The year is 1767 and no great Power has been eliminated or carved up much
yet. You (Holland) just got Grenadier and Skirmishers. You are at peace and
have a decent income. You have also 'colonized' 1 new world tribe and so has
France (but France just lost theirs in a war with Spain)...so you have the
only colony because everything else has been gobbled up. All the minors are
gone except what is left of Scotland and they are ready to Join your Empire
if you ask but it will put you at war with the #1 ranked military Nation
(you are #2) .... France, who has all that indian calvery (but you got
indian calvey too now). If you want the save email me and I'll send it to
you.
UglyTrog AT hotmail.com
Here is a short list of 'oughtta do's' and 'Gotta do's' to win it (it will
be tough but do-able):
Oughtta do's:
1. Ask Scotland to join you immediatly. It will put you at war with France
but I have you set up to fight a short war (a very short war) with
France.... go for it but beg for peace every turn. (I think France is all
Navy here... they lost their colony to spain but Spain lost their Navy to
France).
2. Your navy currently sucks but it is as big as it needs to be right now.
If France or anyone comes over to Patrol or blockaid you, don't fight them
(you will lose badly). Instead turn all your transported goods down to
nothing (don't buy or sell goods either) and just let your empty ships sit
in port until you can make peace or run out of food. (Note: don't be afraid
of 5 or 6 little sloops or Frigates.... move all your ships out at once and
kill those rotten little things with overwhelming numbers.... thats what all
the Gallons are there for. Gallons are the second greatest ship in the game,
good cargo and good defense, so don't ever upgrade them.
3. You currently have 2 full armies, you oughtta have at least 3 (4 is
better) with full medals. This will give you 5 0r 6 generals, use the
non-medal generals and troops for defense ( a general with 5 or 6 guys is
fine for defending forts, most A1 attacks are small).... attack with the
other 3 or 4 full armies (be the attacker and not the defender).
Gotta do's:
1. Rush to Ironclads. He who gets 'em first wins. Ironclads are the ultimate
ship. A dozen of them set on 'aggressive' and rammed into an enemies port
will decimate him. I like to build about 20 or 30 by the time the game is
over, 12 is the minimum attack force. Don't build Ship of Lines at all,
IronClads will sink them and are very close on the tech tree. Don't build
any other ships except IronClads or Indiamans (for transports)... stay out
of naval battles until you get the IC's then use them. (Note: it is OK to
build Steamers later if you got the coal, but Indiamans do just fine.
Upgrade to Traders if you can but don't build any. If you capture Sloops or
Frigates upgrade them to Raiders and use them to Patrol while your IronClads
Blockaide, but don't build any of those 3 ships..... manpower is to valuable
to mess around like that (IronClads, Galleons and Indiamans..nothing else.
Clippers are beautiful looking ships though...sometimes I build 1, only 1,
to sail around as my personal ship. Remember it costs the same to upgrade as
it does to build a new ship so build new ones unless short of manpower).
Don't worry about defending your own port, just turn your ships down to zero
and let them sit when threatened. Enemy ships will leave to defend their
port once your IronClads go to work. (trust me...be the attacker and not the
victim or defender).
2. Don't lose you conquered German territory. All your food is there, lose
it and you will starve. It is better and cheaper to build ships to transport
food than to build 3 and 4 level feilds (wow, that takes a lot of
resources). Eventually you will have to start making level 2 food supplies
(food is scarce here..every thing is).
3. Don't lose you 2 Diamonds. I could only see 5 diamond/Gems in this
game.... you have 2. (last game had 18, but this one doesn't....lots of
spice fields instead).
Good Luck,
Ugly
> Oughtta do's:
> 1. Ask Scotland to join you immediatly. It will put you at war with
> France but I have you set up to fight a short war (a very short war)
> with France.... go for it but beg for peace every turn.
Will you win the short war against France?
Just curious.
Absolutely. You will be in a good defensive position and set to grab at
least 2 French Territories. The others Great Powers don't like France at all
and may join you once France loses a few territories. Just don't lose your
Navy. England and Potugual may even form an alliance with you if you ask
before going to war. (Disband the Scottish archers you get..you are short on
food).
The reason for the short war is that you don't want to lose any territories
or over-expand. It is too earlier in the game to start taking territories
left and right.... you won't be able to defend it and you don't need any
more resources or money territories. You should want to just wait around
while the A1 carves it's self up, joining occassionally in lop-sided wars
(join the winners) and wait until IC's and Big feild Cannons. Then use the
IC' to cripple and crush your #1 rival.... 6 turns or so of IC blockaiding
and his empire will collapse (no money to fund attacks, no food, no
resourses,.ect.).
I also have the very first turn of this scenerio. You have nothing. The game
is just starting.
Ugly
The game doesn't generate a special announcement. If you compare the
estimated times to completion, you'll find that they are a lot shorter
if you've got spies at work. They reduce the time to development,
rather than providing a chance of learning a technology immediately.
On a separate note, can we run multiplayer games on one computer using
hotseat play? The same for Imperialism 1.
www.the-underdogs.org says that an undocumented feature is the ability
to do so, simply by starting two instances of the game, but I haven't
got that to work. Any particular patch level needed? I'm normally at
1.3, the UK version. Or am I just not following the right process
(I've never tried remote multiplayer, so perhaps I just need to select
a different combination LAN/internet/whatever).
C.D.
Next poster replied:
> The game doesn't generate a special announcement. If you compare the
> estimated times to completion, you'll find that they are a lot shorter
> if you've got spies at work. They reduce the time to development,
> rather than providing a chance of learning a technology immediately.
>
> On a separate note, can we run multiplayer games on one computer using
> hotseat play? The same for Imperialism 1.
>
> www.the-underdogs.org says
Hi guys. Spies don't steal techs but they are crucial in winning harder
level games. Place a spy in a Great Power that has already discovered the
tech you are researching. Look in your tech research area and place the spy
in a Great Power that has a flag next to that tech. The more nations that
have the tech means the faster you will get it. At the begining of the game
I build a spy and turn me tech research down to zero (I'm broke and need
that money to invade New World Tribes). I keep a zero funded tech research
by spying until I get Cossacks.... then I build 6 units (4 Cossacks and 2
Lancers) and sail around knocking out all the New World Tribe capitols. (you
get paid for taking Indian Capitols.. $1000 to $4000 per Capitol). By the
time you get 10 New World Territories (at least 8 should be capitols) you
should have reached the horse cannon tech. Build 4 cannons and get you first
General. You are now ready to start wiping out Minor Old World Nations (you
get paid for each captured territory here.. take the capitols last).
Hopefully you Declared war on 3 minors on the very first turn so they don't
join another Great Power.
Spies also are very good at counter-espionage. If you get ahead in tech
leave a spy or two sit in you home country. In the game I just played I had
3 spies and noone to spy on, so I brought them all home. With in a dozen or
so turns I had 7 spies from my spies capturing their spies (you get a
notice: Spy for Sweden chooses to join our side). Spies can also tell you
exactly what enemy troops are in a territory they are place in. In all the
above case, the spy does not have to be in the actual town... you can place
him in a swamp or on a mountain if you want, it doesn't matter as long as he
is in the territory. Also, a spy placed in a heavily armed territory has a
greater chance of getting caught than one placed in an un-defended territory
(so says my Imperialism 2 Book). Spies cost 3 paper and $500 each.
Next Answear:
I don't know about the hotseat play but if someone at underdog says you can,
you probably can. My and my cousin use to play multi-play by hooking his
lap-top into my computer (no internet required). Ever multi-player game I
have played over the internet has been extremely slow. The patch I have is
Imp_103 (version 4.10).
www.the-underdogs.org is a great site. I found 'Liberty or Death' there. It
is one of my all time favorites too, although the PC version is slightly
different than the Sega-Genisess version I started out with.
BTW: I just won my Imperialism 2 game in the original post about 5 minutes
before posting this. 34 Territories, year 1842, score 90160, Nigh-Impossible
with complex food and manual combat mode. (auto combat is a little more
difficult to win with and not as much fun,,,score is the same though. All
multiplayer games are auto-combat to save time...just send in a few extra
troops and you'll be fine.)
> ... then I build 6 units (4 Cossacks and 2 Lancers) and sail around knocking
> out all the New World Tribe capitols. (you get paid for taking Indian
> Capitols.. $1000 to $4000 per Capitol).
When I realized that I went to a bloody rampage. I'e taken a half of
the new world util Pueblo get those damn heavy cavalry. Barely managed
to rescue my troops, but lost heavy altillery. I went after minors
provinces next. 've been in nice position between 2 GPs and 3 minors.
After that I just waited for a GP to lose it's allies and declared war
to take all it's colonies. At the end I had almost all new world, more
production, labor and navy than all other AIs together and all
stockpiles with several hundred items (I just wanted to see all the
military tech). The game ended when I bribed last province of Holland
into my empire. The score was 6 digits, the difficulty was hard but
normal stock and gathering tech.
I'd say quite addictive game, but can be plagued by the lack of
criticall resource. In the first game I played there were 3 tin mines
in known map (OFC not a single one in my territory, and I owned 1/4 of
the new world :-) I just couldn't built any army and abandoned the
game when half of GPs declared war on me.
BR, Iztok
LOL.... yep, I think the lack of resources can ruin it too. I've dumped
tin-less games too (at least give me one!!!). I can't build my initial army
without bronze (tin) and if no-one will sell you any you are going to be
dead meat. (no Bronze means no Lancers, no horse artillery, no forts, no
musketeers and no galleon) Having Horses is very important too.
Here is a list of 'keyword' generated maps that should give you decent
starting resources. Enter the keyword in the 'Globe room'....
Single Player
ENGLAND: Derdir Fimrys; Rharfa; Rhanis Cen; Denirystwyth Ros; Dallenen
Danellen; Delli; Cinddaw; Carfanis; Ida; Dirdan; Llallewys
SWEDEN: Rhorthyr; Mul; Derma; Llallewys; Cirrus Diy; Cerdarthyr
PORTUGAL: Antanseney; Dorranddally; Dontoghllos; Irthan; Dent
HOLLAND: Cerphinny Ar; Mal; Testen; Llunsalls; Mera
SPAIN: Cangines; Caellirphen; Caff; Armolls
FRANCE: We Surrender; George Bush, America; Iraq: (just kidding)... Tangilly
Al; Cenga; Cingilly; Llollonawys; Llubaff; Inarnanork;Kenan An; Centi;
Ayorallilly
ISLANDS: Cerordag; Iodork; Merthimrys; Llirirmanny; Anegh; Merphan; Arrells
Multi-player
Caugi (Holland, France)
Rhymnerdi (Sweden, Spain)
Cwys (England, Holland)
Mella (France, Portugal)
Iostavigarthyr (Portugal, Holland, Sweden, Spain)
Pig (Portugal, France, Spain)
Llesti (Portugal, Sweden, France, England)
Cineg (France, Sweden, Spain)
Nansollaff (Portugal, England)
Manta (France, Portugal)
Dintag Memrys (all Okay)
Ciy (Holland. Portugal)
Kernaegh (England, Potrugal, France, Holland)
Astenidas (Sweden, Holland)
Swority (England, Spain, France, Portugal)
Cauyorthyr (England, Spain)
Rhon (all OK, Holland is worst)
Cordigh (Holland, Spain, Sweden)
Egininerk (England, Holland, France, Portugal)
Allormonawys ( All Okay, Holland and Portugal are worst)
Those Injun horse Calvery are nasty...... they don't show up until after
someone gets Horse Artillery (usually after 2 or 3 get it but Horse
Artillery is the trigger). You can beat that Injun Calvery with a few horse
Artillery and Musketeers (on Manual Combat mode) by grouping your guys as
far back on the map as you can, cannons encircled by musketeers then let the
Injuns come to you. Same thing when someone built them a fort, blow a hole
in the middle of the fort wall (there is a spot a cannon can reach) and the
Injuns will come out after you one at a time.
Cavalry works for fort storming. Sending in the bowman from a minor works
too and is a great way to get rid of them.
Skirmishers and then Sharp-Shooters are the designed units to take the
cannon hits (especially ones with medals). Rush in the
skirmers/sharpshooters, when the enemy cannons fire move your cannons up and
send in the calvery.
I've taken forts without the use of cannons too by sending in 2 or 3
sharpshooters along with a pack of grenaiders/heavies marched right up to
the walls.