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Welcome to the Imperialism Game Wiki
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1997 saw the launch of the turn-based strategy game "Imperialism", developed by Frog City Software and published by Strategic Simulations. Seven Great Powers and 16 Minor Nations, starting from the end of the Battle of Waterloo, 1815!
Rule the world without firing a shot if your diplomatic endeavors work well enough.
Later came Imperialism 2. Only six Great Powers, but now ten of the Minor Nations are in the New World waiting to be discovered, along with new luxuries and riches, and the year is 1502. The "First Nations" get stronger as the centuries roll on.
Then the same team produced Trade Empires: imagine combining popular elements of Civilization, Caesar III, Knights II, and Railroad Tycoon!
Over a decade later, the games are still being played and discussed and modded.
This wiki will help players of those games and the developers of the next (free) versions. You can edit it - jump in and help!
catering for everything related to Frog City Software's Imperialism strategy game and later games |
| Useful pages |
- Imperialism - outline of the game, and places whence you can get it
- Technology (Imp1) - with links to detailed articles
- Imperialism 2 - almost entirely based on the Wikipedia article at present but with up-to-date links to numerous separate pages on this wiki
- Technology (Imp2) - listing not just the prerequisites and effects but also which higher techs each tech is required for and how much you pay for research
- Resources in Trade Empires - details for only a few of the 19 possible episodes: dive in and help finish it!!
- Category:Help - mostly about wikis initially, but you can add any page to that category
- Forum:Watercooler - discuss the way the wiki should develop
- Help desk - ask away!
| Featured article |
Expansion is critical to winning a game of Imperialism:
- Population
- Transport capacity (freight cars)
- Processing capacity (mills and factories) and the skills of workers
- Merchant marine
- Army and Navy
Population is expanded through the Capitol, by offering to start country people off in the city with canned food, clothing, and furniture, all of which need to be bought (needing merchant marine capacity) or manufactured.
As long as they remain residents (not having been sent into the army or retrained as specialist civilians), your people need raw food every turn (every four of them needing two grain, one fruit, and one meat); that cannot be bought but must be brought into the city in freight cars. An expensive alternative, if one class of food runs out, is canned food, but a can feeds only one worker though it is the result of putting together food that would have sustained two workers. When canned food runs out, workers can stay alive on an unbalanced diet but ... Read more ...
Latest activity
Edit
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Map key (Imp2)
edited by Robin Patterson
Summary: Tweaks -
Price (Imp2)
edited by Robin Patterson
Summary: Finishing the century Added category: Imperialism 2 -
Price (Imp2)
created by Robin PattersonNew page: Price is a factor in Imperialism 2. There is a direct monetary price in dollars for each commodity you can buy or sell, and a fixed price ($500 plus... Summary: Introductory paragraphs. Added categories: Construction, Trade -
Price
created by Robin PattersonNew page: Prices of commodities in Frog City Software games are largely out of a player's hands, though in some situations you can have some influence on... Summary: Overview with introduction Added categories: Overview pages, Trade -
Cergaerdiwys
edited by Robin Patterson
Summary: MN exports and a start on analysis -
Cergaerdiwys
edited by Robin Patterson
Edited the section: Resources visible at start Summary: finishing the numbers for GPs -
Imperialism 2
edited by Robin Patterson
Edited the section: Differences from Imperialism Summary: no depots; other related differences -
Map key (Imp2)
edited by Robin Patterson
Summary: tweaks -
Cergaerdiwys
edited by Robin Patterson
Summary: Tables - starting Added category: Construction -
Cergaerdiwys
created by Robin PattersonNew page: Cergaerdiwys is an outstanding Map key in {{imp2)) using random New World. France has 45 grain + 30 range meat and other goodies (says Craig in NJ on... Summary: introduction and category Added category: Map keys (Imp2)
Weblogs and other news
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Frog City's Trade Empires is as addictive as the company's earlier productions. Download is now available from one of the groups I belong to. Infinite variety, giving you over a dozen maps with a different distribution of resources etc every time you hit "NEW GAME". Better than Railroad Tycoon in seve…
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I have the username of davidk on the Imperialist Forum. That username was already taken on wikia, so signed up under the username of david4k. I am 71 and a long time player of both Imperialism and Imperialism. I first bought Imperialism as a change from the extensive city management tasks of Civ…
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Has anyone written any special scenarios for the game Imperialism?
I saw this post http ://apolyton.net/showthread.php/9970-A-new-scenario-for-Imperialism-I
by someone who created a special scenario where you could play Netherlands as a Great Power but his link lo longer works. Anyone else create som…
Read more >
| Helping out |
- Not sure where to start?

Added by Robin Patterson


