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Imperialism 2 put army on ships
Imperialism 2 put army on ships




imperialism 2 put army on ships
  1. #Imperialism 2 put army on ships full
  2. #Imperialism 2 put army on ships download

But we have achieved our goal, with the mine and the second grain farm connected. No minerals on that hill icon "X" and pickaxe, familiar to players of Imperialism try another close hill. adds very little to what has been said in the description and tips, but there is a point about roads initially being able to transport only one unit per tile. "Help for Episode 4: More Developments" has two parts: We send the Engineer to link our second grain farm and send our Builder to build a Tin Mine (right beside a road, so that may save time). Goal is to link two more developed tiles to the capital.

#Imperialism 2 put army on ships full

Clicking anything else tells you what that does in the full game. That becomes clear when the shortcut is clicked, because the only workable option is the Tutorial, reached by clicking the scrolls. We get a promo screen for the full version, which is said to have over 100 technologies, 30 military units, and 12 ships. We try the nearest potential mineral site, a swamp.īeginner's luck? We struck tin. Coal icon is black and lumpy the reddish one is presumably copper the silvery one associated with the swamp must be tin so the grey one must be iron ore. Icons below each one hint at minerals not yet mentioned. and there is a link back to Episode 2 help, which now has a new link forward to Episode 3 helpĪ table at bottom right shows that we have 14 mountains, 14 hills, 9 swamps, and 0 deserts. "Help for Episode 3: Prospecting" has two parts: There may be other types of mineral in other nations. Coal, copper, and iron ore appear in hills and mountains. When you find some, your Builder can build a mine. You get an Explorer, who will search desert, hill, mountain, and swamp tiles for minerals, one tile per turn. The road is next to the grain we developed, and the grain farm's hot text now says "1 Grain: Max Transport = 1". and there is a link back to Episode 1 help, which now has a new link forward to Episode 2 help "Help for Episode 2: Development" has four parts: Building a road from one tile to the next takes 2 turns going onto swamp, hill, or mountain but 1 turn for easier terrains. For a resource tile to be useful it must be, or be next to, a tile with a road in it - or be on or adjacent to a port - with each such road needing to connect in an unbroken line with your capital or another port.

imperialism 2 put army on ships

You get an Engineer, who will help with the goal of Episode 2, which is to connect the grain farm to the capital with roads. We see some resources again at bottom right: we have 59 lumber, 54 cast iron, 8 bronze, 0 steel. Builder has finished and that's the end of Episode 1. Much of that had been answered in the "Tips" section of the Goals Window. "Help for Episode 1:Building a Grain Farm" has five parts: Hot text for other terrain types indicates what they produce (0 at present) or what they are, e.g. (The map is random, not resembling Europe, but the province names are recognizably European.) We control the orange country, with Amsterdam looking like the capital: yes, its grain farms each contain 2 silos and have hot text "2 Grain: Max Transport = 4". It seems terrain produces nothing useful until developed. Gets you to develop a grain farm - two turns with Builder. Tutorial has 17 episodes demo (which has only the tutorial) ends after 75 turns even if you have not finished the tutorial.

#Imperialism 2 put army on ships download

Free download of demo (dated December 1998) from US Archive.






Imperialism 2 put army on ships