a longer game ; Overall, Imperialism is a wonderful turn-based strategy game that is unique in its elegant system of interdependent, interlocking elements. Although Imperialism II expands the concept and adds many new elements, this original game is arguably a more elegant and playable masterpiece. Never will a historical strategy game be this good until Europa Universalis.
A must-have, without a doubt. Review 3: Imperialism is a managerial strategy game that relies heavily on the management aspect. Basically, you are the leader of one of seven great powers in a randomly generated world.
In addition to these great powers, there are numerous minor powers that play important roles in the game as well. When you first start the game, you'll probably have two excavators that look for minerals coal, iron, etc. Let's start with the economy. You have things like cotton farms, orchards, cattle herds, and farms to produce resources that will in turn be used to create canned food to keep your workers happy.
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Basically, you are the leader of one of seven great powers in a randomly generated world. In addition to these great powers, there are numerous minor powers that play important roles in the game as well. When you first start the game, you'll probably have two excavators that look for minerals coal, iron, etc. You have things like cotton farms, orchards, cattle herds, and farms to produce resources that will in turn be used to create canned food to keep your workers happy. There are forests that provide wood for your nation, which can be used to create boards for making things like weapons, ships, furniture, etc.
You also have minerals such as coal that can be used in steel mills and other buildings to create However, don't think it's easy to get these precious resources! You need to build rail depots and railways to connect them, and that's where the engineer comes in. In the "Transport" options tab, you can select the number of resources to transport. Transportation units usually start at around eighteen, so you don't have a lot of room.
One of the first things you should look at doing is increasing this via the handy-dandy industry screen. The first thing you'll notice is that there are tons of buildings on the industry screen! Choices range from your Capitol to a furniture factory, and all of these buildings help the economy.
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