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Starting Imperialism with map key "Scotland" presents a player with a lot of hills - "all Hills", according to Joe. The key appears on a list in gamefaqs "Contributed By: TheLastNight and Snuff-A-Luff"

A bit of an exaggeration, Joe - but there's a close resemblance to "Nepal" if you imagine most of the mountains replaced by hills.

Useful tiles[]

(Ignoring bare plains, fish, swamp, and potential coal and iron; first line are accessible by human players before you can put rail into hills; second line are the later ones; note that AI nations can build ports on hills and even mountains from the start of the game)

Red (Kem)
2 grain, 2 fruit, 3 wool, 1 hardwood
1 fruit, 2 beef, 7 wool, 2 scrub
Orange (Devron)
1 grain, 2 fruit, 1 beef, 2 cotton, 6 wool, 1 hardwood
3 fruit, 3 beef, 4 wool
Blue (Zimm)
3 grain, 4 beef, 1 cotton, 2 wool, 3 hardwood
1 fruit, 1 beef, 1 cotton, 4 wool, 1 hardwood, 1 scrub
Purple (Patagon)
2 beef
9 wool
Cyan (Haxaco)
2 fruit, 2 wool, 2 scrub
1 grain, 2 fruit, 1 cotton, 12 wool, 2 scrub
Green (Ordune)
1 grain, 1 fruit, 1 cotton, 6 wool, 2 hardwood
1 grain, 2 beef, 9 wool, 1 hardwood
Yellow (Deneb)
2 grain, 1 beef, 5 wool, 1 scrub
3 grain, 2 fruit, 1 beef, 9 wool
Totals
9 grain, 7 fruit, 8 beef, 4 cotton, 24 wool, 7 hardwood, 3 scrub
5 grain, 9 fruit, 9 beef, 2 cotton, 54 wool, 2 hardwood, 5 scrub

Blue, with 7 extendable food (more grain, and more "fruit plus beef", than any other) plus some bare plains and fish, must be the favorite starter. Give it a go (or try Purple on "Introductory" level!) then check out the MNs.

Blue[]

Capital in south-east on bare plain with grain farm and 3 fish. (Can't build on the grain farm because the MN shares the only water and you must have "uncontested" access to water.) Start rail N-E, and prospect hills around the timber to see whether you want two depots or just one on that line initially. On Normal level you have 10 fabric, 8 paper, 24 lumber, 19 steel, 5 clothing, 5 furniture, 20 food. Start six buildings. Order 2 Indiamen. Bid for food (for your fruit-eaters), cotton, wool, timber. Offer 1 each of clothing, furniture. Reserving two paper for Miner, use remaining paper for training (expert first). Farmer and 2nd Engineer can come later. For continuation, see Blue subpage.

Minor nation exports and notes[]

(order roughly west-east with a bit of curling)

Name 1 2 3 4 Notes
Wodan Wl Cl Ir - Next to Kem
Zinlu Ir Cl Ct Wl West of Haxaco
Kessel Wl Cl Ir Ti West of Haxaco
Idolon Cl Ir Wl Ct West of Haxaco
Pont Cl Wl Ir Ti East of Haxaco
Issa Wl Cl Ir Ct East of Haxaco
Manx Cl Wl Ir - East of Haxaco
Twelt Wl Cl Ir - N-W of Zimm, next to Patagon
Hurshen Wl Cl Ir - S-W of Zimm
Zazi Ir Cl Wl - East of Zimm, and Zimm will want their western province for its fruit and for earlier access to its own fruit
Loke Cl Ir Wl - N-W of Ordune
Sindel Wl Ti Cl Ir S-W of Ordune
Dedge Wl Cl Ir Ti South of Ordune
Kathay Wl Ir Cl Ti South of Ordune
Bruhr Ir Cl Wl Ti East of Ordune
Pram Ir Cl Wl Ti North of Ordune

Minor nation analysis[]

Each of the 16 has coal, iron, and wool.

Only 5 have more iron than coal: may be worth selecting

Only 3 have cotton, all in 3rd or 4th place, and they have no timber; may be worth later consulates if nobody else interested.

Only 7 have timber (with Sindel probably having most); there will be stiff competition for these, and we should be in there. In #1 position, four have wool, two have iron, one has coal.

Kessel, Pont, Pram, Sindel could be a good first-turn batch, for timber and a variety of top products with medium-to-low chance of early invasion. Of course, that may depend on which nation is most likely to invade. Kessel is tempting. Imp1-Scotland-Kessel

Horses[]

None?

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