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    FAQ/Strategy Guide by Sheepy99

    Version: 1.7 | Updated: 07/30/01 | Printable Version | Search Guide | Bookmark Guide

    Imperialism II: The age of Exploration
    Version 1.7
    Added some new sections and reworked some old ones
    Added more FAQ
    Version 1.01
    FAQ by Tim "Sheepy99" Maurer
    Contact Sheepy99@Yahoo.com
    Imperialism II made by SSI and Frog City
    Imperialism II is one of the niche games that doesn't really receive a lot of
    Attention from its brothers like Civilization II or Colonization. Buts it's
    still additive nonetheless and you definitely get your money's worth.
    I. Intro
    II. System Requirements
    III. Difficulty levels
    IV. The Map Generator / Europe Map
    V. Major Powers
    VI. Minor Powers
    VII. New World
    VIIa. NW Resources
    VIIb. OW Resources
    VIII. Navy
    IX. Military Forces
    X. Battles
    XI. Industry
    XII. Trade
    XIII. Diplomacy
    XIV. Units
    XV.Tips and Tricks
    XVI. FAQ's
    XVII. Conclusions
    The Year is 1502 A.D. and you are the King(or Queen) of a major power in the
    continent of Europe. You country has just left the Dark Ages (Black Death and
    all). Most of Europe's natural resources have been discovered and almost used
    up, and your national treasury is starting to become smaller and smaller. Only
    one course of action remains. New Resources must be discovered and new treasure
    must be found, History will recall this as "THE AGE OF DISCOVERY". But it's not
    that easy. There are six great powers of Europe and six minor nations in which
    to trade and conquer and you realize its going to be a fight to the finish if
    your country is going to survive. You know that since this is the case, you
    must send one of your trading ships out to discover new land and the treasure
    that awaits within. You have to beat the other nations to the riches the lay
    beyond the horizon. You must build up your industry to process the new
    materials and build new ships to hull your precious cargo home. You must build
    an army to defend your new territory and fleets to patrol and terrorize your
    neighbors. You must invest your newfound wealth into technology to developed
    newer and more powerful weaponry to keep your neighbors at bay. Should all go
    well you eyes begin to turn back toward Europe to conquer your neighbors and
    unite Europe under your Motherland's Flag. You know you will have made it when
    exactly half of all the minor and major powers territory of Europe is under
    your feet.
    II. System Requirements
    The great thing about Imp2 is that it works for both MAC and IBM machines out
    of the same box.
    Win95/98 Requirements
    IBM/PC compatible with win95 or 98
    133MHz Pentium or faster 200MHz (recommended)
    16MB RAM (32 Recommended)
    100MB Hard disk space
    16bit color
    DirectX 6.0 or higher (soundcard)
    MAC Requirements
    POWER PC (604 processor +) also works with iMac
    System 7.6
    32MB Ram
    17.5MB free of Single play
    100MB Harddisk space
    4x cdrom
    III.Difficulty levels
    This is a comparison of each of the levels of the game. To make things easier
    to understand and read I will refer to a few items with abbreviations. here is
    my list:
    $ (Starting funds), Sh (Sheep), Tr (Trees), Tin (Tin ore), Cp (Copper ore), IO
    (Iron ore), Cl (Cloth), Wd (Wood), Pp (Paper), Br (Bronze), Irn (Iron), Fd
    (Food stuffs), Moo (Cows :) ), Fs (Fish), Hr (Horses).
    Intro level:
    $50,000. Sh 10. Tr 25. Tin 12. Cp 12. IO 40. Cl 4. Wd 20. Pp 10. Br 8. Irn 15.
    Fd 99. Moo 30. Fs 69. Hr 6.
    Other notes:
    Trade consulates in every minor nation.
    3 Knights.
    Food gathering is at level 3
    Noticeable leads in Mil, Diplomacy, and Tech.
    At the end of the game the Multiplier is 10 (the higher the Multiplier is, the
    higher your score will be.)
    Easy level:
    $25,000. Sh 8. Tr 20. Tin 9. Cp 9. IO 30. Cl 4. Wd 10. Pp 7. Br 6. Irn 12. Fd
    50. Moo 10. Fs 40. Hr 6.
    Other notes:
    2 Knights, 1 spearman.
    food gathering is at level 2
    No trade in minor nations on this and the rest of the difficulty levels.
    Minor leads in Diplomacy, Tech and Mil.
    Multiplier is 20
    Normal level:
    $12,000. Sh 6. Tr 20. Tin 6. Cp 6. IO 20. Cl 4. Wd 5. Pp 5. Br 4. Irn 8. Fd 30.
    Moo 10. Fs 20. Hr 6.
    Other notes:
    1 Knight, 1 spearman, 1 early rifle.
    food gathering is at level 2
    Every area of the games is equal to the other players.
    Multiplier is 100
    Hard level:
    $8,000. Sh 6. Tr 12. Tin 3. Cp 3. IO 15. Cl 4. Wd 5. Pp 2. Br 2. Irn 5. Fd 20.
    Moo 5. Fs 15. Hr 6.
    Other notes:
    1 peasant, 1 bowman, 1 knight.
    food gathering is at level 1
    Slightly behind in Diplomacy, Mil, and in Tech everyone but you has a slight
    head start.
    Multiplier is 200
    $5,000. Sh 2. Tr 8. Tin 3. Cp 3. IO 12. Cl 2. Wd 5. Pp 2. Br 1. Irn 4. Fd 15.
    Moo 5. Fs 10. Hr 6.
    Other notes:
    1 peasant.
    Other nations are royally pissed at you
    Noticeably behind in Diplomacy, Tech, and Mil
    you are eating more then you are producing
    Multiplier is at 400
    (This level is rarely won. This was probably put in the game as an "Iron Man"
    see how long you can last kind of thing)
    IV. Map Generator / Europe Map
    When you start a new game you go to the big globe which is where the map
    generator is. The key on the table will let you "Create your own maps". I
    honestly don't like the little key cause it often produces junk which is
    unplayable. At least to me. You can decide to play in Real world Europe or a
    Random Europe with different levels of stuff everywhere.
    Real Europe -
    Start out in the proper historical locations for the time period of 1502 -
    1800. Historical location of resources are in the right location. Providences
    of each country are also historically accurate. I noticed that Spain, England,
    France and Holland have overall good locations for food, expansion, and other
    resources. While Portugal and Sweden are kinda screwed. Each time you play as
    real Europe the new world is in a random place with random resources (sometimes
    the computer idea of "random" is the same thing twice. If you notice that you
    played that map before, keep playing since no two experience are ever the same
    Random Europe -
    This is the map I usually play. This is true randomness with resource and
    locations. When playing on this map go into your config menu (found in the main
    hallway) and turn on the option that lets you decide where to put your capital
    manually. When looking for a place to put you capital. It's best to keep in
    mind what level your playing at. If its intro look for a location that has a
    couple food and cattle/ocean squares. If your playing Easy or Normal look for a
    location that has 3 food squares and some cattle/ocean/river squares. Also when
    deciding to find a capital location, look to see if you have a good number of
    mountain/hills and forest squares. The more the better. Having a lot of sheep
    squares will help but this can often be overlooked.
    V.Major Powers
    Major Powers are the only nations that can have New World Providences and are
    the only nations that attack other nations. As a player you will start as a
    Major Nation Leader.
    The Major Nations of IMP2:
    England - Capital (London)
    Spain - Capital (Madrid)
    France - Capital (Paris)
    Holland - Capital (Amsterdam)
    Portugal - Capital (Lisbon)
    Sweden - Capital (Stockholm)
    Should your capital be conquered by another nation, you lose the game
    Should you conquer a Capital that nation is eliminated as a Major Power and no
    long trades, attacks, or speaks to any Nation. They are thrown into Anarchy
    (lack of Government)
    VI. Minor Powers
    Minor Powers are only able to trade with Major Powers. They have no Navy and
    their army is limited to defending its territories.
    The Minor Nations of IMP2:
    Scotland - Capital (Edinburgh)
    Ireland - Capital (Dublin)
    Italy - Capital (Naples) (Why isn't the capital of Italy Rome? well during this
    time Italy and Germany were part of the "Holy Roman Empire and German States"
    so their present days capitals are not reflected in this game)
    Germany - Capital (Hamburg)
    Denmark - Capital (Copenhagen)
    Switzerland - Capital (Bern)
    When a Minor Nation Capital falls, their country is thrown into Anarchy and no
    one can trade with them anymore.
    VII. New World
    The New World is very much like the Old World except that they are a little bit
    behind on the technology tree. The natives take the names of Native American
    Names (Aztec, Inca, Iroquois, Mayan, etc) their providences are named after
    famous colonies founded by the real countries during this time period (Cuba,
    Toronto, Brisbane, Taz, etc) (unless you turn that option off in the menu). The
    new world contains rich resources from sugarcane to diamonds. Each Tribe has a
    capital like the Old world and if it is conquered, the tribe can no longer
    trade with Major Powers. The tribes have 3 types of Military units:
    The Bowmen (Bows and Arrows)
    The Spearmen (Spears)
    The Clubmen (Clubs like cavemen types)
    These Units generally get slaughter by even the weakest of European Knights,
    but as with most things if there are LOTS of these weak units, then your
    Knights can be overwhelmed and killed.
    VIIa. New World Resources
    The New World has many resources that the old world does not have:
    Diamonds ($400)
    Gold ($200)
    Silver ($100)
    Gems ($300)
    Spices ($50)
    The New and Old World share these Resources:
    Iron ore
    Copper ore
    Tin ore
    Forests and scrub forests
    VIIb. Old World Resources
    The Old World mostly contains food resources that do not grow in the New World:
    But they share Metal Resources with the New World.
    Minor Nations only contain Old World resources so, if your low on food you
    should probably build an army with a few cannons to go "acquire" some more food
    resources since Minor Nations do not trade food resources.
    VIII. Navy
    The navy starts out with 3 Carracks (Spain has the Nina, Piņata, and Santa
    Maria) and one ship will be an explorer ship when you first start out (giving
    you 6 trade capacity). Building more ships will add to your trade and transport
    capacity. Early ships are slow and don't hold very much. Later ships require
    Steel and lots of wood to build but have a large capacity to battle other ships
    and are faster. I will rate the ships according to overall cost, production,
    and effectiveness in carrying out it's mission. (1 is best)
    The Battleships:
    1 Galleon
    2 Ship-of-the-Line
    3 Ironclad
    4 Frigates
    5 Raiders
    6 Sloops  (are useful for like 25 years)
    Trade ships:
    1 Merchant Steamships
    2 Indianman
    3 Galleons
    4 Clipper
    5 Trader
    6 Fluytes
    7 Carracks
    IX. Military
    When you start in 1502 A.D. all your country has are a few knights or other
    unit from the
    dark ages. For now this will have to do (it just so happens new world natives
    don't stand a chance against them). There are several classes of units:
    Light: fast and weak
    Regular: moderately fast and weak
    Heavy: Slow and moderately powerful
    Bowmen: cannot be upgraded and practically useless
    Light: fast and weak
    Spear: knights with no guns
    Heavy: fast and moderately powerful
    Cannons (my personal favorite)
    Light: can move and shoot in one turn
    Heavy: powerful but can't move and shoot in one turn
    General: Rally weak troops/allow more troops to participate in a battle
    X. Battles
    Your first battles will usually be between knights and new world natives. Three
    knights can usually do pretty well against six natives. Don't let any one
    knight get surrounded by natives. See graphic
    N = Natives
    K = Knights         Do                                  Don't
                     N N K                                    N N K N
                    N N N K                                  N K
                     N   K                                    N N K
    Damage is displayed with red
    Loss of Moral is displayed with yellow
    Health is displayed with green
    Should your troops run of green and only have yellow remaining in their bar,
    the troops run away from battle. If the troops run out of yellow they are
    labeled "KIA" Killed in Action. Should your troops get surrounded by enemies in
    a way they cant retreat by the time they reach all yellow in their bar. They
    surrender on the battlefield and are "KIA".
    Any units with guns as a main weapon have a tool called "opportunity fire".
    Which is basically two shots in a row in one turn. You gain opportunity fire by
    not firing your guns for one turn and thus save it for the next turn (if you so
    desire). This is important to remember when attacking providence with a
    fortress guarded by cannons.
    Once you've progressed in the game to the point where you're attacking old
    world providences. Keep in mind what you learned from attacking the new world
    natives; many of the same rules apply here also.
    Fortresses have three levels of defense.
    Level 1: Wood with 1 Heavy Cannon (cannons upgrade with time)
    Level 2: Brick with 2 Heavy Cannons (cannons upgrade with time)
    Level 3: Steel with 3 Heavy Cannons (cannons upgrade with time)
    See tips and tricks for attacking fortresses.
    XI. Industry
    The bigger your population the more you can produce and this is shown in the
    Industry menu (that little factory icon in at the bottom of the menu). Some
    things to note on Industry. Your work force requires 1 wheat and 1 fish or
    1 meat(on simplified configuration), and 2 cloth for each worker. KEEP THIS IN
    MIND at all times.
    Ok so you start the game with a few supplies in your warehouse and a few
    workmen and 1 explore. The first thing you should do is move your worker over
    to some timber and set up a timber farm. Have your explore check all your
    mountains and hills for iron ore. Timber and Iron Ore are your number one
    priority (Even above food on lower settings). If you fail to gather enough you
    will be forced to buy them on the open market and chances are that no one may
    want to sell them
    to you and you will grow dangerously behind in the game.
    Your civilian units consume 1 wood and 1 iron each time they make something.
    This is why you need to get at least two iron ore mines and two timber yards
    going before you look to improve you food stores.
    Don't forget that it usually takes two of some raw material to make an advanced
    product, here's the list:
    1 timber + 1 timber = 1 wood
    1 timber + 1 timber = 1 paper
    1 tin ore + 1 copper ore = 1 bronze
    1 iron ore + 1 iron ore = 1 iron
    1 sheep + 1 sheep = 1 cloth
    1 cotton + 1 cotton = 1 cloth
    1 coal + 1 iron ore = 1 steel
    1 sugarcane + 1 sugarcane = 1 sugar
    1 tobacco + 1 tobacco = 1 cigar
    1 fur + 1fur = 1 fur hat
    1 horse farm = 1 horse per turn (no production needed, lucky you)
    New World Treasure
    1 spice = $50
    1 silver = $100
    1 gold = $200
    1 gems = $300
    1 diamond = $400
    XII. Trade
    Ok so you realize that you don't have a specific item needed to complete a unit
    from your industry menu (usually tin or horses). You can spend countless hours
    in the new world looking for it or you can trade for it. That is you pay the
    market rate for the item in question. The market rate is affected by how much
    demand is there for the product in question. Raw materials are usually cheaper
    then assembled materials. So you should try to buy raw materials unless your
    industry is weak. If you happen to have a trade consulate and trade with a
    minor nation. You gain favor with that nation. So that means that that nation
    will trade with you first (if you gain Most favorite trading status with that
    nation) if you are asking for that product. If you get a Minor nation to trade
    with you enough (over a period of many many years) you can ask that nation to
    join your empire and they will probably join if you are on good terms with
    You can expand your trading capacity by building merchant marine ships designed
    to hold a lot of cargo. It's worth waiting for the Galleons to begin your
    trading for and bringing home your new world goodies.
    XIII. Diplomacy
    Usually a few turns into the game a major old world power will ask to join them
    in an alliance. This can be a double-edged sword. Usually weak countries will
    ask to join with them (that's why alliances exist) so to discourage war like
    nations from attacking them. Of course if the nation you signed the alliance
    with declares war on another nation you will lose diplomatic points if you
    refuse to go along with the attack (and the alliance too). DONT be an idiot and
    sign an alliance with every world power there is. (6 counting you) Eventually
    someone will declare war on someone else and inadvertently declare war on you
    and you have world war 3 on your hands. Not to mention Huge Diplomatic points
    Things to remember:
    Trade Consulates - cost $500 and can be set up in new and old world (you should
    already have them set up in lower skill levels of the game with Major powers).
    These allow you to trade with other nations and gain favor with each trade.
    Embassies - Once you build these in Minor powers and tribes of the new world,
    you can offer peace and alliance deals that should gain you favor with them.
    Non-Aggressive Pacts - Offer these to only Minor Powers and tribes. This says
    that if another power declares war on them, the minor power/tribe will let you
    know and give you the option of letting that tribe/minor power, into your
    empire. Of course you'll be at war with the power that declared war on them.
    Empire "ing" - asks any nation (Major, Minor, or tribe) to join your empire
    voluntarily. You should make sure you have a lot of extra food before you do
    this since you will need to feed their troops.
    Alliances - asks a Major power to join forces if attacked, or attacking an
    XIV. Civilian Units
    There are 6 civilian Units available to the game. Each costs $$$ and paper to
    hire but require no industrial workers like the military and navy do.
    Explorer - Looks for Minerals and treasure and uncovers black unexplored
    squares on the map.
    Engineer - builds roads, ports and upgrades forts to the next level (if
    Builder - processes natural resources so they can be collected and processed by
    industry, also expands towns so they produce free things (see tips and tricks)
    Merchant - once you have an embassy in a minor nation or tribe, the merchant
    can by some land (overseas profits) and once that is processed by the builder
    and a road is established by the engineer, you can collect profits if the item
    is ever sold by the nation or tribe. When sale is successful you see your
    countries color flag on the resource and this means that the tribe is safe from
    attack unless a country declares war on you first (tips and tricks)
    Spy - if deployed in your territory acts as a counter spy. Otherwise if
    deployed in another foreign territory, the spy makes researching technology
    easier. Can also spy on military forces in a providences and give a Simi
    accurate report.
    Rail Builder - builds rails on roads and thus improves the road from level 2
    transport to level 4.
    XV. Tips and Tricks
    There are some useful things to know when playing this game. I will try to go
    over them here.
    When attacking an overseas providence you will notice some tents near the city
    in the providence. Two tents indicate forces of 1 - 6 units. 3 tents indicate
    7+ units and not a good idea to attack until your experience is higher (the
    medals on the military page)
    If you want to slow down the Major powers in the New World. Quickly establish
    Embassies with the native people and buy forests or another resource with your
    merchant, which then means that the only way for the Major powers to take New
    World Providences is to attack you first.
    Of course the other side of the coin is if the other Powers start buying up
    providences in the new world. The only way to stop them is to take out the
    capital of the tribes they are buying up. This cancels all the deals that the
    major powers made.
    MAJOR CHEAT: Tired of having the stupid computer head right for Treasure rich
    providences? Well On your first turn save your game like Holland1. Play your
    game without saving for like 20 turns. You should know by then atleast some of
    the Diamond/Gem/Gold New World Providences and head right for them when you
    load your "Holland1".
    On your first 3 or so turns have all your resources go toward paper and buy
    lots of Explores (up to 4 if your really in a hurry in the Medium level of the
    game). This majorly helps explore your home territory and some deserts in the
    New world faster.
    Once the game gets going look to establish alliances with the other major
    powers that surround you New World Holdings.
    Try not to conquer more then 12 New World Providences. Any more and the cost to
    protect them out weighs having them. Any less and you wont have enough raw
    materials to help you build up your empire (and gain a medal for having 10 N W
    Tin and Horses are almost more valuable then diamonds. In almost all my games
    there are usually more diamonds then there are Tin resources. Make Finding Tin
    a Top Priority after your first 20 turns.
    Forts have usually 1 cannon in the early game. To take it out you need to take
    away its Opportunity fire. So have a minimum of 3 Light Cannons to every Heavy
    Cannon. And two expendable ground force. Send your ground forces into the red
    dots and have the cannon fire twice at them (may need more then one ground
    force). Once the Heavy fort cannons have fired send in the light cannons and 3
    shots should be enough to blow up the Heavy cannon. The fort is yours.
    If your dealing with forts with extra troops the same trick above works except
    you should concentrate on putting a hole in the wall and send your horse units
    in first.
    Getting free Industry assembled resources - Well remember how I said you could
    get Builder to upgrade towns? Well if the providence the town is in have 4 of
    anything (you can upgrade several raw materials to produce 2 of something after
    the technology has been discovered). If you connect the upgraded town to the 4
    resources. You get a free Assembled units. So 4 Timber yards will give you a
    free Wood with no industrial work. This goes for all kinds of stuff.
    Spain, France and England tend to be more aggressive then Sweden, Holland and
    Portugal. Of course should you become weak, Sweden Holland and Portugal won't
    hesitated to attack you. (You could turn random personalities on and make the
    game harder to predict)
    Sometimes Major powers will "artificially" make themselves look bigger to
    discourage attack by building cheap units or cheap ships. Should you find
    yourself under attack in the early game concentrate on building some good ships
    and go blockade the enemy homeport. If you fight off the enemy advances and
    just build ships, the computer will think your stronger and will probably stop
    attacking you. The only other way to stop an early attack is to gain enemy
    territory, but that is probably out of the question since you wont have a very
    big army in the early game.
    Its a good rule of thumb to build evenly. Such as have you builder work on
    food, then resources then Treasure then back to food, repeat.
    Don't ignore fleets. If an enemy blockades your port you had better be close to
    winning the war because you can kiss you game good-bye if you lose all your
    transport ships.
    Mid - Late game. Keep an eye on the status bars found in the game option panel.
    Make sure you are equal to the other powers when it comes to Technology,
    Fleets, and Military.
    Assume you will be in a war. If you have lots of territory with rich resources,
    you must assume that you will be attacked by a power hungry country. When you
    have overseas providences with Diamonds, for instants, the aggressive country
    will try to take them from you if they don't have any themselves. So when you
    find diamonds or gems or gold be prepared to defend them throughout the entire
    game more then any other territory. It's often best to build like you will be
    in a war in the next 5 turns. This is even more true from medium on up.
    Don't waste valuables cargo space. Early in the game you may find some new
    world spices and silver and maybe even tempted to supply your capital with
    cattle from the other side of your country. Now this may seem like a good idea
    but your going to need you cargo space to conduct trade and ship back some much
    needed valuable rocks (Diamonds, Gems, Gold) and possibly tin/iron/wood/copper
    back to your motherland. Ships are hard to build with the starting resources
    you have and it's often better to build a long winding road to the far away
    resources. Besides building ports near many ocean squares will make up for
    cattle in the long run. So if your running low on cattle build a lot of ports.
    If your low on funds transport spices and silver until you find better valuable
    Rail builder & Merchant useless? I often end the game around 1800 and I find
    that buying up land for the purpose of overseas profit simply isnt worth it.
    Since you buying stuff from what is essentially "another country" instead of
    just bringing it home for practically nothing simply seems a waste of time and
    effort. Besides another country could declare war on you and since you cant put
    troops in the country your buying from. You just lost all those resources you
    were buying, unless you have a non-aggressive pack. The Rail builder is just a
    waste of time to me since it takes alot of wood and iron to upgrade food and
    cattle to level 3 and 4. Building to level 2 is easier and doesn't waste as
    many funds.
    Diplomacy or "Big Stick". The sad truth is invading providences and other
    countries is simply easier then playing nice nice with them. Not only are your
    diplomatic investments not secure, but often not worth buying what would
    essentially be free if you just took some knights and cannons and just walked
    in and took it. Yes it's not politically correct but that is how the game is
    played. Conquer or be Conquered.
    XVI. FAQ's
    Q. I hate the Intro game, any tips for it?
    A. I know the Intro game is pretty hard, it took me almost 3 hours to play it
    and there were a lot of mistakes but that's why it's there. Once you get the
    whole idea down this game becomes a time eater.
    Q. What's a good rule of thumb for fleets?
    A. Well depends what you want to do with your fleet. The early game isn't
    really worth building fleets. I only use fleets in the early game to attack
    weak New world Providences and head back to port to support my merchant
    marines. I only Blockade Ports with the Ship-Of-The-Line and I usually have a
    minimum of 6 in my fleet (or 10 - 12 Galleons). So get your timber industry
    going before the SOTL comes out.
    Q. What does a Beachhead do?
    A. When you go to attack an overseas providence, you need to establish a
    beachhead to land your troops. So really an attack on an overseas providence
    takes two turns. 1 for the beachhead and 1 for the attack it's self. The
    beachhead looks like a cannon.
    Q. What's a good way to take out a tough enemy with lots of troops?
    A. The computer (on lower levels) overlooks the usefulness of fleets. It has
    plenty of merchant marines though. Use this to your advantage. If you blockade
    a port of a Major Nation with 6 Ship of the line or 10 - 12 Galleons. It will
    start to lose it's merchant ships to your fleet and will be majorly weak.
    Especially if it relies
    soly on overseas food and fish. Just like Industry, the Troops require food or
    their life bar starts to become red. If its becomes all red they are disbanded.
    Never Underestimate the Power of a Blockade.
    Q. How can I lose even if I own Most of the New World?
    A. You win the game if you own half of the OLD WORLD!!! If you own the New
    World you're really just making it harder for the computer to win but its not
    impossible for it to pull it off.
    Q. Why should I establish a New World Colony?
    A. To be politically correct. I honesty don't bother too but if your one of
    those people who thinks the poor new world was taken advantage of by "EVIL"
    Europeans and that they should have asked nicely to borrow some resources. Then
    by all means play nice nice with the new world and establish a New World
    Colony. And try not to get conquered by your neighbors to quickly :) .
    Q. How does the game score the end of the game?
    A. Ok here is how the game tallies your score:
    # of Providences and Colonies
    Ending Year
    # of Military
    # of Navy
    Diplomatic Standing (did you break a lot of treaties?)
    Merchant Marine
    Difficulty level
    Q. What's up with the level difficulty?
    A. Well officially its intro, easy, medium, Hard, Impossible but I included my
    understanding of how it works:
    Intro (easy)
    Easy (Medium)
    Medium (Hard)
    Hard ( 1 in 10 chance of winning)
    Impossible (1 in 100 chance of winning)
    If your playing for Points then you want the higher levels of the game. If your
    playing for fun then Intro and Easy are the most fun.
    Q. How do I transport units with my fleet?
    A. What? you dont actually load military units on your ships (or civilians
    units). Instead if you need to move a civilian to the new world just move a
    ship over to the unexplored new world and when you find land just click on the
    civilian you are moving from the old world and putting him where you want in
    the new world. Needless to say if you don't have the supplies to build
    something the computer wont let you put him on the tile you want to work on.
    Just put him on an empty space till your ready to use him next turn. As for
    military you need to send ships that have a large amount of cargo room and then
    create a beach head. Come on people this is all in the manuals/intro game.
    Q. I have another question, but I haven't played the intro game yet and I need
    A. Unless you lost the manual, or are having trouble with the intro game(which
    you should probably state in your email somewhere) , let me know. Otherwise if
    you ask a question that is in the manual or intro I will probably ignore you.
    Q. How do I make money in the early game?
    A. Sell some products like paper, wood, anything you have alot of. The main
    area to make money at is to find New World riches like Gems and Diamonds. The
    higher the game level the fewer starting funds you have. To save money don't
    attack NW areas with little reasources since attacking actually cost money too.
    Try to cut back on the amount of reasearch you are doing until you have money
    coming in. You will actually get fired as King(or Queen) if you go in the Red
    too long. Maybe you already knew that :)
    XVII. Conclusions
    I guess there a 2 ways to play this game. For fun or for Points. I like playing
    for fun so I generally don't play any higher the medium. This is a pretty good
    representation of what was going on during the 1500-1800's and accurately shows
    what the political climate was like in Europe. I only hope more games like Imp2
    are made sometime. This game is a gem for anyone who ever loved Colonization or
    Civ1 or Civ2.
    I would like to thank Frog City and SSI for producing this game.
    Thanks To Gamefaqs.com for putting this on their site.
    Thank to everyone who help me with this guide, which appears to no one at the
    This guide is copyrighted to me, myself, and I. I don't care if you uses this
    on your site, but give me credit, follow the gamefaqs.com rules, and dont
    charge $$$$ for this FAQ.
    For the record the following sites can update this guide without asking me
    (when I ever get around to updating), they are: