An increased understanding
of infantry tactics permits
the recruitment of
Calivermen, and the
upgrading of peasant levies.
These new regiments are
adept at drawing enemy
fire and using terrain for
concealment.
IMPERIALISM II: Introduction
Fast Start.
1. Double click on the game icon to start the game. (In Windows®95 or 98 you can also
start from the Programs menu). When the introductory sequence ends, you are in your
Study, a screen depicting your office.
2. Click on the globe on the desk in the Study. Ignore the recommendation to play the
tutorial, although you should return and play it, if the game proves difficult or confusing.
3. In the Map Room, wait for the globe to stop spinning, then either accept the preselected country, outlined in white, or choose a different coloured country by clicking on
the large map.
4. Select Introductory as the difficulty setting.
5. Click on the up arrow button at the bottom of the Difficulty Level panel to start
the game.
6. You are now playing I
MPERIALISM II. Each screen includes a help briefing in a dialog
box, accessible by clicking on the question mark button. Use these briefings to get going.
For more information on using the help, see page 19.
How to Use the Tutorial.
<<CALL IN S_TUTORI.EPS W/CO>>
Hot Text Area
2
In IMPERIALISM II: Age of Exploration you rule one of the colonial powers of Europe in
the period 1500-1850. Your goal is military or diplomatic domination of the Old World.
For players of I
MPERIALISM many of the game concepts and much of the interface will
seem familiar. However, the game plays very differently, requiring a balancing of different
forces and consideration of different problems. The colonial and mercantile periods did
not witness the rapid industrial changes that were such an important part of I
Players of I
MPERIALISM II must be concerned with establishing colonies, conquering or
MPERIALISM.
befriending native populations, and developing their nations using the riches and
commodities found only in the New World. Once these benefits are brought home, your
Great Power can attempt to dominate the greater and lesser states of the Old World.
For installation information, see the section Getting Started, which begins on page 5.
To start playing I
discussed below. For a brief list of the important differences between I
MPERIALISM II turn to page 3. If you want to start your own game without further reading,
I
MPERIALISM II: AGE OF EXPLORATION right away, try the Tutorial
MPERIALISM and
follow these steps for a fast start:
Return to Study
Resume Saved Tutorial
Begin Tutorial
From the Study screen where the game begins, click on the scrolls to start a new tutorial
or resume a tutorial you saved previously. The tutorial is played on one of several possible
maps that all provide easy access to the resources you need at the beginning of the game.
The tutorial presents you with a series of episodes, each with a goal that must be achieved.
Once a goal is met, the next episode begins. Since the tutorial is not balanced for
long-term play, it is best to begin a new game once you have mastered the skills required
for the episodes.
3
IMPERIALISM II: Introduction
IMPERIALISM II: Introduction
4
Comparison: IMPERIALISM and IMPERIALISM II.
There are many differences between IMPERIALISM and IMPERIALISM II. The items listed
below are changes to the game that might catch I
How to Win.
The council of governors found in IMPERIALISM is gone. Players win by controlling over
one-half of the Old World. Control can be obtained by military or diplomatic means.
Since the New World does not directly help a Great Power win, good players will tend to
invest in New World development only so far as it leads to greater power in the Old World.
This is the model for victory appropriate to the era.
Feeding Everybody.
Agriculture was a more important part of the economy in the sixteenth century than it
was in the nineteenth. You will find it a very important element of I
agricultural productivity acts to limit the size of your army, navy, and labour force.
Everyone must eat a unit of meat (fish or cattle) or grain every turn. There is no canned
food in I
MPERIALISM II, but raw foods may be stockpiled in your warehouse.
The Transport Network.
This area of the game probably changed more than any other. On land, every tile of road
counts as a depot; so no depots ever need to be built. To connect a mine, for example,
build a road from the capital into any terrain tile adjacent to the mine. It is still necessary
to construct ports in order to move commodities over the water.
Another important change is the elimination of land transport capacity. All items moving
only over roads (or later, rail) move for free each turn to the capital. Anything that moves
anywhere along its route across water must be transported in the cargo holds of your
empire’s ships. The same ships are used for exploration, war, and trade, and are subject to
hostile interception. Transport is no longer safe—at least across water.
One consequence of the new system is the reduced amount of player micro-management
of transport. Your land connections arrive automatically. These commodities are displayed
on the transport screen, but you do not need to order them to be moved. Of course, you
do have to decide how many ship cargo holds to allocate to sea transport, how many to
save for trade, and how many to patrol the seas of the world.
Exploration.
When the game begins one-half of the map is covered. In order to conduct trade,
diplomacy or war with the New World you have to uncover it first. For peaceful relations
you need to find tribal capitals. To invade the New World, any uncovered land will do.
There are two effective ways to explore. A ship placed in a coastal sea zone reveals all the
coast tiles of adjacent lands. Once a coast tile is revealed an Explorer unit may be deployed
to the New World. Explorers reveal all the terrain adjacent to their location.
MPERIALISM veterans unaware.
MPERIALISM II. Your
Developing Minor Nations and the New World.
In IMPERIALISM, developments outside your country did not have to be connected by road
to a port. In I
MPERIALISM II, there is no distinction between development at home and
abroad. A nation or Tribe can only trade or transport commodities that are connected
within its borders.
The Merchant unit, who resembles the developer from I
MPERIALISM, can protect a Tribe
from invasion by purchasing land from the Tribe. Once this is done, other Great Powers
can invade only after they declare war on the Power who owns the land.
Riches.
There are now five types of resources that convert directly to cash when transported
to your own country. All of them are found only in the New World. In most games
you will need to find and exploit these riches as a permanent source of funds. In
a game representing the colonial and mercantile period, there are fewer opportunities
to make cash by selling commodities than was the case in the nineteenth century
world of I
MPERIALISM.
New World Resources.
The special luxury resources of sugar, tobacco, and furs are required to produce consumer
luxuries for trained workers. The level of training of a nation’s labour force is limited by
the amount of New World resources it can acquire.
Technology Tree.
In IMPERIALISM II each monarch has the opportunity to direct his empire’s researchers along
particular research paths. You can craft your empire building strategies according to the new
technologies you expect to gain. A technology tree is provided on the enclosed reference card.
Turn-Based Tactical Combat.
Tactical land combat remains an optional game element. If you choose to f ight your
battles in I
MPERIALISM II, you will f ind that the initiative system for moving and attacking
is gone. You are able to move all your units in any order you desire and then watch your
foe do the same. Additionally, melee and firing are now two different forms of combat.
This means that in melee combat, the defender strikes back even on the attacker’s turn.
Since forts and siege combat were critical in the Old World during this era, you will find
artillery essential to your success. Non-artillery units can fire only at enemies posted along
the wall, and purely melee units (all those with a range of one) cannot attack a wall or any
units in a fort in any way.
A deployment limit is applied to all battles. This begins the game at 10 regiments. If you
gain the Nationalism technological advance this limit is increased to 12. A general present
in a garrison or an attacking force increases this one additional unit for every medal
earned by the general.
This limit in no way affects the number of units that may be stationed in a province. Extra
units will not be deployed in battle and will retreat if the battle is lost.
5
IMPERIALISM II: Getting Started
IMPERIALISM II: Getting Started
6
Cost of Attacking.
Monarchs during the era covered by this game had an extraordinarily difficult time
funding their armies, especially during offensive operations. While you are on the
defensive, your troops require only food. If you decide to attack there is a signif icant cash
cost. Don’t declare war without a large cash reserve.
No More Goods.
Although there are more commodities in IMPERIALISM II, the goods that were such an
important part of the I
MPERIALISM economic model are no more. Players must balance
the development use of a material like bronze or lumber directly against the need for cash
obtained by trade. This new model seems to fit the earlier time period of the game.
Players need to directly exploit the New World for riches instead of investing in factories
and mills at home.
Major Changes to Interface.
Although many screens are different, the two that changed the most are industry and
the newspaper.
The Industry screen in I
MPERIALISM required a mouse-click on each separate production
building before the players could give production orders. This is now combined on one
screen with (up to) 10 production sliders.
The newspaper of I
MPERIALISM has been replaced with a Turn Summary which reports
only events that are important to you. Random events, both good and bad, occur and are
reported on the Turn Summary.
GETTING STARTED
This section should provide all the information you need to install IMPERIALISM II and
begin playing the game. If you encounter difficulties, you can find troubleshooting
information starting on page 117.
NOTE: This game is not supported on Windows® NT systems. Multitasking is not
recommended when playing I
MPERIALISM II.
In addition to the basic system requirements, the game requires that DirectX 6 be installed
to your hard drive. The option to install DirectX 6 appears during the game installation.
For network play, you need a DirectPlay compatible network adaptor.
At the end of installation, you are prompted to register I
MPERIALISM II electronically.
MACINTOSH:
• PowerMac 7500 or better
• Macintosh Operating System 7.5.2 or better
• 32MB of RAM or better
• An Uncompressed hard drive with at least 110MB free for the install
• 8X CD-ROM
• 28.8K or better Modem or TCP/IP LAN (for Multiplay)
Installing the Game.
You must install I
II CD in your CD-ROM drive to play this game.
To install the game on an IBM PC or Compatible:
Insert the CD into the CD-ROM drive. When the pop-up window appears, click on the
Install option. If you have disabled the Windows 95/98 Autorun, or if it does not function,
explore the CD and double-click on the Autorun icon. Follow all on-screen prompts to
complete the installation.
To install the game on a Macintosh:
Insert the CD into the CD-ROM drive. When the game CD icon appears, double-click
on the icon, then select the Install Imperialism II option. Follow all on-screen prompts to
complete the installation.
MPERIALISM II game files to your hard drive and have the IMPERIALISM
System Requirements.
To play IMPERIALISM II, be sure your system meets the following minimum system
requirements:
IBM PC AND COMPATIBLES:
• Pentium 100 MHz IBM PC or compatible (Pentium 166 or better recommended)
• 32 MB of RAM
• Windows® 95 or 98
• An Uncompressed hard drive with at least 110MB free for the install
• 8X CD-ROM drive or faster
• A SVGA video adaptor with at least 1 MB of memory and a Colour SVGA Monitor
• A 100% Microsoft (or Logitech) compatible mouse
• Microsoft mouse driver version 9.00 or higher or Logitech mouse driver version 6.24 or higher
• 28.8K or better Modem or TCP/IP LAN (for Multiplay)
7
IMPERIALISM II: Getting Started
IMPERIALISM II: Getting Started
8
Starting the Game.
To start the game on an IBM PC or Compatible:
The IMPERIALISM II Autorun program displays a menu with the options to run the game,
install DirectX 6, install Quicktime, uninstall the game, view or install other SSI demos,
or view the README.TXT file, every time the CD-ROM drive is closed with the CD in
MPERIALISM II can also be started by opening the Start menu, selecting Programs,
place. I
choosing the folder where I
MPERIALISM II program item.
I
Note: It is recommended that your computer be set to high colour 800x600 colour
MPERIALISM II was installed and double-clicking on the
mode in the Windows Settings window. Screen saver utilities should be turned off before
starting to play I
MPERIALISM II.
To start the game on a Macintosh:
Imperialism II can be started by opening the folder where Imperialism II was installed and
double-clicking on the Imperialism II program icon.
For complete and specific “how to play” information, please refer to the rest of the manual.
Some changes were made too late to include in this manual. Be sure to read the README.TXT
file in your game directory for details on these changes and troubleshooting information.
Uninstalling the Game.
To uninstall the game on an IBM PC or Compatible:
Select the uninstall option from the Autorun menu, or choose Settings from the Windows
Start menu, and select Control Panel. In the Control Panel, select Add/Remove Programs,
click on I
MPERIALISM II, and click on the Add/Remove button. The game and all of
its components are then removed from your hard drive, except for your saved games
and preferences.
To uninstall the game on a Macintosh:
To uninstall the game, drag the I
MPERIALISM II application folder into your trash and
empty it. The game and all of its components are then removed from your hard drive,
including your saved games.
Using the Mouse.
If you are using an IBM PC or Compatible:
In this manual, the term click means moving the mouse pointer to the desired area on the
screen and pressing the left mouse button. There are two ways to info-click, either rightclick or shift-click. Right-click means moving the mouse pointer to the desired area and
pressing the right mouse button. Shift-click means moving the mouse pointer to the
desired area, holding down the Shift key and pressing the left mouse button.
If you are using a Macintosh:
In this manual, the term click means moving the mouse pointer to the desired area on the
screen and pressing the mouse button. On the Macintosh, info-click means shift-click.
Shift-click means moving the mouse pointer to the desired area, holding down the Shift
key and pressing the mouse button.
Saving Games.
IMPERIALISM II requires space on your hard drive for saved games and temporary files.
Each saved game can take up to 400KB of hard drive space.
saved game with someone, it is important to note which slot it occupied since it will
overwrite any other saved game in that slot.
The Autosave Feature.
As you play IMPERIALISM II, your game is saved automatically at the beginning of each
new turn. If you want to save during your turn, or after you have entered all your orders,
you must save the game yourself to one of the other save slots. In a multiplayer game,
there is an autosave at the beginning of the turn, and a second one when players click on
the End Turn button.
BEGINNING A GAME
<<CALL IN S_STUDY.EPS W/CO>>
Hot Text Area
Go to Preferences Screen
Start New
Single Player Game
Load Saved
Single Player Game
Play Tutorial
I
MPERIALISM II begins with an opening cinematic. You can press any key or the mouse
button to bypass this brief movie. The Study screen appears after the cinematic finishes.
There are several items in your Study, depicting various game features. Hot text describing
each item’s function appears in the centre of the screen. Click on the globe to play a new
single player game. Clicking on the scrolls allows you to select the tutorial. To load a
saved game, click on the red chest. The battling horsemen statue provides access to
multiplayer games, including starting and hosting new games, joining a new game, or
restoring a saved multiplayer game. The small picture to the left of the hot text window
opens the game preferences menu.
You can exit I
MPERIALISM II by clicking on the doorway out of the room.
Note: If you exchange a
View Credits
Exit Game
View High Scores
Go to Multiplayer
Connection Screen
9
IMPERIALISM II: Beginning a Game
IMPERIALISM II: Beginning a Game
10
Starting a Single Player Game.
<<CALL IN S_MAPRM.EPS W/CO>>
Hot Text Area
Exit Map Room
Generate New Map
Open Map
Generation Key Panel
When you click on the globe in the Study you bring up the Map Room. On this screen,
hot text appears on a panel in the upper left of the screen. You can exit the Map Room
and return to the Study without starting a new game by clicking on the medallion to the
left of the hot text panel.
Generating a World.
As you enter the Map Room, the large globe on the stand is spinning to indicate that a
new world is being generated. When the world is complete, a map appears on the right
side of the Map Room screen. The map shows the political boundaries of the countries.
The selected Great Power is outlined in white. A list of the terrain found in this country
appears next to the map. If you prefer to play a different Great Power, click on that
country on the map. Great Powers appear in colour; the other countries are Minor
Nations. When you change countries, new terrain information appears. You can generate
a different world by clicking on the Map Room globe.
Using a Historical Europe.
Underneath the map are two oval buttons, which control whether the Old World is
randomly generated or not. By default, the button to the right is selected. This selection
means that both the Old World and the New World are generated randomly whenever
you click the large globe.
If you click on the button to the left under the map, the Old World is no longer random.
Instead it will be a map of Western Europe depicting the Great Powers most involved in
colonial expansion in the Americas. You can generate more maps with this selection
as well. All the worlds created have the same historic Old World, but have randomly
created New Worlds.
Old World Map
Use Historical Old World
Generate Random
Old World
Selected Country
Go to Diff iculty
Settings Screens
Start Game
Using a Known World.
You can choose to play on a world you already know, rather than a random one. Click on
the small key next to the globe to bring up the Map Generation Key panel. Any word typed
in this panel functions as a seed for the map generator. This means if you type in the same
word for each new game, you will end up with exactly the same world. If you generate a
map you particularly like by clicking on the globe, enter the Map Generation Key panel
to find out the name of that world. You can then add this name to your list of favourite
worlds. You can f ind out the seed name for a map after you have started playing by
holding down the control key and clicking on the Zoom button at the top of the Terrain
Map toolbar. Below are listed some recommended words to enter into the panel.
These words were found to generate maps that provide a particularly fun game for
the recommended countries. When you enter the name of a world, it must be typed
exactly as written.
ECOMMENDED WORDS FOR MAP GENERATION KEY:
R
Recommended Maximum
Name of World.Number of Human Players.Recommended Great Powers.
Caugi ............................ 2 ............................................................ Holland, France
Rhon.............................. 5 to 6 .................................................... (Holland is worst)
Cordigh ........................ 3............................................................ Holland, Spain, Sweden
Egininerk ...................... 4............................................................ England, Holland, France, Portugal
Allormonawys .............. 4 to 6 .................................................... (Holland and Portugal are worst)
Starting Your New Game.
When you have a map, and have selected a Great Power, choose a Difficulty Level from the
panel below the map. You also set play variants from this panel; see page 15 for more
about difficulty levels and customising your game. To begin the game, click on the arrow
button at the bottom of the Difficulty Level panel.
11
IMPERIALISM II: Beginning a Game
IMPERIALISM II: Beginning a Game
12
Loading and Saving Games.
To load a saved game, click on the red chest located on top of the desk in the Study. This
brings you to the Chest Room. When you enter the Chest Room to load a saved game the
autosave is selected. To load this game, simply click the Load Saved Game button at the top
of the chest. To load other saved games follow these steps:
From the Study screen:
• Click on the red chest
• In the Chest Room, click on the save slot you wish to load. The map of this game
appears on the lid of the chest.
• Click on the Load Saved Game button at the top of the chest.
You can also load saved games during play from the Terrain Map screen:
• Click on the Game Controls button, marked with a computer icon.
• In the dialog box, click on the Load Saved Game button. The Chest Room screen
appears.
• In the Chest Room, click on the save slot you wish to load. The map of this game
appears on the lid of the chest.
• Click on the Load Saved Game button.
Saving a Game.
IMPERIALISM II provides nine slots for your saves. There is also an extra slot (the tenth) for
the autosave game. Multiplayer and tutorial saved games use different slots.
To save your game follow these steps:
• From the Terrain Map screen, click on the Game Controls button marked with a
computer icon at the top of the toolbar.
• On the dialog box, click on the Save Game button. A screen that looks like a large
open chest of scrolls appears.
• There are nine scrolls representing your nine save slots and an autosave slot. Click on
one of the scrolls.
• Type a name for your game.
• Click on the Save Game button at the top of the chest.
If you want to exit the Chest Room without saving, click on the medallion to the left
of the screen.
More Than Nine Single Player Saves.
If you want to keep more than nine saved games, go to your Imperialism II saved games
folder before you start the game and move old saves into a separate folder. Normal saves
are labelled as slotX.imp, where the X represents a number 0-8. The autosave is labelled
slotA.imp, the tutorial save is labelled slotT.imp, and all your multiplayer saved games are
labelled multX.imp. Once you move your old saves out of the Imperialism II saved games
folder they will not appear in the Chest Room and new saves can be placed in those slots.
Starting a Multiplayer Game
<<CALL IN S_CONNEC.EPS W/CO>>
Create New
Join Multiplayer
Game
Return to
Study Screen
MPERIALISM II supports LAN and Internet multiplayer games of up to six players. To create
I
or join a multiplayer game, click on the battling horsemen statue from the Study
screen. This brings up the Connection screen. Here you may decide to join someone else’s
game by clicking on the statue. If you are playing over a Local Area Network you shouldn’t
need to enter an IP address; I
MPERIALISM II automatically scans the network for available
games and provides a list for you to choose from. However, if the game you wish to join
does not appear, you can still manually enter the host’s IP address. If you are playing over
the Internet, enter the host’s IP address. The host of the game can find their IP address by
holding the mouse over the ruler portrait in the Multiplayer Lounge. The IP address is
shown in the hot text area. You can also find out your IP address before entering the game
by running the Winipcfg.exe utility. This can be found in your Windows folder.
To host a game of your own, click on the map to start a new game or the red chest to
load a previously saved game.
Multiplayer Game
Play on Mplayer.com
Load Saved
Multiplayer Game
13
IMPERIALISM II: Beginning a Game
IMPERIALISM II: Beginning a Game
14
Joining a Multiplayer Game.
<<CALL IN S_MPLOUN.EPS W/CO>>
Exit Multiplayer
Lobby
Old World Map
Player CountryPlayer NamePlayer StatusStart Game
Hot Text AreaDisplay IP Address
Open Chat Box
Once you join a game you enter the Multiplayer Lounge, which includes a map display of
the game you chose. In the foreground of the screen are panels displaying the six Great
Powers in the game. To choose a Great Power, click either on the map or on the panel.
Any panel with a computer icon is available. If the panel has a green check mark, another
player has already selected that country.
Hosting a Multiplayer Game.
If you are hosting a game, you leave the Connection screen by loading a multiplayer save
or by hosting a new game. Each of these options starts up a game in much the same way
as the single player game of the same type, except that other players are able to join the
game you begin after the world is formed or restored.
Once you have created (or loaded) your game you enter the Multiplayer Lobby. As host,
you choose your Great Power first, and then wait, while other players join your game by
selecting their Great Powers. When everybody has joined up, you click on Begin Game.
You can chat with other players while waiting for your game to begin. Once you have
selected your country, click on the right-hand bell pull to bring up a chat box.
Difficulty Settings and Game Variants
<<CALL IN S_CUSTDI.EPS W/CO>>
Hot Text Area
Exit Diff iculty
Settings Screens
Indication of
Relative Difficulty
There are five pre-set difficulty settings. It is also possible to customise the difficulty setting
using a wide variety of options. The point values listed after each level on the Map Room
Difficulty Level panel express an estimate of the relationship of each level to the others.
If you click on the arrow button found to the right of the words Custom on the panel, you
can view all the settings that create each difficulty level. Changing these settings is called
customising the difficulty level of the game. Each setting is explained in the customising
section below.
Although you cannot change any of these settings once the game begins, you may
check them for reference using the Show Difficulty Settings button in the Game Controls
panel. The Game Controls button can be found in the upper right portion of the
Terrain Map toolbar.
Difficulty Levels.
Introductory.
This level is designed primarily as a learning game. It is usually winnable for new players
because there is plenty of time for mistakes. The computer players are severely
disadvantaged in almost every variable in the game. Still, if you click buttons randomly,
or actively try to lose, you will eventually be defeated.
Get Help
Difficulty Settings
Go To Next Page
Easy.
Beginners may have a tough time playing on this setting. Even though there are
advantages, until a player really understands the game the computer AI is capable of
catching up and surpassing the human.
15
IMPERIALISM II: Beginning a Game
IMPERIALISM II: Beginning a Game
16
Normal.
On Normal, humans and the computer AI are playing essentially the same game. This is
the level most players should choose once they have learned how to play. If you don’t have
any idea what to do, try an easier setting first.
Hard.
This provides significant advantages for the computer AI, in most ways a mirror image of
the Easy level. Unless you are a proficient player, it will be common for the computer to
defeat you.
Nigh-On Impossible.
If you must try to play I
MPERIALISM II on this setting, choose your country and your city
site with great care. Your only hope of catching up before your nation is invaded and
destroyed lies in choosing to play the best country on the map. Be willing to give up and
start again, if things don’t go well at the beginning.
Customising Difficulty Settings.
You reach the Difficulty Settings screens by clicking on the arrow button found to the
right of the words Custom. There are four pages to the customising screen, and you may
page through them using the red arrows in the lower corner of each page. Hot text
describing each setting can be found in the panel at the top of the screen. To return to the
map room click on the arrow found on the candle on the left side of the screen.
Game Play.
On the first page at the top of the screen, you may decide the Gameplay option of choosing
your own capital city site or allowing the computer to choose it for you. You can also
decide to turn Random Events On or Off.
Food and Luxury Economies.
Under the heading Difficulty Settings on the first page you see two economic settings that
can be either Simple or Complex. If you play on Easy or Introductory settings these are set to
Simple automatically. The AI plays the same way regardless of these settings so, for the
most part, Simple setting only makes it easier for the human players in the game.
Simple means that any food satisfies a food demand, or that any luxury satisfies a luxury
demand. This makes it much easier to keep your labour force fed and happy during the
game. You don’t have to worry as much about creating an empire with access to diverse
commodities. The Complex setting means that a worker who demands a particular food or
luxury must receive that exact item or he does no work. Even on the Complex setting,
workers never die if given the wrong food or luxury. They merely perform no work that
turn. On both settings, workers eventually starve if fed no food at all.
Five Level Difficulty Settings.
The rest of the settings on pages 1 and 2 of the Customising screen control game elements
including diplomatic relationships (friendliness to other nations), faster technology
research ability, beginning the game with extra technology already learned, beginning the
game with extra military forces, extra commodities, extra cash, and a larger negative
spending limit.
The five settings found in each of these categories correspond to the five difficulty settings
available in the Map Room. For instance, if you play at Normal difficulty, all of these
categories are set to Normal. Normal means no advantages to either computer or human.
If you find Normal too easy, but find Hard too difficult, use these settings to craft
a challenging game for yourself. For instance, if your problems on the Hard level seem
related to technology, change the technology categories to Normal, and leave the rest
of the settings on Hard.
Game Variants.
On the third and fourth pages you will find a number of Game Variants. Most of these
options have no effect on the difficulty of the game and are included here for convenience.
Use these variant settings to decide what kind of a world you would like to play in, not
how difficult the game will be.
Computer Player Personalities: If the AI personality is By Country, the Great Powers
use strategies loosely based on history. For instance Spain will play a “Cortez” strategy in
the New World; England will research naval technology and build privateers. If you
choose to randomise this, the strategies selected are unpredictable.
Foraging Rules: This variant makes food gathering much easier for all the Great
Powers. If this setting is on, a number of units of population eat for free each turn equal
to the number of provinces owned by a given empire. Although this might seem to
make the game easier, the AI benefits as well, and tends to become more aggressive earlier
in the game.
Cost of Attacking: Altering this setting can make a game more peaceful or more violent.
It effects all Great Powers, and so does not affect game difficulty directly.
Old World Minors’ Military Strength:
A strong military in the Old World makes it more difficult for all the Great Powers to win
by conquest. This tends to cause a more diplomacy-based game.
New World Military Strength: A strong New World (Tribal) military encourages the
use of Merchants by the Great Powers. A weak New World military encourages rapid
invasion and conquest of the New World.
Native Horsemen: This variant controls the beginning date and rate at which native
units acquire firearms and horses and upgrade their military units. Native Tribes in which
a Great Power establishes an embassy begin to upgrade their old units to horsemen when
the Great Power learns how to build light artillery. If this is set to Early, this happens when
the Great Power discovers Horse Artillery. The other settings mean that the Tribe does
not upgrade its troops until a later type of light artillery is discovered. The effect of this
setting is to control the rate of conquest of the New World.
17
IMPERIALISM II: Beginning a Game
IMPERIALISM II: Beginning a Game
18
Special AI Rules: This variant affects only Great Powers under computer control so it
does have an impact on difficulty. In the Development Game the AI is hesitant to use
violence to get what it wants. In the Aggressive Game it is unlikely to consider other options
before attacking.
Adjustment to Relationship Penalty for Humans Getting Province: This variant
effects only human controlled Powers so it does have an effect on game difficulty. In NotModified games all players suffer a similar penalty to their diplomatic relationships
whenever they gain an Old World Province. This is basically intended to force weaker
nations together against the winning Power. If you change this setting you are adding to
or reducing this penalty for human controlled countries only.
Computer Player New World Exploration Advantage:
This setting governs the speed of which computer controlled Great Powers discover and
evaluate provinces in the New World.
Setting Game Preferences.
<<CALL IN S_PREFER.EPS W/CO>>
Hot Text Area
Exit Preferences
Screen
Get Help
Automatically Produce Materials:
If this is turned On, the computer uses your available unassigned labour to produce
materials when you end your turn.
Warnings: You can turn Off only non-dire warnings. Your advisor warns you about dire
events such as an upcoming attack on the capital regardless of your preferences. Turn this
preference Off if you do not need advisor reminders about less urgent matters. For more
information about these warnings, see page 20.
Help Briefings: You may click On this preference to automatically see briefings on every
screen. Of course, even with the preference Off, you can access the briefings through the
Help and Information dialog. For more information see below.
Audio: These slider bars allow you to set volume. Drag the mouse left and right, while
pressing and holding the mouse button, to raise and lower volume. If the entire bar is
dark, the volume is completely muted.
Animations: You may choose to turn Off the animations on the battlef ield and for
working civilian units. Sometimes it is difficult to tell if a civilian unit is working or
available if the animations do not play.
Random or Historical Names: This setting is self-explanatory. Even on the Historical
setting, however, many of the historical names are not really based strictly on history. This
is especially true in the New World.
HOW TO GET HELP
On all game screens where you make decisions, a question mark button appears. It is in
the lower part of the toolbar on the main Terrain Map, and on most other screens the
question mark is found in the upper right. This button always supplies a help briefing
related to the screen you are on.
Go To Next Page
To set preferences before starting or loading a game click on the small picture on the
Study screen. To set preferences within the game, click on the Set Preferences button at the
top of the Terrain Map screen. This button has a check mark icon on it. The Preferences
screen saves your selections, so that next time you play, your preferences are restored. The
following options are available:
Army Battles: When this preference is set to Manual resolution, each battle you fight
takes place on a battlefield, where your regiments manoeuvre individually against those of
the enemy. If this preference is set to Automatic resolution, the battle is fought
automatically, and a result displayed when you click the End Turn button. For more
information on tactical battle, see page 59.
Help Briefings.
The briefings provide basic information on several topics for each new screen. Both
information on strategy and on basic functions of the screens are included. Additional
briefings are provided on the Terrain Map screen because more action takes place there.
Only one briefing is provided for the other screens.
Using the Briefings.
In each briefing dialog you see the title of the briefing and a list of blue underlined topics.
Click on a topic, and the list of topics is replaced by text about the topic you selected.
Once you have read all the information, click on Show Topics to return to the selection of
topics for the briefing. You can close the briefing by clicking on the button in the upper
left corner of the briefing panel.
When you are learning to play, the briefings are best used by reading about one
activity or interface and then putting the briefing aside while you try out what you
have just read. If you close the briefing window, you can easily bring it back using the
question mark button.
19
IMPERIALISM II: Beginning a Game
IMPERIALISM II: How to get Help
20
Warnings From Your Advisor.
When your computer advisor believes your orders may have unfortunate results,
it provides a warning. Your advisor explains the situation and often provides suggested
changes to your orders. You can always choose to ignore the warning; after all, you rule
the Great Power. In fact, on the Preferences screen you can prevent most of the
warnings from appearing. Sometimes your advisor does not know all the facts of the
situation. For example, it may report that your army is weaker than that of the other Great
Powers. If you are trying a naval strategy this might not concern you. The most dire
warnings involve the safety of the capital. If you lose the capital you lose the game. These
warnings can still be ignored, at your own risk, but they cannot be eliminated via the
Preferences menu option.
The Game Information Panel.
The upper right button on the Terrain Map screen toolbar brings up the Game
Information panel. On the panel are eight buttons that access different game information.
You can also reach this panel by pressing the F1 key.
Game Status: The Status button takes you to the Game Status screen which consists of
various graphs charting the progress of the Great Powers. Click on the scrolls to the sides
of the chart to look at different statistics. You can compare your country’s performance
against the other Great Powers in such areas as Merchant Marine, World Exports, Industry,
Labour,
and Overseas Profits. The Military Strength statistic is a good indicator of how much danger
you are in. Click on the Return to Map arrow in the upper left corner of the screen to
exit the Status screen. You can also press F5 to access the Game Status Screen
Turn Summary: The Turn Summary appears at the start of every turn. Click on the
Turn Summary button on the Information panel to review events for this turn. You can also
press F6 to access the Turn Summary.
Battle Reports: You receive a Battle Report after you end a turn during which any
Great Powers fight a battle or battles, on land or sea. Often, especially in a multiplayer
game, you won’t have enough time between turns to review all the details in the report. If
you want to look at the report again during your turn, click on the Battle Report button on
the Information panel. You can also press F7 to bring up the Battle Report.
The Battle Report screen gives you the composition of the forces involved and the result.
Use the arrows to cycle between multiple battles, or click on the map icon that marks each
battle on the world map. If the battles fought involved your country, click on the DetailedInformation button in the centre to see the details on the two armies or f leets that fought
the battle. Details are not available if your forces were not involved in the battle.
The forces for both sides are displayed, along with their health after the battle. Eliminated
regiments and ships are marked as KIA or SUNK. All regiments and ships also display their
experience medals, including experience just earned in that battle. For naval actions you
may also see cargo captured or lost when merchant ships are intercepted and captured or
sunk. Sometimes, if you take a province, you receive plunder.
The Deal and Market Book: At the end of every turn, trade deals are made between
your Great Power and other countries. After all deals have been made, a summary called
the Deal Book appears for your review before the next turn starts. During your turn, you
might want to look at these deals again, especially in a multiplayer game where other
players may urge you to move swiftly to the next turn when the Deal Book is first shown.
Click on the Deal and Market button for a review. For more on how to read the Deal Book,
see page 90. You can also press F8 to access the Deal Book.
The Terrain Book: The Terrain Book provides a summary of the production and
transport of resources and materials from all of your provinces. You may also use it to
centre the map on a particular province, by clicking on the magnifying glass associated
with that province in the Terrain Book. You can access the Terrain Book by pressing F9.
The Unit Books: Each of the three unit books supplies a complete list of all of
your naval, military, or civilian units. These books can be used to centre the map on a
particular unit, and they are also useful when you must upgrade a large number of your
ships or regiments. You can access these books by pressing F10 for the Army Book, F11
for the Navy Book, and F12 for the Civilian Book.
Other Help.
Info-Click.
On the Terrain Map screen you can often obtain more information about something by
info-clicking on it (holding down the Shift key and clicking). This is the best way to get the
facts on a particular terrain tile or its contents. Each item in the tile has a separate definition.
Hot Text.
In the upper-right part of most screens, text is displayed as you move your mouse cursor
across the screen. You can obtain useful information by placing the cursor over an icon,
picture, or other object you are wondering about. For example, on the Industry screen,
hot text identifies each production slider, and on the Trade screen, hot text identifies each
commodity. Most items in the Terrain Map toolbar are defined here. On the Transport
screen, hot text identifies commodities and shows industrial usage of them.
IMPERIALISM II BASICS
IMPERIALISM II: AGE OF EXPLORATION is a turn-based game in which you rule one of the
world’s Great Powers. The game is played from the year 1500 until it ends. From 15001700, each turn takes two years. From 1700 until the game ends, turns take one year. Each
new turn begins with a Turn Summary of events from the last turn.
Once you have read the Turn Summary, you go to the Terrain Map screen, your central
command centre. During your turn, you command your military and civilian units,
industrial workers, traders, diplomats, merchant vessels, and warships, as do the rulers of
the other Great Powers. The rulers of each Great Power, be they a human player or a
computer player, enter their orders simultaneously.
When all rulers have ended their turns, the commands entered by each Great Power
during that turn are carried out simultaneously.
21
IMPERIALISM II: How to get Help
An Introduction to the Terrain Map and Orders Screens.
You govern your empire using six screens: a central Terrain Map screen and five Orders
screens accessed from the Terrain Map.
The Terrain Map screen is your command centre and consists of a map of the world and
a toolbar. Each turn begins and ends on the Terrain Map screen. Here you access game
controls to save your game or start a new one, set game preferences, and manage all your
military and civilian units. For details on how to use the Terrain Map screen see page 28.
From the Terrain Map screen you access five Orders screens called the Transport,
Industry, Trade, Diplomacy, and Technology screens. Their icons can be found on a
ribbon at the bottom of the Terrain Map. You need not use all these screens every turn;
most players use the Industry screen every turn, while the other four screens need to be
visited only occasionally.
<<CALL IN R_TRANSP.EPS>>
Transport Screen.
This is where you order commodities to be moved from the rural and mining districts of
territories you rule, to the industrial centers where the commodities can be used. The
screen displays the total of all the commodities your empire can transport whether they
move by land, by sea, or by both methods. However, since transport over land occurs
automatically, you never need to use the Transport screen to change land transport orders.
Visit this screen to check how many commodities your empire is moving and to assign
ship’s cargo holds to sea transport. Each turn, when you click the End Turn button on the
Terrain Map screen, the commodities you ordered transported move to the warehouse in
the Industry screen for use during the next turn. You can access the Transport screen by
pressing the 1 key. For more information on this screen, see page 73.
<<CALL IN R_INDUS.EPS>>
Industry Screen.
This screen consists of three separate panels. On the first, commodities you transport and
commodities you trade for are used to produce more expensive or useful commodities. On
the second panel, you build all your naval, military, and civilian units. On the third panel,
you recruit laborers and manage your work force. Each turn, when you click the End Turn
button on the Terrain Map screen, all the orders you entered on all three panels are
carried out. The things you build are available next turn. You can access the Industry
screen with the 2 key. For more information on this screen, see page 79.
<<CALL IN R_TRADE.EPS>>
IMPERIALISM II: Imperialism II Basics
22
Trade Screen.
This screen is where you offer commodities for sale and enter bids for commodities you
hope to buy. Each turn, when you click the End Turn button on the Terrain Map screen,
you may receive offers to buy some or all of the items you bid on. The items you offered
for sale may be sold to other countries. If you accept an offer to buy, the commodities you
bought appear for your use on the Industry screen during your next turn. Commodities
you sell are deducted from the warehouse. Press the 3 key to access the Trade screen. For
more information on this screen, see page 84.
<<CALL IN R_DIPLOM.EPS>>
Diplomacy Screen.
This is where you view information about the other countries in the game, declare war,
take diplomatic initiatives, set trade policies, and grant foreign aid. Each turn, when you
click the End Turn button on the Terrain Map screen, the policies you set are carried out.
If you offered a treaty to another country, its ruler accepts or rejects your offer. If another
country offered you a treaty or pact, you act on it. Any changes in diplomatic status take
effect next turn. You can access the Diplomacy screen by pressing the 4 key. For more
information on this screen, see page 91.
<<CALL IN R_TECHNO.EPS>>
Technology Screen.
This is where you decide which research projects to work towards and how much of your
hard-earned cash to invest in research. You can also see what technologies other countries
in the game know. Each turn, when you click the End Turn button on the Terrain Map
screen, the investments you made result in a chance of success for each project you have
begun. As time passes, and the overall amount of money spent on a project increases, the
chances of success increase as well. If other Great Powers know a technology, your research
project can succeed without spending money, since the knowledge will eventually find its
way to your country. Spies can be used to increase your rate of progress. The Technology
screen can be accessed by pressing the 5 key. For more information on this screen, see
page 100. For more about Spies see page 40.
23
IMPERIALISM II: Imperialism II Basics
IMPERIALISM II: Imperialism II Basics
24
What Order Do Things Happen In?
When all Great Powers have ended their turns the series of commands are always carried
out in the same order:
• Diplomatic offers are exchanged and either accepted or rejected.
• Victory conditions are checked.
• Trade deals are offered and accepted or rejected.
• Naval interceptions take place.
• Military conf licts are resolved.
• Industrial production occurs.
• All commodities transported internally, or successfully delivered by traders, are placed
in the industrial warehouse for use on the next turn.
• Civilian units do their work on the map.
• Money is spent on technology research.
• Debts are collected and a bankruptcy check is made.
• Your Deal Book for the turn is displayed.
• Your game is autosaved, and the Turn Summary appears on the Terrain Map.
Cancelling Orders.
On the Terrain Map screen the End Turn button appears in the lower right, marked with
an exclamation point on it. Until you click this button, you can cancel any of the orders
you have entered (with the exception of disbanding troops). Almost nothing is permanent
until you click the End Turn button.
Political Organisation in IMPERIALISM II.
Old World and New World.
In IMPERIALISM II there are two distinct regions in every world. The Old World is made
up of Great Powers and Minor Nations whose provinces count toward victory. Old World
Great Powers are actors in the game ruled by a human or by a wily computer foe. Old
World Minor Nations serve as regions for exploitation and battle by the Great Powers.
The New World is different. It is hidden from view at the beginning of the game. Although
the Tribes of the New World are frequently targets of great Power expansion, the provinces
of the New World do not count toward victory. Tribes are exploited (whether economically
or militarily) because they contain resources not found in the Old World. The riches found
in the New World lead successful rulers to control of the Old World.
Neither Minor Nations nor Tribes in I
can they win the game.
MPERIALISM II ever develop into Great Powers, nor
Countries and Control of Territory.
Tribes, Minor Nations, and Great Powers may be conquered by other Great Powers.
When provinces are taken by conquest they become part of the conquering Great Power.
The country that lost the land is smaller. Tribes, Great Powers, and Minor Nations can be
eliminated from the game by conquest.
Tribes can be colonised by Great Powers. In I
MPERIALISM II, colonisation refers to a
“peaceful” takeover that could be the result of economic power over the Tribe, an
unethical treaty, or bribery of the Tribe’s leaders. Colonies retain some independence and
control over their own land. Minor Nations and other Great Powers do not become
colonies in this way. When a Great Power takes over land in the Old World peacefully, it
is as if the land was conquered. The Great Power gains total ownership and control of all
the territory of the Old World state that joins its empire.
Although the methods used (primarily on the Diplomacy screen) to take lands peacefully
are basically the same for Tribes, Minor Nations, and Great Powers, the consequences of
success, and the difficulties along the way are quite different. Other Great Powers feel
threatened by and hostile toward an empire that takes over land in the Old World because
this land leads directly to victory.
All worlds contain six Great Powers, six Minor Nations, and ten Tribes.
Provinces and Victory.
A province is a political division of a Great Power, Tribe, or Minor Nation. Every province
includes a capital city or a town which is the location of the garrison and fort (if any) that
guards that province. Military conf lict happens at the province level. This means that
each province has only one owner at the end of a turn; provinces are fought over but may
not be divided. Each province counts as one space for military units. If anyone invades
the province, the regiments and emplaced artillery in the province defend it.
Victory in I
MPERIALISM II depends solely on the number of provinces controlled in the
Old World. When one Great Power obtains control of one more than one-half of the Old
World’s provinces, that Great Power wins the game. Control can be gained by conquest
or by economic and diplomatic successes.
The number of provinces in a single country can vary a great deal. However, the Old
World usually contains around 60 provinces. This means it is usually necessary to control
over 30 Old World provinces to win the game.
Conquests with the Military.
Conquered territory functions in the game exactly like territory you start the game with; you
may develop the terrain, build ports and forts, and station troops in it. Resources gathered at
ports and by roads and rail in conquered territory appear in your transport network.
All territory you conquer must be taken province by province. Although you can eliminate
a country by taking the province containing its capital, the remaining territory of the
country does not join you; instead it enters into a state of anarchy. Provinces in a state of
anarchy produce no resources, and regiments stationed there do not conduct attacks.
However, these local forces will defend themselves if the province is invaded.
25
IMPERIALISM II: Imperialism II Basics
IMPERIALISM II: Imperialism II Basics
26
No declaration of war is required to attack provinces that are in a state of anarchy. If
you eliminate another country by taking its capital, other Great Powers may see
this as an opportunity to grab the remaining provinces without paying costly declaration
of war penalties.
Conquest by Peaceful Means.
Your empire can obtain all the territory of a Minor Nation or Great Power by convincing
the rulers of that country to join your empire peacefully. Not only do you gain control of
more than one province at a time, you also gain control of all the military forces of the
other nation. This can be a mixed blessing since you may find it difficult to feed the
military forces you suddenly gain.
These lands are just like land you start the game with or conquer; you may develop the
terrain, build ports and forts, and station troops in them. Commodities gathered at ports
or by roads and rail appear in your transport network.
Colonies.
Only Tribes can become colonies. When your Great Power gains a colony, the entire Tribe
including all its provinces joins your empire at once. However, owning a New World
colony is slightly different than owning conquered territory. Colonies retain a small
amount of independence and the owning Great Power must develop the resources of the
colony by purchasing land from the colony. For more information see page 67. The
resources produced by colonies are traded on the world market and not directly added to
your transport network. As owner of the colony, your country enjoys a right of first refusal
on these resources.
How the Economy Works.
The success of the Great Powers in IMPERIALISM II depends on the ability of the rulers
to overcome shortages and limited supply. You usually find yourself with insufficient
money and insufficient commodities to do everything you wish, especially at the beginning
of the game.
The Money Supply.
Each Great Power begins the game with a limited amount of cash that is totally inadequate
to meet its needs. There are three ways to expand the cash available to your Great Power.
First, you must expand the trading might of your country. Every time you sell commodities
to other countries you receive a cash payment for the sale.
Second, spices, silver, gold, gems, and diamonds are not traded. Instead, these
commodities, often called riches, provide a cash bonus to you whenever you transport
them to your capital. All riches are found only in the New World.
Third, you can receive profits from the activities of your Merchant units and other
civilian units in those Minor Nations and Tribes where you have established embassies.
These profits are added each turn to your cash reserves and are called Overseas Profits
on your balance sheet.
It is difficult to be successful as an isolationist in IMPERIALISM II. There is no income from
taxation. Exploitation of other lands is the easiest way to build a substantial treasury.
Classification and Value of Commodities.
All commodities in the game are classified as resources or materials.
<<CALL IN R_SPICE.EPS, R_GOLD.EPS, R_SILVER.EPS.EPSGEM.EPS,
R_DIAM.EPS,
Resources are commodities that are grown, such as livestock, or mined, such as coal. They
generally are the most common and least valued commodities. Certain resources can be
obtained only in the New World. This classification includes all the riches: spices, silver,
gold, gems, and diamonds. Also included are the products: sugar cane, tobacco, cotton,
and furs. New World resources are critical both as a source of funds and as the means to
supply trained workers with the consumer goods they require. Some of the resources
present in the Old World are found in the New World as well. This includes timber, iron
ore, copper, tin, coal, and fish. A few resources can only be found in the Old World: grain,
livestock, wool, and horses.
<<CALL IN R_LUMBER,R_PAPER.EPS, R_BRONZE.EPS,R_IRON.EPS,
R_STEEL.EPS, R_FABRIC.EPS, R_SUGAR.EPS, R_CIGAR.EPS, R_HAT.EPS>>
Materials.
Materials are used for production and for trading. Deciding when to sell and when to use
materials for expansion is one of the difficult decisions a ruler faces. Materials are
produced directly out of a resource or resources. Materials include lumber, paper, bronze,
cast iron, steel, fabric, refined sugar, cigars, and fur hats.
How to Win.
Victory in IMPERIALISM II is obtained by control of the Old World. The number of
provinces each player owns measures this control. When one player controls one more
than half of all the Old World provinces in the game, his empire is victorious and the
game ends. In most games this total is slightly more than 30 Old World provinces. The
exact number required varies depending on the map, but you can find this number using
the Diplomacy screen. See page 91 for details.
27
IMPERIALISM II: Imperialism II Basics
The Map.
<<CALL IN S_TERRMAP.EPS W/CO>>
Hot Text AreaCurrent Funds
IMPERIALISM II: Imperialism II Basics
Game ControlsSet PreferencesZoom Map
28
Scouting.
Superior equipment and training
of light cavalry forces permits the
recruiting of Scout regiments and
the upgrading of Hussars.
WHAT HAPPENS ON THE TERRAIN MAP.
The Terrain Map screen provides you with a central command centre for managing your
growing empire. Although you make decisions each turn using a variety of screens and
dialogues, you always return to the Terrain Map screen before advancing to a new turn.
Establishing a Capital City.
If you play on Normal, Hard, or Nigh-On Impossible settings, you build your own capital
city upon starting a new game. The capital must be constructed on flat terrain with access
to water. Your computer advisor warns you if you try to build on an illegal tile. While
choosing a site for your capital city, scrolling is limited to spaces over your own country.
Generally, you should search for a tile near plentiful food with easy access to timber and
wool to assist your early development. Capitals built on a river in a province with no
coastline are much safer from seaborne invasions.
Current Year
Go To Orders
Screens
Help Briefings
Game
Information
Mini Map
Unit Buttons
Selected Unit
End Turn
Tool Bar
The map provides a view of the entire world. You scroll by moving the mouse cursor to
the edge of the screen. Holding down the Control key and clicking on the map centers
the screen where you clicked. On randomly created worlds you may scroll around the
world to the east or west, but you will be blocked in the Arctic and Antarctic regions.
Borders.
Countries are divided from each other either by sea or by a wide, coloured border if two
countries appear on the same land mass. These borders include the colour of each country
on that country’s side of the border. White lines between friendly provinces represent
provincial borders. Borders in the sea divide the sea zones from each other.
Terrain Tiles.
Although for military units a province is considered one space, for the purposes of building
and development, which are the realms of civilian units, a province is divided into terrain
tiles. Each terrain tile is a space for a civilian unit to work in. Civilian workers function
only in certain types of terrain tiles. Info-click on any terrain tile to find detailed
information about the tile. Basic information can be obtained more quickly by placing
your cursor over a tile and reading the hot text in the upper right part of the screen.
For information about the resources and developments of each type of terrain tile see the
table on page 39.
Towns.<<CALL IN TOWN.EPS>>
Each province contains one town, unless the capital of the country is
located there instead. Towns supply no resources at the beginning of the
game. Once the technology called National Bureaucracy is discovered by
your empire, a Builder unit may upgrade a town or a capital city, if it is
connected by road or rail.
29
IMPERIALISM II: What Happens on the Terrain Map
IMPERIALISM II: What Happens on the Terrain Map
30
An upgraded town produces materials based on the production of resources in its
province. For instance, if a province produces 8 timber per turn, the town produces 2
lumber per turn. This does not replace any of the timber, it is in addition to the timber
the province already makes. Four resources of the correct types in the province are needed
for each material produced. As Builders increase the resource output of the province, the
upgraded town produces more materials.
Towns produce these materials and then they appear in the transport network of the
controlling Great Power. If the province where the upgraded town is still owned by a
Minor Nation or Tribe the materials produced by the town become available for trade,
just like all the other resources the country produces.
Capital Cities.<<CALL IN CAPITAL.EPS >>
Capitals are treated as towns for most purposes. However, capitals are never
upgraded like towns and never produce extra materials. Remember that
when a capital falls to an enemy, that nation is eliminated and its remaining
provinces go into anarchy. If you lose your capital, the game ends.
Forts & Emplaced Artillery.<<CALL IN FORTTOWN.EPS >>
For much of the period covered by this game, military forces in the
Old World were severely restricted by the difficulties in attacking forts.
All large cities were fortified, and as engineers learned to design
fortifications against cannon, it became increasingly difficult and time
consuming to take large cities.
In I
MPERIALISM II, every town and capital in the Old World begins the game with a level
one fortification. A level one fort includes within it one piece of emplaced artillery. It can
be extraordinarily difficult to take a fort without cannon of your own. As forts and
emplaced artillery are upgraded, it can become even more difficult. You must take
account of the level of fortification shown on the map when planning your military
strategy. For more on fortifications see page 63.
Rivers and Coasts.
Rivers wind from mountain terrain tiles to the sea coast, passing through other terrain
along the way. With two exceptions, a tile with a river is identical to a tile without one.
First, a port may be constructed on a river tile by an Engineer. Ports may not be
constructed in hill or mountain terrain. Second, rivers, like coasts, produce one unit of
fish per turn for adjacent ports.
Sea Zones.
The world’s oceans are divided into sea zones just as the land is divided into provinces. In
most respects, sea zones function for naval conflict in the same way that provinces work
for land battles. However, the sea is a big place, and it is possible for more than one f leet,
even hostile fleets, to occupy the same sea zone at the same time. Hostile f leets in a sea
zone near a port may intercept transport and trade originating in or directed to the port.
Terrain Map Screen Toolbar.
The buttons of the toolbar change slightly depending on the type of unit (civilian, navy or
army) currently selected. The buttons which are used to give orders to units and the central
display area on the toolbar are discussed in their respective unit sections beginning on
pages 36, 44 and 51. The rest of the buttons supply game functions and are always
available on this screen.
The Top Buttons.
At the top of the toolbar you see four buttons: Zoom, Set Preferences, Game Controls, and
Game Information.
The Zoom Button.<<CALL IN B_ZOOM.EPS>>
The Zoom button controls the zoom level of the Terrain Map. The default view is
normally best, but when you are moving fleets or civilian units long distances, it
can be useful to zoom out. There are two zoom levels.
The Set Preferences Button.<<CALL IN B_PREFER.EPS>>
The Set Preferences button takes you to the Preferences screen. See the section on
preferences, starting on page 18, for information on how to use this screen.
The Game Controls Button.<<CALL IN B_GMECNT.EPS>>
Click on the Game Controls button to bring up the Game Controls panel. This
allows you to save, load, quit, and start a new game. This panel also allows you to
view the difficulty settings of the game, although these cannot be altered once a
game begins.
The Game Information Button.<<CALL IN B_INFO.EPS>>
The Game Information button accesses the Game Information panel. This is
used to track the current state of the game. You may review battles, trades,
and the events of the past turn. You can also compare the strengths of the
various Great Powers in the game and evaluate your empire’s progress. For more on how
to use the Game Information panel, see page 20.
The Mini-Map.
When you look at the Mini-Map, you see in miniature approximately one-quarter of the
world. The Mini-Map shows political and military control over the continents, but does
not show any terrain. It provides the easiest method for moving vast distances. Click on
the Mini-Map to jump to a new location on the Terrain Map. Note: The map often has
blackened out spaces, which represents unexplored areas.
31
IMPERIALISM II: What Happens on the Terrain Map
IMPERIALISM II: What Happens on the Terrain Map
32
The End Turn Button. <<CALL IN B_ENDTRN.EPS>>
The End Turn button appears only on the Terrain Map screen at the bottom of
the toolbar. When you click here, you are committed. No orders can be
cancelled or changed once you end your turn.
The Help Button.<<CALL IN B_HELP.EPS>>
The Help button appears on the Terrain Map screen at the bottom of the
toolbar. On other screens it can be found in the upper right. Click here to access
help briefings that explain the details of playing the game. For information on
how to use the help system see page 19.
The Cycle of Units.
The Terrain Map screen provides a method for commanding all your units: civilian,
military, and naval. Available units are selected for you one by one and shown both on the
map and in the toolbar. As each unit appears, you have the opportunity to give it new
orders. This process is called the units cycle.
The selected unit (or units in the case of fleets and garrisons) has a f lashing white outline
on the Terrain Map. In the toolbar you see a picture of the unit or units you can currently
command. On the map, army units are grouped into garrisons, naval units are grouped
into fleets. When a garrison or fleet is selected, the toolbar breaks down the garrison or
fleet into its component parts, showing the individual types of units in the group.
As the units cycle each turn, you may give orders using the toolbar buttons or by clicking
directly on the map. Units that receive orders that take more than one turn to finish do
not appear in the cycle while they are still working. Of course, you can seek them out,
observe their actions, and, if you wish, cancel or change their orders. When a unit finishes
its job, it returns to the cycle automatically.
Map Cursors.
A variety of cursors assist you in commanding your units, obtaining information, and
selecting units.
COMMAND CURSORS:
Pictures of Cursors.Units Commanded.Gives Order to.
Command cursors are used when a unit, garrison, or fleet is already selected. As you move
your mouse across the Terrain Map the cursor changes to reflect the command that will
be given to the selected unit by clicking in different locations. If you click on a spot
accidentally and give a unit the wrong command, you can cancel the order by running
the cursor over the unit. Click when it changes to the question mark cursor. A window
appears with two buttons. Click on Rescind Orders to cancel the command.
. . . . . . . . . . . . . . . . . Fleets . . . . . . . . . . . . . . . . . . . . . Establish a site for a landing on coast of
this sea zone
33
IMPERIALISM II: What Happens on the Terrain Map
Selection Cursors.
These cursors are used to select a new unit either when another unit is already selected or
when no unit is selected. By clicking on the unit indicated by the cursor, you select
that unit and a flashing white outline appears. Since the unit cycle automatically selects
each of your available units in turn, you need to use these selection cursors only when you
want to command units in a different order, or when you have previously removed a
unit from the cycle.
SELECTION CURSORS:
Pictures of Cursors.Units Commanded.Function of Cursor.
IMPERIALISM II: What Happens on the Terrain Map
34
...................................... All civilian units .............................. Select the indicated civilian.
...................................... All military land units .................... Select the indicated garrison.
...................................... All fleets .......................................... Select the indicated fleet.
Information Cursors.
Not surprisingly, these cursors provide information. The question mark cursor also allows
you to cancel the orders once you see what they are.
I
NFORMATION CURSORS:
Pictures of Cursors.Units Commanded.Function of Cursor.
...................................... .................................................... Inform you that the selected units
...................................... .................................................... cannot move to, deploy to, or work
...................................... All your Units ..............................in that location.
...................................... .................................................... Obtain information on the indicated
...................................... All your Units ..............................unit, or cancel existing orders.
...................................... Adjacent enemy units ................ Delivers a scouting report on the
...................................... or provinces ................................ enemy area.
Propaganda.
Propaganda decreases the diplomatic
penalties suffered when an empire
declares war. This development leads
to the growth of nationalism.
CIVILIAN UNITS
With the exception of the Spy, civilian units purchase, develop, and improve land and
transportation on the Terrain Map screen. None of the civilians have any ability to attack
or even defend themselves. If present in a province when the province is lost to a hostile
Great Power, the civilian is automatically killed.
All civilians are constructed using paper and cash on the Unit Construction panel of the
Industry screen. Unlike military and naval units, civilians do not eat food and do not require
a unit of population for construction. Once ordered, civilians appear on the Terrain Map
at the start of the next turn. For instructions on how to construct civilians see page 81.
All civilians may move any distance each turn. However, only a Spy can enter land
controlled by other Great Powers. Only Explorers and Engineers can deploy to Minor
Nations and Tribes prior to the existence of an embassy with that Nation or Tribe. Civilians
can always deploy to land you own by conquest or colonisation, even if it is overseas. There
is no need to conduct a landing or use any ships to get a civilian across water.
Toolbar for Civilians.
For the most part, you command your civilians on the Terrain Map using the map cursors.
However, four toolbar buttons can be used whenever a civilian is selected. These buttons
appear above the picture of the selected civilian unit on the toolbar.
35
IMPERIALISM II: What Happens on the Terrain Map
IMPERIALISM II: Civilian Units
36
The Disband Command.<<CALL IN B_DISBAN.EPS>>
The first button on the left provides the option of disbanding the selected civilian.
You do not recover the cost of cash and paper originally spent to make the
civilian worker. When you click this button you must confirm that you want to
disband the unit. Unlike most orders, you cannot take this order back.
The Next Unit Command.<<CALL IN B_NEXTUN.EPS>>
The second button advances you from the currently selected unit to the next
unit in the cycle. Use this button when you want to delay giving orders to this
unit until later in the turn.
The Done Command.<<CALL IN B_DONE.EPS>>
The Done button is third in the row on the toolbar. This command, if given
to a selected unit, tells the unit to do nothing for this turn only. The unit
will appear normally in the cycle next turn. You might use this button
when a civilian temporarily has nothing to do, or when you lack the resources to pay for
the civilian’s improvements.
The Sleep Command.<<CALL IN B_SLEEP.EPS>>
Like Done, the Sleep command ends the unit’s turn. However, ordering the
civilian to sleep removes it from the cycle of units for future turns as well. You
might decide to give this order when a civilian has nothing to do for a long time,
but you expect to want him later. Once the unit is sleeping, you must use the selection
cursor to restore the sleeping unit to the cycle. Since you still see the sleeping unit on the
Terrain Map, it’s not difficult to find him and click on him with this cursor. You can also
type W and use the Wake all Civilian Units keyboard shortcut, to wake up all sleeping
units and return them to the cycle.
Types of Civilian Units.
You begin the game with one Builder, one Engineer, and one Explorer. Other civilians
must be built, either right away or later, when you have the money and the required
technology. When any civilian has been assigned to work you see an animation on the
map. As long as the animation is continuing, the project you ordered is not finished. If
you want to stop a project prior to completion click on the animating civilian with the
question mark cursor. On the dialog that appears, click on Rescind Orders. Working
civilians will not appear in the unit cycle.
Explorer.<<CALL IN CU_EXPLO.EPS>>
The Explorer is used to explore lands that are hidden as well as to search for
minerals that can be exploited by the other civilians. Exploration and
prospecting are always free.
To explore, an Explorer must go to the New World. This requires at least one terrain tile
be revealed for deployment. This first terrain tile is uncovered when a ship enters a sea
zone adjacent to the New World. Ships are capable of revealing all coastal land tiles,
however, Explorers must be used to reveal the interior of the continent.
When an Explorer is deployed to a tile adjacent to hidden tiles, he spends the turn
exploring. When the next turn begins, all the tiles adjacent to the Explorer are revealed. If
the tile he is deployed to is also a possible site for minerals, the Explorer prospects at the
same time as he explores.
Most resources on the Terrain Map are automatically revealed to you just by looking at
the type of terrain tile. For instance, you know that cotton is present at every cotton
plantation terrain tile. You need not search for it. However, minerals must be found by an
Explorer before they can be exploited by your other civilians. This is true in your own
country as well as in the rest of the world. The exception to this rule occurs when you
choose the historical Old World map. In those games, the location of all the resources of
every country in the Old World is known from the beginning of the game, and there is no
need to prospect there.
With an Explorer selected, an eye cursor lets you know if the tile under your cursor is
eligible for the selected Explorer to prospect. Since minerals are found only in swamp,
desert, barren hill, and mountain tiles, the eye appears only over those tiles. If an Explorer
of your Great Power has already searched the tile, you see a small pickaxe and an “x” on
the tile when the Explorer is selected.
In the toolbar, you can see the number of tiles remaining to prospect in the country the
Explorer is in. To find these remaining terrain tiles quickly, click on the small terrain icons
in the toolbar, and the screen centers immediately on the next unprospected tile.
Engineer.<<CALL IN CU_ENGIN.EPS>>
The Engineer is used to construct roads, ports, and fortifications. Every time
you use your Engineer, lumber and one sort of metal material is expended.
For roads and ports, cast iron is used. For Level 1 and Level 2 forts, bronze is
required. For the Level 3 fort, the Engineer uses steel. The quantity of lumber
and metal required for a construction depends on the type of construction, and is displayed
in the toolbar when the Engineer is selected. Roads are the least expensive item, requiring
but one lumber and one cast iron per tile of road.
When the Engineer is selected, two working cursors are available. With the cursor over
tiles adjacent to the Engineer’s current location, you see the first cursor, a small piece ofroad. Clicking on one of these adjacent tiles orders the Engineer to spend the turn
building a road between his present tile and the tile you clicked on.
Roads gather resources from their own tile and from all the tiles around them. At the
beginning of the game the primitive roads can only gather one resource from each tile.
Later roads can gather more. For more details on how roads work see page 71.
When your engineer is in a city or on a river and you place your cursor within the
tile where the Engineer is located, you see the second working cursor, a hammer.
This orders the Engineer to construct something in that tile. Click on the map with the
hammer cursor showing. A window lets you select the type of construction. Choices
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