Thread View: comp.sys.ibm.pc.games.strategic
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Started by UglyTrog
Sun, 29 Feb 2004 10:27
Imperialism 2
Author: UglyTrog
Date: Sun, 29 Feb 2004 10:27
Date: Sun, 29 Feb 2004 10:27
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Hi guys. I know some of you really enjoy Imperialism 2 but think 'Nigh Impossible' 400 games (the hardest) are totally unwinnable. I win on that level all the time (manuel combat) and a know a few others who do too, soo..... I would like to offer you a saved game to finish. It just starting to get really good and all the 'pain-in-the-ass' getting a empire going has been done. If you are an average player you now have a 50/50 chance of winning. The year is 1767 and no great Power has been eliminated or carved up much yet. You (Holland) just got Grenadier and Skirmishers. You are at peace and have a decent income. You have also 'colonized' 1 new world tribe and so has France (but France just lost theirs in a war with Spain)...so you have the only colony because everything else has been gobbled up. All the minors are gone except what is left of Scotland and they are ready to Join your Empire if you ask but it will put you at war with the #1 ranked military Nation (you are #2) .... France, who has all that indian calvery (but you got indian calvey too now). If you want the save email me and I'll send it to you. UglyTrog AT hotmail.com Here is a short list of 'oughtta do's' and 'Gotta do's' to win it (it will be tough but do-able): Oughtta do's: 1. Ask Scotland to join you immediatly. It will put you at war with France but I have you set up to fight a short war (a very short war) with France.... go for it but beg for peace every turn. (I think France is all Navy here... they lost their colony to spain but Spain lost their Navy to France). 2. Your navy currently sucks but it is as big as it needs to be right now. If France or anyone comes over to Patrol or blockaid you, don't fight them (you will lose badly). Instead turn all your transported goods down to nothing (don't buy or sell goods either) and just let your empty ships sit in port until you can make peace or run out of food. (Note: don't be afraid of 5 or 6 little sloops or Frigates.... move all your ships out at once and kill those rotten little things with overwhelming numbers.... thats what all the Gallons are there for. Gallons are the second greatest ship in the game, good cargo and good defense, so don't ever upgrade them. 3. You currently have 2 full armies, you oughtta have at least 3 (4 is better) with full medals. This will give you 5 0r 6 generals, use the non-medal generals and troops for defense ( a general with 5 or 6 guys is fine for defending forts, most A1 attacks are small).... attack with the other 3 or 4 full armies (be the attacker and not the defender). Gotta do's: 1. Rush to Ironclads. He who gets 'em first wins. Ironclads are the ultimate ship. A dozen of them set on 'aggressive' and rammed into an enemies port will decimate him. I like to build about 20 or 30 by the time the game is over, 12 is the minimum attack force. Don't build Ship of Lines at all, IronClads will sink them and are very close on the tech tree. Don't build any other ships except IronClads or Indiamans (for transports)... stay out of naval battles until you get the IC's then use them. (Note: it is OK to build Steamers later if you got the coal, but Indiamans do just fine. Upgrade to Traders if you can but don't build any. If you capture Sloops or Frigates upgrade them to Raiders and use them to Patrol while your IronClads Blockaide, but don't build any of those 3 ships..... manpower is to valuable to mess around like that (IronClads, Galleons and Indiamans..nothing else. Clippers are beautiful looking ships though...sometimes I build 1, only 1, to sail around as my personal ship. Remember it costs the same to upgrade as it does to build a new ship so build new ones unless short of manpower). Don't worry about defending your own port, just turn your ships down to zero and let them sit when threatened. Enemy ships will leave to defend their port once your IronClads go to work. (trust me...be the attacker and not the victim or defender). 2. Don't lose you conquered German territory. All your food is there, lose it and you will starve. It is better and cheaper to build ships to transport food than to build 3 and 4 level feilds (wow, that takes a lot of resources). Eventually you will have to start making level 2 food supplies (food is scarce here..every thing is). 3. Don't lose you 2 Diamonds. I could only see 5 diamond/Gems in this game.... you have 2. (last game had 18, but this one doesn't....lots of spice fields instead). Good Luck, Ugly
Re: Imperialism 2
Author: John Doe
Date: Sun, 29 Feb 2004 11:50
Date: Sun, 29 Feb 2004 11:50
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"UglyTrog" <UglyTrog@bogus.com> wrote > Oughtta do's: > 1. Ask Scotland to join you immediatly. It will put you at war with > France but I have you set up to fight a short war (a very short war) > with France.... go for it but beg for peace every turn. Will you win the short war against France? Just curious. > (I think France is all Navy here... they lost their colony to spain > but Spain lost their Navy to France).
Re: Imperialism 2
Author: UglyTrog
Date: Sun, 29 Feb 2004 17:51
Date: Sun, 29 Feb 2004 17:51
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> > Oughtta do's: > > 1. Ask Scotland to join you immediatly. It will put you at war with > > France but I have you set up to fight a short war (a very short war) > > with France.... go for it but beg for peace every turn. > > Will you win the short war against France? > Just curious. Absolutely. You will be in a good defensive position and set to grab at least 2 French Territories. The others Great Powers don't like France at all and may join you once France loses a few territories. Just don't lose your Navy. England and Potugual may even form an alliance with you if you ask before going to war. (Disband the Scottish archers you get..you are short on food). The reason for the short war is that you don't want to lose any territories or over-expand. It is too earlier in the game to start taking territories left and right.... you won't be able to defend it and you don't need any more resources or money territories. You should want to just wait around while the A1 carves it's self up, joining occassionally in lop-sided wars (join the winners) and wait until IC's and Big feild Cannons. Then use the IC' to cripple and crush your #1 rival.... 6 turns or so of IC blockaiding and his empire will collapse (no money to fund attacks, no food, no resourses,.ect.). I also have the very first turn of this scenerio. You have nothing. The game is just starting. Ugly
Re: Imperialism 2
Author: Iztok
Date: Mon, 01 Mar 2004 07:48
Date: Mon, 01 Mar 2004 07:48
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Hi! I just recently installed Imp2 and played three games. I know what you mean with 'Nigh-on-Impossible' being unwinnable: you start with next-to-nothing suplies and they have 3-times your food production, not to mention big advantage in tech. One thing bothers me though: how do I order my Spy to steal their tech? I've had him in various opponents' towns for more than half of the game, but I didn't get anything from him! :-( (or the game doesn't generate a speciall anouncement for that?) BR, Iztok
Re: Imperialism 2
Author: CD
Date: Mon, 01 Mar 2004 14:18
Date: Mon, 01 Mar 2004 14:18
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iztok_bitenc@yahoo.com (Iztok) wrote in message news:<b5eef0c0.0402292348.43ae913b@posting.google.com>... > Hi! > I just recently installed Imp2 and played three games. I know what you > mean with 'Nigh-on-Impossible' being unwinnable: you start with > next-to-nothing suplies and they have 3-times your food production, > not to mention big advantage in tech. One thing bothers me though: how > do I order my Spy to steal their tech? I've had him in various > opponents' towns for more than half of the game, but I didn't get > anything from him! :-( (or the game doesn't generate a speciall > anouncement for that?) > BR, Iztok The game doesn't generate a special announcement. If you compare the estimated times to completion, you'll find that they are a lot shorter if you've got spies at work. They reduce the time to development, rather than providing a chance of learning a technology immediately. On a separate note, can we run multiplayer games on one computer using hotseat play? The same for Imperialism 1. www.the-underdogs.org says that an undocumented feature is the ability to do so, simply by starting two instances of the game, but I haven't got that to work. Any particular patch level needed? I'm normally at 1.3, the UK version. Or am I just not following the right process (I've never tried remote multiplayer, so perhaps I just need to select a different combination LAN/internet/whatever). C.D.
Re: Imperialism 2
Author: UglyTrog
Date: Tue, 02 Mar 2004 00:59
Date: Tue, 02 Mar 2004 00:59
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"CD" <cdavid@euromail.sk> wrote in message news:cc2aac93.0403010618.944887f@posting.google.com... > iztok_bitenc@yahoo.com (Iztok) wrote in message news:<b5eef0c0.0402292348.43ae913b@posting.google.com>... > > Hi! how > > do I order my Spy to steal their tech? I've had him in various > > opponents' towns for more than half of the game, but I didn't get > > anything from him! :-(> > BR, Iztok Next poster replied: > The game doesn't generate a special announcement. If you compare the > estimated times to completion, you'll find that they are a lot shorter > if you've got spies at work. They reduce the time to development, > rather than providing a chance of learning a technology immediately. > > On a separate note, can we run multiplayer games on one computer using > hotseat play? The same for Imperialism 1. > > www.the-underdogs.org says Hi guys. Spies don't steal techs but they are crucial in winning harder level games. Place a spy in a Great Power that has already discovered the tech you are researching. Look in your tech research area and place the spy in a Great Power that has a flag next to that tech. The more nations that have the tech means the faster you will get it. At the begining of the game I build a spy and turn me tech research down to zero (I'm broke and need that money to invade New World Tribes). I keep a zero funded tech research by spying until I get Cossacks.... then I build 6 units (4 Cossacks and 2 Lancers) and sail around knocking out all the New World Tribe capitols. (you get paid for taking Indian Capitols.. $1000 to $4000 per Capitol). By the time you get 10 New World Territories (at least 8 should be capitols) you should have reached the horse cannon tech. Build 4 cannons and get you first General. You are now ready to start wiping out Minor Old World Nations (you get paid for each captured territory here.. take the capitols last). Hopefully you Declared war on 3 minors on the very first turn so they don't join another Great Power. Spies also are very good at counter-espionage. If you get ahead in tech leave a spy or two sit in you home country. In the game I just played I had 3 spies and noone to spy on, so I brought them all home. With in a dozen or so turns I had 7 spies from my spies capturing their spies (you get a notice: Spy for Sweden chooses to join our side). Spies can also tell you exactly what enemy troops are in a territory they are place in. In all the above case, the spy does not have to be in the actual town... you can place him in a swamp or on a mountain if you want, it doesn't matter as long as he is in the territory. Also, a spy placed in a heavily armed territory has a greater chance of getting caught than one placed in an un-defended territory (so says my Imperialism 2 Book). Spies cost 3 paper and $500 each. Next Answear: I don't know about the hotseat play but if someone at underdog says you can, you probably can. My and my cousin use to play multi-play by hooking his lap-top into my computer (no internet required). Ever multi-player game I have played over the internet has been extremely slow. The patch I have is Imp_103 (version 4.10). www.the-underdogs.org is a great site. I found 'Liberty or Death' there. It is one of my all time favorites too, although the PC version is slightly different than the Sega-Genisess version I started out with. BTW: I just won my Imperialism 2 game in the original post about 5 minutes before posting this. 34 Territories, year 1842, score 90160, Nigh-Impossible with complex food and manual combat mode. (auto combat is a little more difficult to win with and not as much fun,,,score is the same though. All multiplayer games are auto-combat to save time...just send in a few extra troops and you'll be fine.)
Re: Imperialism 2
Author: Iztok
Date: Tue, 02 Mar 2004 13:49
Date: Tue, 02 Mar 2004 13:49
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Hi! > Hi guys. Spies don't steal techs ... Thanks for advice. I just realized how spies work. 've captured quite some of them late game, but not a single joined my empire. :-( > ... then I build 6 units (4 Cossacks and 2 Lancers) and sail around knocking > out all the New World Tribe capitols. (you get paid for taking Indian > Capitols.. $1000 to $4000 per Capitol). When I realized that I went to a bloody rampage. I'e taken a half of the new world util Pueblo get those damn heavy cavalry. Barely managed to rescue my troops, but lost heavy altillery. I went after minors provinces next. 've been in nice position between 2 GPs and 3 minors. After that I just waited for a GP to lose it's allies and declared war to take all it's colonies. At the end I had almost all new world, more production, labor and navy than all other AIs together and all stockpiles with several hundred items (I just wanted to see all the military tech). The game ended when I bribed last province of Holland into my empire. The score was 6 digits, the difficulty was hard but normal stock and gathering tech. I'd say quite addictive game, but can be plagued by the lack of criticall resource. In the first game I played there were 3 tin mines in known map (OFC not a single one in my territory, and I owned 1/4 of the new world :-) I just couldn't built any army and abandoned the game when half of GPs declared war on me. BR, Iztok
Re: Imperialism 2
Author: UglyTrog
Date: Tue, 02 Mar 2004 16:59
Date: Tue, 02 Mar 2004 16:59
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"Iztok" <iztok_bitenc@yahoo.com> wrote in message news:b5eef0c0.0403020549.2d018a54@posting.google.com... > > I'd say quite addictive game, but can be plagued by the lack of > criticall resource. In the first game I played there were 3 tin mines > in known map (OFC not a single one in my territory, and I owned 1/4 of > the new world :-) I just couldn't built any army and abandoned the > game when half of GPs declared war on me. > BR, Iztok LOL.... yep, I think the lack of resources can ruin it too. I've dumped tin-less games too (at least give me one!!!). I can't build my initial army without bronze (tin) and if no-one will sell you any you are going to be dead meat. (no Bronze means no Lancers, no horse artillery, no forts, no musketeers and no galleon) Having Horses is very important too. Here is a list of 'keyword' generated maps that should give you decent starting resources. Enter the keyword in the 'Globe room'.... Single Player ENGLAND: Derdir Fimrys; Rharfa; Rhanis Cen; Denirystwyth Ros; Dallenen Danellen; Delli; Cinddaw; Carfanis; Ida; Dirdan; Llallewys SWEDEN: Rhorthyr; Mul; Derma; Llallewys; Cirrus Diy; Cerdarthyr PORTUGAL: Antanseney; Dorranddally; Dontoghllos; Irthan; Dent HOLLAND: Cerphinny Ar; Mal; Testen; Llunsalls; Mera SPAIN: Cangines; Caellirphen; Caff; Armolls FRANCE: We Surrender; George Bush, America; Iraq: (just kidding)... Tangilly Al; Cenga; Cingilly; Llollonawys; Llubaff; Inarnanork;Kenan An; Centi; Ayorallilly ISLANDS: Cerordag; Iodork; Merthimrys; Llirirmanny; Anegh; Merphan; Arrells Multi-player Caugi (Holland, France) Rhymnerdi (Sweden, Spain) Cwys (England, Holland) Mella (France, Portugal) Iostavigarthyr (Portugal, Holland, Sweden, Spain) Pig (Portugal, France, Spain) Llesti (Portugal, Sweden, France, England) Cineg (France, Sweden, Spain) Nansollaff (Portugal, England) Manta (France, Portugal) Dintag Memrys (all Okay) Ciy (Holland. Portugal) Kernaegh (England, Potrugal, France, Holland) Astenidas (Sweden, Holland) Swority (England, Spain, France, Portugal) Cauyorthyr (England, Spain) Rhon (all OK, Holland is worst) Cordigh (Holland, Spain, Sweden) Egininerk (England, Holland, France, Portugal) Allormonawys ( All Okay, Holland and Portugal are worst) Those Injun horse Calvery are nasty...... they don't show up until after someone gets Horse Artillery (usually after 2 or 3 get it but Horse Artillery is the trigger). You can beat that Injun Calvery with a few horse Artillery and Musketeers (on Manual Combat mode) by grouping your guys as far back on the map as you can, cannons encircled by musketeers then let the Injuns come to you. Same thing when someone built them a fort, blow a hole in the middle of the fort wall (there is a spot a cannon can reach) and the Injuns will come out after you one at a time.
Re: Imperialism 2
Author: Iztok
Date: Thu, 04 Mar 2004 08:50
Date: Thu, 04 Mar 2004 08:50
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Hi!
> ... a fort, blow a hole in the middle of the fort wall (there is a spot a
> cannon can reach) and the Injuns will come out after you one at a time.
That was my usuall approach when attacking forts: blew a hole (or
two), send in fast cavalry ('ve got too much of it when two indian
nations joined my empire :-), backed with light artillery. In the late
game (when attacking defended fortresses) I usually lost a couple of
cavalry and one or two cannons, but AI lost almost everything.
I thing I've noticed is veterans got killed, as they don't panic. A
better approach was to send in new units first. They panicked after
the second hit and weren't targeted anymore.
Just a side note: IMO the AI doesn't handle well a winning player.
They kept bickering among themself, despite I was approaching the
victoy condition very fast. I've stoped conquest of the Old world just
before I met it, and kept there for quite some time, to see the
complete tech tree. They never united, and I also noticed a slight
increase in relations with Portugal.
BR, Iztok
Re: Imperialism 2
Author: Sir
Date: Thu, 04 Mar 2004 15:56
Date: Thu, 04 Mar 2004 15:56
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<send in fast cavalry Cavalry works for fort storming. Sending in the bowman from a minor works too and is a great way to get rid of them. Skirmishers and then Sharp-Shooters are the designed units to take the cannon hits (especially ones with medals). Rush in the skirmers/sharpshooters, when the enemy cannons fire move your cannons up and send in the calvery. I've taken forts without the use of cannons too by sending in 2 or 3 sharpshooters along with a pack of grenaiders/heavies marched right up to the walls.
Re: Imperialism 2
Author: Robin-P
Date: Thu, 23 Oct 2014 02:01
Date: Thu, 23 Oct 2014 02:01
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On Sunday, 29 February 2004 23:36:41 UTC+13, UglyTrog wrote: > Hi guys. I know some of you really enjoy Imperialism 2 but think 'Nigh > Impossible' 400 games (the hardest) are totally unwinnable. I win on that > level all the time (manuel combat) and a know a few others who do too, > soo..... I would like to offer you a saved game to finish. It just starting > to get really good and all the 'pain-in-the-ass' getting a empire going has > been done. If you are an average player you now have a 50/50 chance of > winning. > > The year is 1767 and no great Power has been eliminated or carved up much > yet. You (Holland) just got Grenadier and Skirmishers. You are at peace and > have a decent income. You have also 'colonized' 1 new world tribe and so has > France (but France just lost theirs in a war with Spain)...so you have the > only colony because everything else has been gobbled up. All the minors are > gone except what is left of Scotland and they are ready to Join your Empire > if you ask but it will put you at war with the #1 ranked military Nation > (you are #2) .... France, who has all that indian calvery (but you got > indian calvey too now). If you want the save email me and I'll send it to > you. > > UglyTrog AT hotmail.com > > Here is a short list of 'oughtta do's' and 'Gotta do's' to win it (it will > be tough but do-able): > > Oughtta do's: > 1. Ask Scotland to join you immediatly. It will put you at war with France > but I have you set up to fight a short war (a very short war) with > France.... go for it but beg for peace every turn. (I think France is all > Navy here... they lost their colony to spain but Spain lost their Navy to > France). > 2. Your navy currently sucks but it is as big as it needs to be right now. > If France or anyone comes over to Patrol or blockaid you, don't fight them > (you will lose badly). Instead turn all your transported goods down to > nothing (don't buy or sell goods either) and just let your empty ships sit > in port until you can make peace or run out of food. (Note: don't be afraid > of 5 or 6 little sloops or Frigates.... move all your ships out at once and > kill those rotten little things with overwhelming numbers.... thats what all > the Gallons are there for. Gallons are the second greatest ship in the game, > good cargo and good defense, so don't ever upgrade them. > 3. You currently have 2 full armies, you oughtta have at least 3 (4 is > better) with full medals. This will give you 5 0r 6 generals, use the > non-medal generals and troops for defense ( a general with 5 or 6 guys is > fine for defending forts, most A1 attacks are small).... attack with the > other 3 or 4 full armies (be the attacker and not the defender). > > Gotta do's: > 1. Rush to Ironclads. He who gets 'em first wins. Ironclads are the ultimate > ship. A dozen of them set on 'aggressive' and rammed into an enemies port > will decimate him. I like to build about 20 or 30 by the time the game is > over, 12 is the minimum attack force. Don't build Ship of Lines at all, > IronClads will sink them and are very close on the tech tree. Don't build > any other ships except IronClads or Indiamans (for transports)... stay out > of naval battles until you get the IC's then use them. (Note: it is OK to > build Steamers later if you got the coal, but Indiamans do just fine. > Upgrade to Traders if you can but don't build any. If you capture Sloops or > Frigates upgrade them to Raiders and use them to Patrol while your IronClads > Blockaide, but don't build any of those 3 ships..... manpower is to valuable > to mess around like that (IronClads, Galleons and Indiamans..nothing else. > Clippers are beautiful looking ships though...sometimes I build 1, only 1, > to sail around as my personal ship. Remember it costs the same to upgrade as > it does to build a new ship so build new ones unless short of manpower). > Don't worry about defending your own port, just turn your ships down to zero > and let them sit when threatened. Enemy ships will leave to defend their > port once your IronClads go to work. (trust me...be the attacker and not the > victim or defender). > 2. Don't lose you conquered German territory. All your food is there, lose > it and you will starve. It is better and cheaper to build ships to transport > food than to build 3 and 4 level feilds (wow, that takes a lot of > resources). Eventually you will have to start making level 2 food supplies > (food is scarce here..every thing is). > 3. Don't lose you 2 Diamonds. I could only see 5 diamond/Gems in this > game.... you have 2. (last game had 18, but this one doesn't....lots of > spice fields instead). > > Good Luck, > Ugly Thanks, Ugly. I doubt if an early declaration of war on minors is worth the loss of relationship with most of the others! For updated discussion and info see
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