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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 diplomatic endeavors work well enough (helped by intelligent production and trading).

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, 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 - owes a lot to 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

Expansion is critical to winning a game of Imperialism:

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 further trained as specialist civilians), your people need food every turn (every four of them needing two grain, one fruit, and one meat); raw food 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 foodpack (depicted as two cans) 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 activityEdit




Create blog post

Weblogs and other news

  • 11
    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 >
  • 5
    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 >
  • 5
    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
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