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JohnB
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Pennsylvania
Jan 1970 time: 05:13
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Imperiallism?
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Colon
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Antwerp, Colon's Chocolate Canard Country
Jan 1970 time: 06:13
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Look at [htp]www.imperialismii.com[/htp]
Chuckles, you could say thesame about civ2, build some cities, build some units and take the cities of others and that's it ?
But I agree that there's a bit few variation sometimes, but the interesting thing is, unlike in most other "empire" games that building up an economy isn't so easy anymore.
Atleast that's how Imperialism 1 was, I'm afraid that in Imperialism 2, they've tweakened the economy part. (idiot IMO)
The economy was the greatest part of the game, that's what made it interesting, the economic battles and not only the military ones.
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St Leo
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Member of the Apolyton Social Democratic Party
Jul 2005 time: 00:13
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You can have the computer manage certain aspects. I let it do Transport(which is over seas only now), Trade(which allows you to make decisions as well), and the main Industry(you can also make changes without turning the manager off). The game also allows managers for Diplomacy and Techs, but I like micromanaging those. They are purely optional and can be turned off at any moment, but I find them useful when starting out.
Here's an excerpt from an interview I conducted with the lead designer for my upcoming site:
quote:
>>Can you give us a list of the resources >>used in the sequel?
Sure.
Grain, Livestock, Fish, Wool, Cotton, Timber, Iron Ore, Copper, Tin, Coal, Sugar Cane, Tobacco, Furs, Spices, Silver, Gold, Gems, Diamonds.
Some of these can of course be processed. The second and top level of the economy includes:
Fabric, lumber, cast iron, bronze, steel, refined sugar, cigars, fur hats, paper. |
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