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Welcome to the Imperialism Game WikiEdit

1997 saw a new turn-based strategy game "Imperialism": seven Great Powers and sixteen Minor Nations start after the Battle of Waterloo.
Rule the world without firing a shot - if your diplomacy is good enough (helped by intelligent production and trading with subsidies and bribes).

Soon came Imperialism 2: six Great Powers in 1502, with most of the Minor Nations in the "undiscovered" New World, with untold luxuries and riches. The "First Nations" get stronger in time, if they survive.

Then Trade Empires, neatly 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 helps players of those games and the developers of the next (free) versions. You can edit it - jump in and help!

Imperialism-trade
This Imperialism Wiki
is a collaborative guide and knowledge base that anyone can edit
catering for everything related to the Imperialism strategy game
and later games
,
developed by Frog City Software and published by Strategic Simulations
Some very useful pages
  • Imperialism - outline of the game, and places whence you can get it
  • Technology (Imp1) - with links to detailed articles
  • Imperialism 2 - adapted from the Wikipedia article 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
Spoiler warning!
This page may contain details about a particular map and/or someone else's tips.
If you want to tackle the game unaided, click "Back" or a link to take you away from this page !

"Recovery of France 1820" - a scenario for Imperialism

Play FranceEdit

Playing France is graded "Hard" but may be Nigh-On Impossible if Great Britain attacks early; so build an army fast as a deterrent! See http://apolyton.net/showthread.php/149120-Imperialism-Recovery-of-France-Scenario

Play Ottoman EmpireEdit

This is from Imperialist forum ("All work on this forum is licensed under a Creative Commons Attribution-Share Alike 3.0 Unported License. unless otherwise stated"):

Ottoman strategy 1820 scenario Edit

Jan 31 2012, 10:49 PM, Eqqman (member #286) writes:

Hello-

I just thought I'd start a new thread to discuss the Ottoman Empire in the 1820 scenario. My starting point comes from a thread discussing France in the same scenario, but I don't want that thread to diverge too much from a discussion on France.

The main issue that comes up for the Ottomans (and indeed, just about every nation) is how to stop GB from getting a Council of Governors (CoG) win in 1835 before you even have time to do anything. As Russia, Austria, or Prussia, I usually solve this problem by joining in on the attack on France once it invariably gets started by GB. So I'm usually the #2 nominee in the 1835 CoG vote and there are at least enough dissenting votes to stop GB from winning.

The tip offered was to build an extra Frigate turn 1 and head off to seize the 4 northern provinces of Britain Read more ...


Latest activityEdit

Create blog post

Weblogs and other news

  • Pwrgamer

    imperialism strategy guide

    November 2, 2014 by Pwrgamer

    Hi, I will in this guide cover strategy how to win . As there are many interdependencies between various issues I will start with strategies  from beating intro difficulty and eventually progress to beating NOI most of time.


    Here I will cover tactical combat. It gives such advantage to human that kn…


    Read more >
  • Enojado271

    Executive Summary:

    This is an explanation of what I discovered as chronicled in User_blog:Enojado271/Imp_2_Map_Gen_Keys:_Over-Explained.

    Every map key has two parts, a value and a length. Every key with the same value and length produces the same map.

    The length is simply the number of characters in t…

    Read more >
  • Enojado271

    ETA: I tried to put this together more concisely in another blog post. See User blog:Enojado271/Imp 2 Map Gen Keys: In Summary for something maybe a little clearer.


    Note: I did all this on version 1.0.0.3 for Windows.


    • Igea/Blue (from the wiki)
    • Iora/Neni
    • Swiga/Swark for roots iga/ark
    • Iordelly/Kirnally fo…


    Read more >
See more >
Helping out
Contribute and help make this the best resource for Imperialism and related games. You could find a "stub" article and expand it. Or look at Special:WantedPages and click one of those to start it. To start a completely new article (after doing a Search to check that it's not already here under a slightly different name), just enter the title in the box below and click the button.

Not sure where to start?

If you are new to wikis, see Help:Getting Started.





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