This lets you build over hills, swamps, and other stuff that usually gets in the way of everything. One of the first technologies you'll want, when it becomes available, is the "Iron Railroads" technology.
#Imperialism 2 strategy upgrade
Occasionally, new technology will be available that'll let you build railways in new areas, or upgrade your terrain to higher levels for increased output. slows down crops in winter), or if it's just to add more realism to the game rather than going from 1815-1816 in one turn. I’m not sure if turns actually affect your industry (e.g. Sadly, lots of times at the start of a game you don't have the money to do these things, and it'll usually take a couple of years to get there.Įvery year has four turns: spring, summer, fall, and winter. To entice nations to like you, you can go into the "Grants" tab, and give them $1,000 grants this turn, or every turn, and so on for $3,000, $5,000 and $10,000. You can also have policies geared towards other nations (as indicated by the little scrolls tab) and can do things like build embassies, create alliances or trade consultants, declare war or peace, and perhaps even get minor nations to join your empire without war (if they like you)! In the "Diplomacy" tab, you'll have things such as information about your nation and a world map, as well as ballot boxes for the "League of Governors" (which in turn decides how well your nation is doing on foreign policy). You can only bid for items from nations that you have "Trade Consultants/Relations" with, which brings us to the final tab, Diplomacy.
While you can't choose the selling price, you can choose the number of things you want to sell, as well as items you want to bid for that come from other nations. Notice how this is going in a stepping-stone fashion? Now, in the "Trade" tab, we have all the mercantile resources and direct exports created by your colony. You can also upgrade many of your factories to increase exports, which you can then sell via the "Trade" tab. You have things like the Capitol to recruit basic workers that can be turned into soldiers or better civilians (to be used for other things like Engineers).
The best thing you can do is get everything running smoothly, but that will take a long time (for the most part). 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. One of the first things you should look at doing is increasing this via the handy-dandy industry screen. Transportation units usually start at around eighteen, so you don't have a lot of room. In the "Transport" options tab, you can select the number of resources to transport. 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. You also have minerals (such as coal) that can be used in steel mills and other buildings to create. 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 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. When you first start the game, you'll probably have two excavators that look for minerals (coal, iron, etc.) in mountains and hills, one farmer to increase the output of fields (and other things) that lie strewn about the countryside, a miner who will turn mineral deposits into mines, and an engineer that is literally the basis of your economy! In addition to these great powers, there are numerous minor powers that play important roles in the game as well.
Imperialism is a managerial strategy game that relies heavily on the management aspect.īasically, you are the leader of one of seven great powers in a randomly generated world.