Imperialism - Manual
Imperialism - Manual
THROUGH
ECONOMIC, DIPLOMATIC,
AND M I L I TA RY M E A N S
FEATURING
PRESENTED BY
F RO G C I T Y
AND
S T R AT E G I C S I M U L AT I O N S , I NC .
IMPERIALISM: Contents
INTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Fast Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Copy Protection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Using the Mouse for Windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Using the Mouse for Macintosh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Autosave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
STARTING A GAME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
How to Begin a Game . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
HOW TO GET HELP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Minister Briefings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Warnings from Ministers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
The Help and Information Dialog . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Other Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
IMPERIALISM BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
How to Rule Your Empire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Order of Actions Within a Turn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Countries in IMPERIALISM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Control of Provinces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
How to Win . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
How the Economy Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Saved Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
WHAT HAPPENS ON THE TERRAIN MAP . . . . . . . . . . . . . . . . . . . . . . 18
Establishing a Capital City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
The Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Terrain Map Screen Toolbar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
The Cycle of Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Map Cursors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Civilian Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Land Forces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Naval Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
THE TRANSPORT NETWORK . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
What is the Transport Network? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Using the Transport Network . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Possible Commodities to Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
INDUSTRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
What is Industry? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Using the Warehouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Labour . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Building Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Building Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Expanding Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Giving Orders to Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Building Transport Capacity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
TRADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
What is Trade? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Giving Trade Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Merchant Marine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Receiving Trade Offers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
IMPERIALISM: Contents
DIPLOMACY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
What is Diplomacy? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Using the Diplomacy Screen for Information . . . . . . . . . . . . . . . . . . . . 71
Diplomatic Overtures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Foreign Aid and Briber y . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Trade Policies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Receiving a Diplomatic Offer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
FIGHTING BATTLES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Battles and Reports . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Tactical Land Battles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
TECHNOLOGICAL ADVANCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Receiving a Notice of New Technology . . . . . . . . . . . . . . . . . . . . . . . . . 88
Technology Investment Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Confirmation of an Investment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
HISTORICAL SCENARIOS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
The Recovery of France 1820 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Unification Movements 1848-1890 . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Naval Competition 1882-End of the Game . . . . . . . . . . . . . . . . . . . . . . 92
TUTORIAL WALK THROUGH . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Tutorial Using Civilian Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Tutorial Using Military Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Tutorial for Using Naval Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Tutorial for Using the Transport Screen . . . . . . . . . . . . . . . . . . . . . . . . 101
Tutorial For Using the Industry Screen . . . . . . . . . . . . . . . . . . . . . . . . . 102
Tutorial For Conducting Trade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Tutorial For Using the Diplomacy Screen . . . . . . . . . . . . . . . . . . . . . . . 108
HOT KEY LIST . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
STRATEGY IDEAS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Tips For the Development Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
Tips For the Diplomacy Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
Tips For the Destruction Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
FROG CITY CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
SSI CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
BIBLIOGRAPHY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
LIST OF TABLES
Terrain Tiles Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Command Cursors Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Selection Cursors Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Information Cursors Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Resource Development Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Regimental Upgrade Requirement Table . . . . . . . . . . . . . . . . . . . . . . . 33
Warship Statistics Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Production Economies Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Industrial Input and Output Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Regiment Abilities Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Benefits of Technology Table . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
1 IMPERIALISM: Introduction
High Pressure Steam Engine. James Watt developed the fir st efficient steam engines. Later
improvements of the steam engine made railroads possible, revolutionising transportations.
INTRODUCTION
In IMPERIALISM you rule one of the Great Powers in a world modelled on the real
world of the nineteenth century. As the game begins, your country and the other
Great Powers begin a period of rapid economic, militar y, and social advancement
due to the onset of the Industrial Revolution. You must first harness these historic
forces to develop your own country, and then use your new found wealth and
resources to compete successfully with the other Great Powers in the realms of
diplomacy, trade, and war. Only one Great Power can establish the pre-eminent
Empire in the world.
To start playing IMPERIALISM right away, try the Tutorial Walk Through sections
starting on page 93. However, if you want to start your own game without further
reading, follow these steps for a fast start:
Fast Start.
1. Double click on the game icon to start the game. (In Windows 95 you can also
start from the Programs menu). When the introductory sequence ends, you are on
the IMPERIALISM screen, which depicts an office.
2. Click on the Globe on the desk of the Office screen.
3. In the Map Room, wait for the globe to stop spinning, then either accept the
pre-selected country or choose a different coloured country on the large map by
clicking on the map itself.
4. Select Introductory as the difficulty level.
CONTENTS
IMPERIALISM: Introduction 2
Copy Protection.
In order to play IMPERIALISM, the game CD must be in your CD-ROM drive.
Autosave.
As you play IMPERIALISM, your game is saved automatically at the beginning of
each new turn while you are reading the newspaper. Loading this game takes you
back to the beginning of your turn. If you want to save prior to executing your
orders, but after your orders are entered, you must save the game yourself during
the turn to one of the other save slots. For more information on saving games and
the Autosave feature, see the Saved Games section, starting on page 17.
CONTENTS
3 IMPERIALISM: Starting a Game
STARTING A GAME
Random Worlds.
When you click on the Globe on the Imperialism screen you depart your office
for the Map Room. As you enter the Map Room, the large globe on the pedestal
is spinning to indicate that a new world is being generated. When the world is
complete a map appears on the right side of the Map Room screen. The map
shows the political boundaries of the countries. Your Great Power is outlined in
white and its coat of arms appears below the globe. If you prefer to play a different
Great Power, make that choice with a click on that country on the map. Great
Powers appear in colour; the other countries are Minor Nations. When you
change countries, a new coat of arms appears below the globe. If you do not like
the look of the world, click on the globe to generate a new one. When you have a
Great Power selection, choose one of the five difficulty settings listed below the
map. The name of your Great Power can be changed simply by clicking in the
name field and typing the new name.
When you have a world map, a Great Power selection, and a difficulty setting you
are satisfied with, click on the Start Game button to begin.
To exit this screen and return to the IMPERIALISM screen without starting a new
game click on the Doorway out of the Map Room.
CONTENTS
IMPERIALISM: Starting a Game 4
Scenarios.
When you click on the Book you leave the IMPERIALISM screen for the Library
screen. On the left side of the screen, you may select scenarios to play. When you
select a scenario, a description of the general situation appears under the scenario
selector, and a map appears on the right side of the screen. For detailed
information, see the Historical Scenarios section, starting on page 91.
You can return to the off ice without starting a scenario by clicking on the
Doorway out of the room.
Multiplayer.
Click on the Telephone to go to the Conference Room. On this screen you first
select the protocol, or connection method, for your multiplayer game. Once the
proper method is highlighted, you may decide to join someone elses game by
clicking on the Tea Service. To host a game of your own click on the Globe, the
Book or the Bottle. Each of these represents a different type of game you can host.
Joining a Multiplayer Game.
Once you select a game to join you enter the Multiplayer Lounge, which includes
a map display of the game you chose to join. In the foreground of the screen are
seven panels displaying the coats of arms of the seven Great Powers in the game.
To select which Great Power you want to play, you can either click on the map, or
on the wooden panel for that power. Any panel with a computer icon is available. If
the panel has a green check mark, another player has already selected that country.
Hosting a Multiplayer Game.
If you are hosting a game, you leave the multiplayer Conference Room after
selecting which type of game to host:
a new game on a random world by clicking on the Globe
a new scenario by clicking on the Book
a saved game by clicking on the Bottle
Each of these options starts up a game in the same way as the solitaire play game
of the same type, except that other players are able to join the game you begin.
Once you have created (or loaded) your game you enter the Multiplayer Lounge.
As host, you choose your Great Power first, and then wait while other players join
your game by selecting their Great Powers. Wait until everybody has joined up,
and then you, as host, click the Begin Game button to start the game.
5 IMPERIALISM: Starting a Game
Difficulty Settings.
There are five difficulty settings. Whenever a new game on a random map begins,
a difficulty setting must be selected; Normal is the default. Scenarios automatically
include a difficulty setting determined by the situation facing the players Great
Power in that scenario. When difficulty settings are selected by the player, each
setting establishes a different relationship between the starting potential of the
Great Powers played by humans compared to the potential of those Great Powers
played by computer AI. Potential is controlled by varying diplomatic relationships,
commodities available in the warehouse, and the size of the armed forces at the
start of the game.
Introductory Setting.
Minister advice, warnings, and briefings are all active. You do not select your own
capital city sites, and all your factories and mills are constructed in advance. In
addition, all military units have been told to Defend. Thus, you are not required to
give orders to the military at the start of the game. Finally, you and any other
human players in the game receive adva n ta ges over the AI in economic and
diplomatic fields.
Economic advantages include the number of mineral resources likely to be found
in your country and the amount of commodities (resources, materials, and goods)
in your warehouse at the start of the game.
Diplomatic advantages include better relationships with certain of the Minor
Nations. This provides you with a head start in trade and diplomacy.
Easy Setting.
This setting includes most of the effects provided by the Introductory setting. One
difference is that the Minister Briefings do not automatically appear. If you want to
read a briefing you must access it through the help and information dialog by
clicking on the Help button. The diplomatic advantages provided by the Introductory
setting are not included on the Easy setting, but the economic advantages are
included.
Normal Setting.
You establish your own capital citys site on the Normal setting. This provides more
control over the resources available at the start of the game. In addition, you
decide which factories and mills to construct on your first turn given the limited
commodities available in your warehouse.
None of the Great Powers have any special advantages on this setting.
Hard Setting.
As on the Normal setting, you establish your own capital citys site and decide
which factories and mills to construct on your first turn given the limited
commodities available.
You are faced by computer players with both economic and diplomatic advantages
similar to those given humans on the Introductory setting.
IMPERIALISM: Starting a Game 6
Preferences.
To set preferences, click on the Game Controls button at the top right corner of the
Terrain Map screen. This button has a small computer icon on it. From the game
controls screen, click on the Set Preferences button.
The Pre fe rences screen saves your selections so that next time you play, the
preferences remain set. When each preference is on, its graphic is lit, and when it
is off, the graphic is dark. Some buttons such as sound and music have
intermediate levels. The following options are available:
Warnings.
You can turn off only non-dire warnings. Your Ministers warn you about dire
events such as an upcoming attack on the capital regardless of your preferences.
Turn this preference off if you do not need Minister reminders about matters such
as wasting transport capacity or failing to purchase technology. For more
information, see the Warnings from Ministers section, starting on page 9.
Briefings.
Click on this preference to see briefings on every screen. Of course, even with the
preference off, you can access the briefings through the Help and Information
dialog. For more information, see the Minister Briefings section, starting on
page 7.
Sound and Music.
These buttons allow you to set volume. Drag the mouse up and down while
pressing the mouse button to raise and lower volume. If the entire button is dark,
the volume is completely muted.
Tactical or Strategic Battles.
When the battles preference is set to tactical resolution, indicated by the image of
cannon, each battle you fight takes place on a battlefield where your regiments
manoeuvre individually against those of the enemy. If this preference is set to
st ra tegic resolution, indicated by a medal, the forces are totalled and a result
displayed when you click the End Turn button. For more information see the
Fighting Battles section, starting on page 82.
7 IMPERIALISM: How to Get Help
On all game screens where you make decisions, a Help button appears in the upper-
right of the screen.
On the Terrain Map screen or one of the Orders screens, click on this button to
bring up the Help and Information dialog. This dialog provides several options
including advice or a Briefing from one of your Ministers, reviews of trade, battles,
news, and a status comparison of the Great Powers.
On other screens some of these options are not available. When you click the Help
button you jump directly to Minister Advice or Briefings for the screen you are on.
The other control common to almost all screens is the Left Arrow symbol.
Clicking on this control closes the current screen. During a turn it returns you
to the Terrain Map. During the transition between turns it advances you to
the next screen
Minister Briefings.
If you play with the Briefings preference on, you receive Minister Briefings at the
beginning of your turn on each game screen. The briefings provide basic
information on several topics for each new screen.
Additional briefings are provided for more complex screens, but you receive only
one briefing each turn until all the briefings for that screen are issued. You can access
past briefings using the Previous Briefing highlighted text on the briefings dialog.
CONTENTS
IMPERIALISM: How to Get Help 8
Ironclads. Although Great Britain & France built the worlds first two seagoing ironclads, it took the
American Civil War to prove ironclads superiority over wooden ships.
CONTENTS
IMPERIALISM: How to Get Help 10
Game Status.
The Status button on the Help and Information dialog takes you to the Status
screens which are various charts comparing the Great Powers. On the screen,
you click on tabs to the sides of the chart to look at different statistics. You can
compare your countrys performance against the other Great Powers in Merchant
Marine, World Exports, Industry, Labour, Overseas Profits, and Transport. Additionally, the
Council Projection report combines military strength, diplomatic strength, and the
internal strength and size of each Empire to rate the Great Powers. The two Great
Powers at the top of this chart would be nominated for victory by the Council of
Governors if a meeting were held this turn. The three components of the Council
Projection may be viewed individually using the three tabs directly below the Council
Projection tab.
Other Help.
Info-Click.
On the Terrain Map screen you can often obtain more information about
something with an info-click on it. This is the best way to get the facts on a
particular terrain tile. Each item in the tile has a separate definition.
Hot Text.
In the upper-right part of most screens, text is displayed as you move your mouse
cursor across the screen. You can obtain useful, and brief, information by placing
the cursor over an icon, picture, or other object you are wondering about. For
example, on the Industry screen hot text identifies each building and on the Bid
and Offers screen hot text identifies each commodity. Most items in the Terrain
Map toolbar are defined here. On the Transport screen hot text identif ies
commodities, and shows industrial usage of them.
CONTENTS
11 IMPERIALISM: IMPERIALISM Basics
IMPERIALISM BASICS
IMPERIALISM is a turn-based game in which you rule one of the worlds Great
Powers. Each new turn begins with a newspaper summarising the key events of
the past three months.
Once you have read the newspaper, you go to the Terrain Map screen, your
central command centre. During your turn you command your military and
civilian units, factories, traders, diplomats, and warships as do the rulers of the
other Great Powers. The rulers of each Great Power, be they a human player or a
computer player, enter their orders simultaneously.
When all rulers have ended their turns, the commands entered by each Great
Power during that turn are car ried out simultaneously. Each turn represents three
months. Most games consist of about 400 turns, though, of course, one player may
win before this time.
CONTENTS
IMPERIALISM: IMPERIALISM Basics 12
Industry Screen.
This is where commodities you transport and commodities you trade for
are used to produce more expensive or useful commodities. You also build
all your units on this screen. Each turn, when you click the End Turn button
on the Terrain Map screen, all the production orders you entered on this screen
are carried out. The things you build are available next turn. For more
information see the Industry section, starting on page 50.
Bid and Offers Screen.
This is where you offer commodities for sale and enter bids for
commodities you hope to buy. Each turn, when you click the End Turn
button on the Terrain Map screen, you may receive offers to buy some or
all of the items you bid on. The items you offered for sale may be sold to other
countries. If you accept an offer to buy, the commodities you bought appear for
your use on the Industry screen during your next turn. Commodities you sell are
deducted from the warehouse on the Industry screen. For more information see
the Trade section, starting on page 61.
Diplomacy Screen.
This is where you view information about the other countries in the game,
declare war, take diplomatic initiatives, set trade policies, and grant foreign
aid. Each turn, when you click the End Turn button on the Terrain Map
screen, the policies you set are carried out. If you offered a treaty to another
country, its ruler accepts or rejects your offer. If another country offered you a
treaty or pact, you act on it. Any changes in diplomatic status take effect next turn.
For more information see the Diplomacy section, starting on page 71.
CONTENTS
13 IMPERIALISM: IMPERIALISM Basics
Compound Steam. A compound steam engine increases available power and saves fuel by using the
steam more than once.
Countries in Imperialism.
In IMPERIALISM there are two types of countries. The first type, Great Powers, are
actors in the game, each ruled by a human or by a wily computer foe. The second
type, Minor Nations, serve as regions for exploitation and battle by the Great
Powers. A Minor Nation in I MPERIALISM cannot develop into a Great Power, nor
can it win the game.
Both Minor Nations and Great Powers may be conquered by other Great Powers.
When part of a country is taken by conquest it becomes part of the conqu e ri n g
Great Power. The country that lost the land is smaller. Both Great Powers and
Minor Nations can be eliminated from the game by conquest.
Minor Nations can be colonised by Great Powers. In IMPERIALISM, colonisation
refers to a peaceful takeover that could be the result of economic power over the
Minor Nation, bribery of the Minor Nations leaders, or successful intervention
on behalf of the Minor Nation in a war started by another Great Power. Great
Powers cannot be taken over by these means.
In randomly generated worlds, there are always seven Great Powers and sixteen
Minor Nations. These numbers may be different if you choose to play a scenario.
CONTENTS
IMPERIALISM: IMPERIALISM Basics 14
Control of Provinces.
A province is a political division of a Great Power or Minor Nation. All randomly
generated worlds include 120 provinces. Each Great Power starts the game with
eight provinces. Minor Nations have only four. In scenarios, the number of
provinces in the world and the number within a single country can vary. Every
province includes a capital city or a town.
Military conflict happens at the province level. This means that each province has
only one owner at the end of a turn; provinces are fought over but may not be
divided. Each province counts as one space for military units. If anyone invades
the province, the regiments in the province defend it.
Conquests.
Conquered territory functions exactly like the territory with which you start the
game; you may develop the terrain, build ports and depots, and station troops in
it. Resources gathered at ports and depots in conquered territory appear in your
transport network.
All territory you conquer must be taken province by province. Although you can
eliminate a country by taking the province containing its capitol, the remaining
territory of the country does not join you; instead it enters into a state of anarchy.
Provinces in a state of anarchy produce no resources, and regiments stationed
there do not conduct attacks. However, these local forces defend themselves if the
province is invaded.
No declaration of war is required to attack provinces that are in a state of anarchy.
If you eliminate another country by taking its capitol, other Great Powers may see
this as an opportunity to grab the remaining provinces without paying costly
declaration of war penalties.
Colonies.
When your Great Power gains a colony, the entire Minor Nation, including all its
provinces, joins you at once. However, owning a Minor Nation colony is slightly
different than owning conquered terri to ry. Colonies retain a small amount of
independence, and the owning Great Power must develop the resources of the
colony by purchasing land from the colony. For more information see the
Working in Other Countries section, starting on page 29. The resources
produced by colonies are traded on the world market and not added to your
transport network. As owner of the colony, your country enjoys a right of first
refusal on these resources.
CONTENTS
15 IMPERIALISM: IMPERIALISM Basics
How to Win.
Although it might be possible to conquer the entire world, your Empire would be
unbeatable long before the last enemy province fell. At a point when the world
recognises that one Great Power has attained a dominant position, the winner is
declared based on a vote by the world-wide Council of Governors.
Council of Governors.
Approximately every ten years, each of the provinces in the world brings one vote
to the Council of Governors. Whenever a Great Power assembles the support of
more than two-thirds of these provincial governors, that power wins the game.
Nominations.
The council first nominates the two leading Powers. Nominations ref lect the
diplomatic, industrial, and military might of the Great Powers. Even if you possess
the largest army among the Great Powers, you may not receive a nomination
if the council considers your economy underdeveloped, or you have become a
diplomatic pariah.
Voting.
Once two countries are selected as nominees for victory, the provincial governors
vote. If your Great Power is nominated you automatically receive the supporting
votes of the governors of provinces you own, whether as original terri to ry,
conquered land, or colonial possessions. Although at the beginning of the game
most non-aligned gove rn o rs abstain. As the game progresses, the diplomatic,
military, and economic accomplishments of the successful Great Powers cause an
ever-increasing number of governors to offer their support. Eventually, in the tenth
council meeting, all governors must select one nominee or the other. At this point,
if not earlier, one Great Power is declared the winner by a majority of votes.
CONTENTS
IMPERIALISM: IMPERIALISM Basics 16
Third, you can receive profits from the activities of your Developer unit and other
civilian units in those Minor Nations where you have established embassies.
It is difficult to be successful as an isolationist in IMPERIALISM. There is no income
from taxation; international commerce is the only way to build a substantial
treasury.
Resources.
Resources are commodities that are grown, such as livestock; or mined, such as
coal. Resources generally are the most common and least valued commodities.
The resources class includes: grain, livestock, fruit, fish, cotton, wool, horses,
timber, coal, iron ore, oil, gold, and gems.
Materials.
Materials are basic building blocks of production, created directly using a resource
or resources. Materials usually have a mid-range value and are used to construct
most units, factories, mills, and transport capacity. Materials are also used to
produce goods. The materials class includes canned food, fabric, paper, lumber,
steel, and fuel.
Goods.
Goods are the highest level and most expensive of the commodities. Three of the
four goods in IMPERIALISM, clothing, furniture, and hardware, are called consumer
goods. Their chief usefulness is as items to sell to other countries to make money.
Fu rn i t u re and clothing also help you encourage migration to industry. Unlike
materials, consumer goods are not used to expand your economy or const ru c t
units. The fourth type, armaments, can be sold like the consumer goods, and are
required for the construction of military and naval units.
17 IMPERIALISM: IMPERIALISM Basics
Saved Games.
IMPERIALISM provides eight save slots.
Saving a Game.
To save your game follow these steps:
From the Terrain Map screen, click on the Game Controls button
marked with a computer icon.
On the dialog box, click on the Save Game button. The Chart Room screen
appears.
There are eight charts representing your eight save slots. Click on one of the
charts.
Type a name for your game, which can be up to 31 characters long.
Click on the Save Game button, after your game saves, you automatically
return to the Terrain Map screen.
If you want to exit the Chart Room without saving, click on the Ladder at the left
side of the screen.
CONTENTS
IMPERIALISM: What Happens on the Terrain Map 18
The Terrain Map screen provides you with a central command centre for
managing your growing Empire. From this screen you access the Game Control
dialog, and click the End Turn button. Although you make decisions each turn using
a va ri ety of screens and dialogs, you always return to the Terrain Map screen
before advancing to a new turn.
The Map.
Eye cursor identifies
Current Treasury where to prospect Game Controls
Orders Buttons
Unit Buttons
Selected Prospector
in Toolbar
End Turn
The map provides a view of the entire world. You scroll by moving the mouse
cursor to the edge of the screen. Holding down the Control key and clicking on
the map centres the screen where you clicked. On randomly created worlds you
may scroll around the world to the east or west, but you are blocked in the Arctic
and Antarctic regions. For most scenarios, the world is rectangular; you cannot
scroll off the map edge.
CONTENTS
19 IMPERIALISM: What Happens on the Terrain Map
Borders.
Countries are divided from each other either by sea, or by a wide, coloured border
if two countries appear on the same land mass. These borders include the colour
of each country on that countrys side of the border.
White lines between friendly provinces represent provincial borders. Borders in
the sea divide the sea zones from each other.
Terrain Tiles.
Although for military units a province is considered one space, for the purposes of
building and development, which are the realms of civilian units, a province is
divided into terrain tiles. Each terrain tile is a space for a civilian unit to work in.
Engineers and Developers, with the necessary technology, may work in most
terrain tiles. Other civilian workers function only in certain types of terrain tiles.
Infoclick on any terrain tile to find out what is in that tile. Note that the only
types of terrain that cannot be improved by a civilian worker are the dry plains,
the horse ranch, and the scrub forest. If a river is present in any tile, that terrain
tile can produce fish in addition to the commodities listed below.
Note: Prospectors must find minerals or oil before the Miner or Oil Driller units
can be used to extract them.
Towns.
Each province contains one town, unless the capital of the country is
located there instead. Towns supply no resources at the beginning of
the game. Only the Engineer can work in the town. Later, towns begin
to produce industrial commodities like steel or lumber.
CONTENTS
IMPERIALISM: What Happens on the Terrain Map 20
Capital Cities.
Capitals produce resources depending on their location; for instance,
if set in the forest, a capital produces timber. Only the Engineer may
work on a capital terrain tile, but since the capital tile automatically
produce resources at the highest possible level (depending on
technology), the other civilian units are not needed there.
Sea Zones.
The worlds oceans are divided into Sea Zones just as the land is divided into
provinces. In most respects, sea zones function for naval conflict in the same way
that provinces work for land battles. However, the sea is a big place, and it is
possible for more than one fleet, even hostile fleets, to occupy the same sea zone at
the same time. This means that sea zones do not have an owner as provinces do,
although a fleet in undisputed occupation of a zone controls that sea zone for some
game purposes such as cutting off ports from the transport network. For more
information see the How Connections Are Lost section, starting on page 45.
CONTENTS
21 IMPERIALISM: What Happens on the Terrain Map
MiniMap.
When you look at a Mini-Map, you see in miniature approximately one-quarter
of the world. The Mini-Map shows political and military control over the
continents, but does not show any terrain. It provides the easiest method for
moving vast distances. Click on the Mini-Map to jump to a new location on the
Terrain Map.
CONTENTS
IMPERIALISM: What Happens on the Terrain Map 22
Map Cursors.
A variety of cursors assist you in commanding your units, obtaining information,
and selecting units.
Command Cursors.
Command cursors are used when a unit, garrison, or f leet is already selected. As
you move your mouse across the terrain map, the cursor changes to inform you
what command you would give to the selected unit by clicking on the spot under
the cursor. If you click on a spot accidentally and give a unit the wrong command,
you can cancel the order using the informational blue question mark cursor.
CONTENTS
23 IMPERIALISM: What Happens on the Terrain Map
Selection Cursors.
These cursors are used to select a new unit either when another unit is already
selected or when no unit is selected. By clicking on the unit indicated by the cursor,
you select that unit indicated by a f lashing white outline. Since there is an
automatic unit cycle, selecting each of your available units in turn, you need to use
these selection cursors only when you want to command units in a different order,
or when you have previously removed a unit from the cycle.
.......................... All military land units ............................ Select the garrison indicated
Information Cursors.
Not surp ri s i n gly, these cursors provide information. The blue question mark
cursor also allows you to cancel the orders once you see what they are.
Civilian Units.
Civilian units develop and improve land on the Terrain Map screen. None of the
civilians have any ability to attack or even defend themselves. If present in a
province when the province is lost, the civilian is automatically killed.
All civilians, with the exception of the Developer, are constructed using an expert
worker, paper, and cash on the Industry screen in the University. Once ordered
in the University, civilians appear on the Terrain Map at the start of the next turn.
For instructions on how to construct civilians see the University section, starting
on page 55.
CONTENTS
IMPERIALISM: What Happens on the Terrain Map 24
All civilians may move any distance each turn. However, they cannot enter land
controlled by other Great Powers; nor can they deploy to Minor Nations until you
establish an Embassy there. They can always deploy to land you own by right of
conquest or colonisation.
Grain . . . . . . Farmer . . . . . . . . . . . . . . . . . . . . . . . . . 1 . . . . . . . . 2 . . . . . . . . 3 . . . . . . . . 4
Fruit . . . . . . . Farmer . . . . . . . . . . . . . . . . . . . . . . . . . 1 . . . . . . . . 2 . . . . . . . . 3 . . . . . . . . 4
Livestock . . . Rancher . . . . . . . . . . . . . . . . . . . . . . . . 1 . . . . . . . . 2 . . . . . . . . 3 . . . . . . . . 4
Cotton . . . . . Farmer . . . . . . . . . . . . . . . . . . . . . . . . . 1 . . . . . . . . 2 . . . . . . . . 3 . . . . . . . . 4
Wool . . . . . . . Rancher . . . . . . . . . . . . . . . . . . . . . . . . 1 . . . . . . . . 2 . . . . . . . . 3 . . . . . . . . 4
Timber . . . . . Forester . . . . . . . . . . . . . . . . . . . . . . . . . 1 . . . . . . . . 2 . . . . . . . . 3 . . . . . . . . 4
Coal . . . . . . . Miner . . . . . . . . . . . . . . . . . . . . . . . . . . 0 . . . . . . . . 2 . . . . . . . . 4 . . . . . . . . 6
Iron . . . . . . . Miner . . . . . . . . . . . . . . . . . . . . . . . . . . 0 . . . . . . . . 2 . . . . . . . . 4 . . . . . . . . 6
Gold . . . . . . . Miner . . . . . . . . . . . . . . . . . . . . . . . . . . 0 . . . . . . . . 1 . . . . . . . . 2 . . . . . . . . 3
Gems . . . . . . Miner . . . . . . . . . . . . . . . . . . . . . . . . . . 0 . . . . . . . . 1 . . . . . . . . 2 . . . . . . . . 3
Oil . . . . . . . . Driller . . . . . . . . . . . . . . . . . . . . . . . . . . 0 . . . . . . . . 2 . . . . . . . . 4 . . . . . . . . 6
CONTENTS
IMPERIALISM: What Happens on the Terrain Map 26
Prospector.
Most resources on the Terrain Map are automatically revealed to you just
by looking at the type of terrain tile. For instance, you know that cotton is
present at every cotton plantation terrain tile. You need not search for it.
However, coal, iron, gold, gems, and oil must be found by a Prospector
before they can be exploited by your other civilians.
With a Prospector selected, an eye cursor lets you know if the tile under your
cursor is eligible for the selected Prospector to search. Since the four minerals are
found only in barren hill and mountain tiles, the eye appears only over those tiles
at the beginning of the game. Later, when your country invests in Oil Drilling
technology, the eye cursor appears over unprospected swamps, deserts, and tundra
as well. If a Prospector of your Great Power has already searched a tile, you see a
small pickaxe and a red X when the Prospector is selected.
On the toolbar, small terrain tiles under the information about a selected
Prospector let you know how many terrain tiles are left to search in the country the
Prospector is in. To find these remaining terrain tiles quickly, click on the small tiles
in the toolbar, and the screen moves immediately to the next unprospected tile.
Engineer.
The Engineer is the only civilian with multiple functions. His most
important duty is the construction of a transport network that joins your
industry to the resources developed by all of your other civilian units on
the Terrain Map. He can also increase the defensive capabilities of a
province by building forts.
When the Engineer is selected, two working cursors are available. With the cursor
over tiles adjacent to the Engineers current location you see a small piece of
railroad track. Clicking on one of these adjacent tiles orders the Engineer to spend
the turn building a railroad line between his present tile and the tile you clicked
on. However, you do not always have the technology necessary to build rail into
certain terrain.
When you click on the tile where the Engineer is located, you see the other
working cursor, a hammer. This orders the Engineer to construct something in
that tile. A pop-up dialog lets you select the type of construction. Choices for
construction include rail depots, ports, and fortifications. However, some of these
may not be available in certain terrain tiles. More advanced construction
technology increases the number of types terrain where rails may be laid and
depots may be built. Ports always require access to water. Fortifications are built
throughout the province, not just the current tile.
27 IMPERIALISM: What Happens on the Terrain Map
Miner.
Miners cannot be used until a Prospector locates some gold, gems, coal,
or iron to mine. Once you have discovered a mineral deposit and the
Miner is selected, you see a hammer cursor over the tile with unmined
minerals. Clicking on that tile commands the Miner to work there,
opening a mine. Until a mine is built, the tile does not produce minerals. Unless
your new mine is next to your capital, you must make sure that the mine is on or
within one tile of a connected port or rail depot. Otherwise, the mined resources
are not reflected in your transport network.
When a Miner finishes opening a new mine it produces at Level I. Later,
once you have invested in the technology for Square Set Timbering, your
Miner can return to this Level I mine and improve it to Level II.
Eventually, the technology for Dynamite makes Level III mining possible. Gold
and gems produce at the rate of one unit per level of the mine. Coal and iron
mines produce at double this amount; so maximum coal or iron production is six
units per turn from a Level III mine.
Since all minerals are found in barren hills and mountains, these are the only
terrain tiles where Miners can work.
Farmer.
Fa rm e rs improve the output of farms, orchards, and plantations. Even
though dry plains do produce a farm product, grain, these tiles cannot be
improved. When a Farmer is selected, you see a hammer cursor over all
tiles where improvements are possible with your present technologies.
Clicking on a tile commands the Farmer to work improving the growth of cotton,
grain, or fruit in that tile. Unless this improved tile is next to your capital you must
make sure that the tile is on or within one tile of a connected port or rail depot.
Otherwise, the farmed resources are not ref lected in your transport network.
Unlike minerals, farmed resources produce one unit per turn at Level 0 (without
any improvement by a Farmer). The first improvements made by a Farmer raise
production to Level I (two units per turn). Later, Level II and Level III become
possible with the investment in new technology. At the beginning of the game, the
farms and orchards adjacent to your capital city are automatically improved to
Level I, even before you build a farmer in the University.
Rancher.
Ranchers improve the output of livestock ranches on the plains, and the
growing of sheep in fertile hills. At the beginning of the game, your
University cannot build a Rancher unit. Ranchers are not available until
you invest in the technology of Feed Grasses.
When a Rancher is selected, you see a hammer cursor over all tiles where
improvements are possible. Clicking on a tile commands the Rancher to work
improving the growth of wool or livestock in that tile. Unless this improved tile is
next to your capital you must make sure the tile is on or within one tile of a
connected port or rail depot. Otherwise, the resources are not re fl e c ted in your
transport network.
IMPERIALISM: What Happens on the Terrain Map 28
Livestock and wool are produced at Level 0 (one unit per turn) without
any improvement by a Rancher. The first improvements made by a
Rancher raise production to Level I (two units per turn). Later, Level II
and Level III become possible with the investment in new technology.
Forester.
Fo re sters improve the output of timber in the hardwood forests. Even
though scrub forests do produce a minimal amount of timber, their output
cannot be improved. At the beginning of the game, your University cannot
build a Forester unit. He is not available until you invest in the technology
of Iron Railroad Bridges.
When a Forester is selected, you see a hammer cursor over all forest tiles where
improvements are possible. Clicking on a tile commands the Fo re ster to work
improving the output of timber in that tile. Unless this improved tile is next to your
capital you must make sure that the tile is on or within one tile of a connected port
or rail depot. Otherwise, the resources are not reflected in your transport network.
Timber is produced at Level 0 (one unit per turn) without any
improvement by a Fo re ster. The first improvements made by a Forester
raise production to Level I (two units per turn). Later, Level II and Level
III become possible with the investment in new technology.
Driller.
D ri l l e rs cannot be used until a Prospector locates some oil to drill. A
Prospector cannot look for oil until you invest in Oil Drilling technology.
Once you have discovered some oil and the Driller is selected, you see a
hammer cursor over the tile with undrilled oil. Clicking on that tile
commands the Driller to work there improving oil output. Until a derrick is built,
the oil is not produced. Unless your new oil derrick is next to your capital you must
make sure that it is on or within one tile of a connected port or rail depot.
Otherwise, the oil resources are not reflected in your transport network.
When a Driller finishes opening a new oil derrick it produces at Level I. Later,
once you have invested in the technology for Chemistry, your Driller can return
to this Level I derrick and improve it to Level II. Eventually, the technology for
Internal Combustion makes Level III derricks possible. Oil production for each
turn is calculated at double the level of the derrick, so that maximum production
of oil is six units per turn from a single derrick.
Special Civilian Unit: Developer.
Each Great Power is eligible to receive one Developer unit as a reward.
Unlike other civilians, Developers cannot be built in the University. No
Great Power can ever possess more than one at a time. The Developer is a
reward for your successful foreign policy with the Minor Nations. Once
you own a Developer, you can purchase terrain tiles in Minor Nations for
development, thus providing your country with overseas profits.
29 IMPERIALISM: What Happens on the Terrain Map
You receive the Developer reward when your diplomatic relations with at least
one Minor Nation have improved sufficiently. Generally, this level is reached most
quickly by establishing an Embassy in a Minor Nation, then signing a non-
aggression pact, and finally conducting a good volume of trade with the Minor
Nation for a few years. You can speed this process by granting bribes to the leaders
of the Minor Nation. All of these diplomatic initiatives are made on the Diplomacy
Screen. For more information see the Diplomacy section, starting on page 71.
A Developer works only abroad in Minor Nations. He cannot work within your
own borders.
Development of Land.
Land purchased by a Developer starts producing for you (and the Minor Nation)
immediately. This production is at Level 0 until you bring other civilians to the
tile and improve output. For oil and minerals, Level 0 is zero units per turn, so you
must bring your drillers and miners to the Minor Nation to gain the resources.
The benefits from your Developers purchases can be maximised only if you send
other civilian units abroad as well. Your Miners, for instance, can work on
purchased mineral sites in exactly the same way they do in your own lands. As
new technology improves the potential output of mines, the Miner can improve
your possessions abroad and at home.
Competing for a Colony.
Although the initial benefits of overseas development are significant, your long-
term goal must be to make the Minor Nations, whose resources you develop, into
colonies of your Great Power. Once a Minor Nation is colonised you control its
defence forces and can deploy reinforcements from your homeland should the
country be threatened. Additionally, a colonys relationship to the homeland is
always considered to be at the highest level, giving you 100% of the profits from
the sale of the developed resources. Finally, once colonised, the Minor Nations
votes at the Council of Governors automatically go to you if your Great Power is
nominated for victory.
Unfortunately, other Great Powers may seek to colonise the same Minor Nation
you hope to gain. Colonies are won in two ways.
First, a large number of trade deals coupled with a judicious use of bribery helps
you convince the Minor Nation to accept your invitation to join your Empire. For
more on these methods see the Effects of Diplomacy on Trade section, starting
on page 63 and the Joining the Empire section, starting on page 76.
Second, when a Minor Nation is attacked and asks you to defend it against the
attacking Great Power, if you agree to intervene, the grateful Minor Nation joins
your Empire. You gain immediate control over the defence forces of the Minor
Nation. Of course, your declaration of war on another Great Power may not be
well-received by the rest of the world. For more information see the Offer to
Intervene in a Minor Nation section, starting on page 81.
Eventual Conquest.
Tiles developed by other Great Powers remain in a Minor Nation province that
is conquered. The conqueror, however, now controls all the territory in the land
including the land once considered purchased by the other Great Powers.
Since, prior to conquest, the Minor Nations province could use local cheap labour
to transport the commodities to the trading port they had not built a transport
system. Once the province is conquered, economic changes begin, and it becomes
necessary to construct railroads, depots, and ports to move the resources into the
transport network of the conquering power.
IMPERIALISM: What Happens on the Terrain Map 32
Land Forces.
Your land military forces consist of regiments. There are 27 different types of
regiments in the game organised into three eras. During the f irst era of the game,
approximately 1815-1845, you may construct only the first nine regiment types.
As you invest in new military technologies in the 1840s, old regiment types are
gradually replaced by new ones in the same generic categories. For example, once
a new type of Heavy Cavalry is available, you can no longer construct the older
type of regiment. You may choose to upgrade the older regiments to the new one
within their category, or you may leave your veteran troops with inferior and
outdated weapons.
Change occurs again in the 1870s. Usually by 1875 newer unit types are becoming
available. Once again, you may choose to upgrade your earlier units to the new
type of regiment within their category.
Orders Buttons
Unit Buttons
Selected Garrison
in Toolbar
Arrows in Toolbar for
Unit Selection
Silhouettes Indicate
Unit Types Not Present
End Turn
Regiment Categories.
The nine regiment categories can be upgraded with different
technologies, but there is a grouping of the available military
technology in the 1840s and in the 1870s. By the end of each of
these decades, all nine categories have normally received their new
type of unit. Of course, you must invest in the technology to make
the new regiment types available for construction. For more on
upgrading military units see the Technological Advances section, starting on
page 88.
CONTENTS
33 IMPERIALISM: What Happens on the Terrain Map
Militia.
These local defence forces exist in all countries and in all provinces at the
beginning of the game. As a province develops, additional militia category
regiments are automatically added to the local garrison. Unlike all of your other
forces, militia category regiments cannot be ordered to leave their home province.
They fight only when the province is invaded.
Militia is the only category of land regiments that are not constructed in
the armoury and do not require industrial workers to create. They also upgrade
automatically, at no cost to you, when the appropriate new technology is purchased.
Minutemen, Militia, and Conscripts (the three types of Militia) are the weakest
units of their respective eras. They should remain in their entrenchments
whenever possible. Their morale breaks rather easily and their f ire is normally
inaccurate.
Light Infantry.
The three types of Light Infantry (Skirmishers, Sharpshooters, and Rangers) are
adept at using terrain for concealment and take reduced damage when fired upon.
They move more quickly through rough country than do other infantry. They are
best used to draw fire from entrenched defenders, giving heavier units a chance to
approach unmolested.
CONTENTS
IMPERIALISM: What Happens on the Terrain Map 34
Regular Infantry.
Regulars, Rifle Infantry, and Modern Infantry are the foundation of most armies.
Especially useful on defence, Regular Infantry also pack enough firepower,
especially in the later eras, to help out on the attack. If you cannot afford very
many powerful units, these regiments are the best compromise between expense
and power in each era.
Heavy Infantry.
Heavy infantry (Grenadiers, Guards, and Machine-gunners) are among the more
expensive of the regiments. However, for defensive purposes these regiments are
the best money can buy. Even on the attack, these highly trained troops can often
blast through entrenchments manned by weaker types of infantry.
Light Cavalry.
Like Light Infantry, Light Cavalry in the first two eras (Hussars, Scouts) is best
used to draw the fire of entrenched hostile regiments so that the attack regiments
can approach closely without taking as much fire from the defenders. Mechanised
Forces, the third era regiments, possess significant firepower and may be used to
follow the higher-priced Armour units, exploiting any breaks the Armour creates
in the enemy lines.
Heavy Cavalry.
Your Heavy Cavalry (Cuirassiers, Carbineers, and Armour) are the best attack
pieces available, especially in the first and third eras. These pieces are expensive
and are not ideal for defence because they cannot entrench.
Light Artiller y.
Light Artillery of all three eras is most useful on the attack. These regiments can
move quickly into range and batter enemy fortif ications and entrenchments.
Unlike all heavy artillery, these more mobile units can both move and fire in the
same turn
Heavy Artillery.
Heavy Artillery is useful on attack and defence, though its slow movement and
poor initiative can be impediments when advancing against your foes. Do not let
enemy units get close to your artillery, as it can be destroyed quickly if fired on.
Combat Engineers.
Your Combat Engineers are able to move forward and approach enemy positions
at little risk to themselves using tunnels they can construct. When the Combat
Engineers reach enemy fortifications and entrenchments, they conduct a powerful
attack against the position which does not harm the enemy units but can damage
or destroy the defensive construction. Because forts are a big advantage, these
units are necessary to attack well-prepared foes. For details on how to use these
units see the Combat Engineering section, starting on page 86.
35 IMPERIALISM: What Happens on the Terrain Map
Generals.
As a reward for army expansion, you receive one or more Generals. A General is
much better at assessing enemy forces in adjacent provinces than other local
commanders. In addition, Generals contribute their leadership abilities to the
performances of the army in battle by affecting the morale of units in combat. See
the Leaders and Morale section, starting on page 86 for more information.
Deployment.
There are four different ways you can move your selected army on the map. The
cursor shows the type of movement a click on a given province would order. If you
want to move to an adjacent friendly province, click on that province with the
Marching Soldier cursor. If you want to move the selected army further, but still
in friendly territory, click with the Train cursor which appears over the distant
friendly province. Your total amount of transport capacity limits the number of
military units you can move by train in one turn. You increase the number of
military units you can move by building more transport capacity in the railyard
on the Industry screen. Moving regiments does not in itself use capacity already
assigned to transport resources. Five points of transport capacity are needed to
move each armaments point of a military unit. See the Regiment Abilities chart
on page 87 for a listing of the Armaments points in each type of military unit.
Attacks.
To enter a province you do not own, you must first declare war on the owner of
the province. On subsequent turns, any adjacent units may attack. You cannot
attack unless your forces are adjacent to the target province. The attack is made
by clicking on the target province with the Crossed Swords cursor.
IMPERIALISM: What Happens on the Terrain Map 36
Landings.
The most dangerous movement is an attack across the water. Superficially, this
seems exactly like an attack on an adjacent province. Once your f leets establish a
landing site, you select land forces and use the Crossed Swords attack cursor to
order them to move directly across the seas to the enemy province. However, on
the turn that this movement is ordered, your land forces are extremely vulnerable
to hostile fleet interception. Any enemy f leets entering or present in the sea zone
with the landing site automatically intercept and battle the landing fleets. If any of
your ships are sunk, some of your land forces may be drowned. For more
information on establishing a landing site see the Naval Landings section, starting
on page 39.
Close Book
Selected Regiments
in Colour
37 IMPERIALISM: What Happens on the Terrain Map
You also use the Garrison book to upgrade units when available. If any upgrade
is possible, an arrow with a small soldier icon appears in the book near the unit.
When upgraded, the picture of the unit changes, but the posture and positioning
of the unit remains the same.
You may rename a unit using the Garrison book; click on the name to type in the
regiments new name.
The Next Unit Command.
The Next Unit button, which appears as a small arrow pointing to the right
side of the screen, advances you from the currently selected garrison to
the next unit in your cycle. Use this button when you do not know what
orders to give, but you want another opportunity later in the turn.
The Done Command.
The Done button, third in the row on the toolbar, appears as a small X.
This command, if given to a selected unit, tells the unit to do nothing for
this turn only. The unit appears normally in the cycle next turn. You might
use this button when you do not want to move your garrison, but you want to keep
it in the unit cycle.
The Defend Command.
Like Done, the Defend command (a castle wall icon) ends the units turn.
However, ordering the garrison to defend removes it from the cycle of units
for future turns as well. You might decide to give this order when you have
decided a given garrison is a permanent defence force.
Once a garrison is defending, you must use the selection cursor or the Wake all Units
keyboard shortcut, by pressing the w key, to restore the regiments to the unit cycle.
Experience.
Regiments gain experience, which is marked by a string of medals on the garrison
book display and in the toolbar during tactical combat. Experience is earned by
participating in combat. Generally, participation in three victories or five defeats
earns one medal for the regiment.
Each medal earned improves the initiative and the firepower of the regiment.
Initiative of all units in an army controls the order in which battles are resolved,
while initiative of each individual regiment controls when that unit acts in tactical
combat. Firepower is simply an attack value, used for both tactical and strategic
combat resolution. A regiment which earns the maximum of four medals is
roughly twice as powerful as a unit of the same type with no medals.
IMPERIALISM: What Happens on the Terrain Map 38
Naval Units.
Fleets are represented in two ways on the map. A fleet on station at sea is portrayed
as a large ship with a wake and a bow wave. A fleet at anchor appears as a ship
with furled sails near the port tile where the fleet is based.
CONTENTS
39 IMPERIALISM: What Happens on the Terrain Map
When you give movement orders, the ships not contained in your selection remain
behind. The toolbar arrows do not permit you to select particular ships of a single
category. If you want to make a more specific selection of forces, you can use the
fleet book. For more information see the Fleet Book Command section, starting
on page 40. This would be necessary, for instance, if you wanted a particular
veteran battleship, among several present in the fleet, to conduct a mission.
The other two settings dramatically increase or decrease aggression. The high level
means your commander engages all comers if he believes there is even a remote
chance of victory. This setting is most useful for forces whose commander cares
more about dealing out damage to others than preserving his own fleet. The mos t
cautious setting means that the fleet tries to avoid battle unless the officer in charge
believes he has an overwhelming advantage.
When deciding which level to set, remember that your officers can make errors in
their estimates about the size of enemy forces. When in doubt, you should
ge n e ra l ly choose the more cautious setting, unless it is important to defend a
particular zone or damage enemy f leets.
Warship Statistics.
RNG. . . . . . . . . . . . . . In naval combat range is the most important ability of the your ships.
A ship with greater range starts dealing out damage before its foes
are able to respond.
HULL. . . . . . . . . . . . . The size of the ship determines how long it takes to sink it once the
armour is penetrated.
BATT MV. . . . . . . . . Speed in battle. A fleet with the edge in speed can force the action or
flee from the fight. A ship with both greater speed and greater range
can often sink the enemy and take no damage itself.
Speed. . . . . . . . . . . . . . The number of sea zones that this type of ship can move through
during a turn.
CONTENTS
IMPERIALISM: What Happens on the Terrain Map 42
Types of Warships.
Warships are classed as either fast ships or battle ships. Fast ships (Fri ga te s ,
Raiders, Armoured Cruisers, and Battlecruisers) are used primarily for escorting,
intercepting, and blockading. To control a sea zone and destroy an enemy fleet
the battle ships (Ships-of-the-Line, Ironclads, Advanced Ironclads, and
Dreadnoughts) are superior.
Frigates.
Frigates, the fastest ship early in the game, are cheap to build and good at scouting.
Early in the game, they are effective commerce raiders. Frigates are not scrapped
until Armoured Cruisers enter the game, but they are not very useful once Raiders
can be built instead.
Ships-of-the-Line.
Ships-of-the-Line remain competitive until the Advanced Ironclad enters the
game because their mighty firepower is useful against raiders and ironclads. Once
you can build Advanced Ironclads, Ships-of-the-Line are all scrapped.
Raiders.
Raiders are the ideal ship for scouting, escorting, and raiding the merchants of
other Great Powers for many decades. They become obsolete and are scrapped
when Battlecruisers become available.
Ironclads.
Ironclads last until they are replaced by Dreadnoughts. They are more likely to
s u rv i ve a battle than is a Ship-of-the-Line, but Ironclads do not win such
confrontations every time.
Armoured Cruisers.
These Cruisers are the most efficient vessels for escorting and raiding commerce.
Although the later Battlecruiser has greatly superior abilities, Armoured Cruisers
are much cheaper and remain adequate to the task until the end of the game.
Advanced Ironclads.
Advanced Ironclads possess an important advantage in range over all earlier
vessels. They are expensive, but are never sold for scrap. However, once
Dreadnoughts can be built, these ships are not worth much.
Battlecruisers.
Battlecruisers are a luxury item; they are expensive Armoured Cruisers. If you use
them to fight Dreadnoughts, you will be sorry. However, they are unmatched
against any other fast ships.
Dreadnoughts.
Dreadnoughts effectively dominate the seas, and sink any other vessels they
encounter. The only ships that can fight them are other Dreadnoughts.
43 IMPERIALISM: What Happens on the Terrain Map
Bessemer Converter. Henry Bessemer invented a process of blowing air into the bottom of a vat of
molten iron to remove the carbon, producing cheap, highgrade steel.
Battles.
All fleet interceptions and subsequent naval battles are resolved strategically and
then reported on the battle report screen. The abilities summarised on the Warship
Statistics table control the battle. Superior range is the most important statistic.
Experience.
Ships gain experience in the same ways as regiments. A ship with four medals is
approximately twice as powerful as a ship of the same type with no medals.
Ships that suffer damage in battle must remain in port to be repaired. Ships cannot
repair in the open sea. Ships undergoing repair cannot act as escorts. Only
undamaged ships can take escort duty.
Obsolete Warships.
Sometimes, when technology makes a new warship available, all the ships in one
of the older classes are broken up for scrap. When obsolete warships are broken
up, your minister notifies you. The experienced crews are spread among the fleet,
increasing overall navy experience.
Transport Capacity.
Although the civilians working on the Terrain Map screen expand the pool of
commodities which potentially could be transported, your industry cannot use all
these additional commodities without the assets to transport them. Transport
capacity is the total number of commodities that your network can move each
turn. This number may be increased by using the railyard building on the Industry
screen. See the Building Transport Capacity section, starting on page 60 for
more information.
Regiments can also be transported using the rail net wo rk, but at a much lower
rate. Each armaments point that a unit has requires five points of rail capacity to
transport. For a listing of various regiments armament point totals, see the
Regimental Abilities and Comparison section, starting on page 86.
CONTENTS
45 IMPERIALISM: The Transport Network
CONTENTS
47 IMPERIALISM: The Transport Network
Industrial Resources.
These resources move directly to the industry warehouse where they are available
for production or trade the turn after you transport them. Since the world prices
of industrial resources tend to be low, these commodities are most useful to you
when you use them, along with workers and industry, to produce a more expensive
material. If your industry does not require the extra industrial resources, consider
transporting something else, such as food, instead.
Coal and Iron.
Coal and iron are required by your steel industry in equal
amounts. In the absence of other sources of one or the other, such
as a surplus in the warehouse or foreign deliveries, you should
transport coal and iron in equal amounts. Later in the game you may find a
greater need for coal when some of your ships require it for fuel.
Wool and Cotton.
Since wool and cotton may be used interchangeably by your textile
mill, one slider on the Transport screen suffices for both
commodities.
CONTENTS
IMPERIALISM: The Transport Network 48
Timber.
The lumber mill requires timber to produce lumber and paper.
Food Resources.
Your industrial workers try to consume transported food each turn; extra food is
moved to the warehouse. Each individual worker enjoys only one type of food. This
means you must transport all three food types to satisfy as many workers as possible.
Workers forced to eat a type of food they do not enjoy report sick and stay home
from work on that turn.
Even though food resources cannot be traded on the world market, you should
consider transporting extra food whenever you can. Stored food feeds your hungry
workers when enemies interfere with the transport network. In addition, in the
food processing centre you may produce canned food from your stored food. For
more information on how workers eat and how food is used see the Worke rs
section, starting on page 53.
Canned food may be traded or used to recruit more workers to your industry.
Industrial workers eat canned food reserves, if available, in preference to an undesired
food resource and report to work normally after consuming the canned food.
Grain.
One-half of your workers try to eat grain every turn. Grain farms dot the
landscape of most Great Powers, so you should be able to find and transport
additional grain when an increasing population demands more supplies.
Fruit.
One-quarter of your workers try to eat fruit every turn. Try to construct
your transport network with access to orchards.
Other Resources.
Horses are used in the armoury to build military units and can be stockpiled in
the warehouse. Gold and gems never reach the industry warehouse and they
cannot be traded. Instead, all gems and gold transported convert immediately into
cash. You can benefit from gems and gold in an unconquered nation through the
overseas profits feature, but this does not use the transport network. For more
information on developing Minor Nations see the Working in Other Countries
section, starting on page 29.
49 IMPERIALISM: The Transport Network
Horses.
Generally, you do not need to transport horses every turn, since their onl y
use is construction of cavalry and artillery regiments. Build up a stockpile
of a few horses in the warehouse and then use the transport capacity to
bring in something more immediately useful.
Gold.
Gold may be found in mountain terrain. Each unit of gold transported
increases your cash by $200.
Gems.
Like gold, gems may be found in mountains. However, unlike gold, gems
can only be found in Minor Nations. To obtain gems for your transport
network these nations must be conquered. Transported gems convert to
cash at $500 per unit.
Town Development.
Each province you own includes a town. At the beginning of the game, these towns
produce nothing. However, if a connected rail depot or port is placed on or next
to the town, industrialisation begins there.
Materials.
Over time, a connected town begins to produce
materials that are added to the transport network and
appear in the Transport screen. The type of materials
produced depends on the resources available within the province of the town. The
quantity of materials produced depends on the capacity of the industry that
demands those materials. The towns growth is represented on the map by
additional buildings (one of them is a windmill) when the first material is
produced. Towns produce only steel, lumber, and fabric. Other materials must be
produced on the Industry screen or purchased on the world market.
Goods.
Once materials become available, the town begins to
develop the capacity to produce goods as well. The
towns growth to this level is represented on the map by
additional buildings including a factory with smokestacks. The type of goods
eventually available depends on the materials being produced; the maximum
quantity of goods available in the town is always one-half the quantity of the
materials available. Towns can produce consumer goods, they can not produce
armaments. Armaments must be produced on the Industry screen or purchased
on the world market.
IMPERIALISM: Industry 50
University
Food Jump to
Trade School Processing Orders Screens Warehouse Shipyard
Clothing Factory
INDUSTRY
What is Industry?
Industry is the process by which the commodities you transport and the
commodities you trade for are stored and used for production into more expensive
or useful commodities. You also build all your units on the Industry screen. Each
turn, when you click the End Turn button on the Terrain Map screen, all the
production orders you entered on this screen are carried out. Whatever you build
is available the following turn.
CONTENTS
51 IMPERIALISM: Industry
CONTENTS
IMPERIALISM: Industry 52
Production Economies.
The warehouse dialog is organised in sections according to production economies.
In IMPERIALISM a production economy is a two or three level diagram outlining
how a given industry works. The first level commodities in the diagrams are
always called resources usually items that can be grown or mined. The second
level commodities are called materials and are produced from resources. The third
level commodities called goods are made from materials.
Most of the economies have three levels and require two production buildings,
one to take in resources and make materials and another to take in materials and
make goods. A two-level economy has only one building to produce the materials
from the resources.
All production within the economies is on a two-for-one basis. For example, in the
textile economy two cotton or wool are required to make one unit of fabric. Two
units of fabric are required to make one unit of clothing. The details of each
economy are explained below.
Labour.
The buildings on the Industry screen that produce commodities require
labour to make the next level commodity from the input commodities. For
example, you might have plenty of cotton or wool in your Warehouse, but
without some labour you cannot produce fabric.
Labour is symbolised by a muscular arm icon. The number shown with the arm
tells you the total amount of labour supplied by all your available workers, and
your available power. This number appears on the left border, and in the
Warehouse dialog. Each turn, as you assign labour, this number goes down,
showing you the amount remaining available.
CONTENTS
53 IMPERIALISM: Industry
Workers.
Workers supply an amount of labour determined by their training level. When
new workers migrate to industry, their untrained efforts supply only one unit of
labour per turn. A trained worker supplies twice as much labour at two per turn,
and an expert worker supplies four per turn.
Trade School and Training.
The Trade School, located on the left side of the Industry screen, improves the
labour output of your workers. Click on the red brick building to open the Trade
School dialog. Training costs paper and cash. If the amount of cash or paper you
have is insufficient, the item has a red X next to it.
Training a worker takes him out of the labour pool for the turn. If you open the
trade school dialog after assigning all of your available labour to factories and
mills, you cannot train. Of course, you can free up labour by opening a factory or
mill dialog, reducing the number of workers assigned, and then returning to the
Trade School dialog to assign them to train.
Power.
Power is not a commodity. It cannot be sold or stored in the Warehouse and it
requires no labour to create. However, on the turn when it is created, power adds
directly to your labour total. Power is generated by building a Power Plant on the
Industry screen. The option to build a Power Plant and an Oil Refinery becomes
available once Oil Drilling technology is purchased.
Creating Power.
Power is created in the Power Plant in the same turn it is used. As you increase the
amount of fuel used by the plant, your available amount of labour rises
automatically. With enough power, you can free a large segment of the work force
to expand the army, or the number of civilian units.
Using Power.
Power is used automatically when you allocate labour in a production dialog. It is
used in advance of any of your human labour.
55 IMPERIALISM: Industry
Building Units.
Each of the three unit construction centres; the University, the Armoury, and the
Shipyard, builds a different sort of unit: civilians, land regiments, and ships
respectively. All new units (with the exception of merchant ships) appear on the
Terrain Map screen at the start of the next turn. All new units (including
merchant ships) are announced by one of your Ministers at the start of the next
turn. New units start their first turn on the Terrain Map, in the province of the
capital, or in port at the capital.
In all three construction centres, units are built in the same way. Once the dialog
is open, click on the picture of the desired unit to select it. Then control the
quantity to be built using the arrows underneath each unit picture. The display
provides information on each type of unit as that unit is selected.
Miner to be Built
University.
All civilian units require expert workers, cash, and paper. If you are short of one
or more of these items, the shortage appears in red text on the information panel
on the University dialog. It is important not to build too many civilian units,
especially early in the game. Each unit const ru c ted costs you an expert worker
from your industry, where it supplied a valuable four units of labour each turn.
Build only what you need. Consider disbanding civilians when you are short of
labour for industry.
At the beginning of the game you can construct only four types of civilians: the
Farmer, the Miner, the Prospector, and the Engineer. Soon after the game begins,
you can invest in Feed Grasses technology and Iron Railroad Bridges technology.
These developments permit the construction of the Rancher and the Forester
respectively. Later, Oil Drilling technology permits construction of Drillers.
CONTENTS
IMPERIALISM: Industry 56
The information panel for each unit type, found at the lower-left of the University
dialog, provides production information according to your current level of
technology. For example, at the start of the game, the Miner works at production
level 1, so you see a column of production numbers beneath the number 1.
This column provides the per turn output of a mine for each type of mineral.
Information on other civilian units is organised in a similar fashion.
To view the uses of the various civilians see the Work of Civilian Units section,
starting on page 25.
Armoury.
Regiments for your army require cash, armaments, and workers. Generally, more
powerful or more specialised units require workers with prior training. Some
regiments also require fuel or horses. If you are short of one or more of these items,
the shortage appears in red text on the information panel on the Armoury dialog.
The greatest cost to you, especially in the long run, is the loss of workers. They
can be upgraded to a more advanced type of regiment as new military technology
is purchased, but they can never return to industry.
The organisation of the units on the Armoury is by generic category of regiments.
This means that the best available regiment within a generic category at any given
time is the only one you can construct of that category at that time. The eight
generic categories are: Light Infantry, Regular Infantry, Heavy Infantry, Light
Cavalry, Heavy Cavalry, Light Artillery, Heavy Artillery, and Combat Engineers.
Each category always appears in the same position on the Armoury dialog.
Example of Armoury Construction.
At the beginning of a random world game it is 1815 and you have a Napoleonic
Era regiment available in all eight unit categories. Your Heavy Infantry category,
for instance, offers Grenadiers, while your Light Cavalry category offers Hussars.
When you invest in a new technology, the Bessemer Converter, the picture of the
Hussars disappears and is replaced by Scouts. At this point, you can no longer build
Hussars; your Light Cavalry category offers only the superior regiment, Scouts.
However, you could still build a Grenadier regiment, until a different technology
updates the Heavy Infantry category.
For details on the different regiments and the categories see the Regiment
Categories section, starting on page 32.
During the game, rewards resulting from your military success can improve the
Armoury, allowing you to construct troops who start with experience medals.
57 IMPERIALISM: Industry
Shipyard.
Ships require lumber and/or steel for their hulls and fabric, coal, or fuel for motive
power. Warships require armaments. If you are short of one or more of these items,
the shortage appears in red text on the information panel on the Shipyard dialog.
Ships do not require workers, allowing you to increase your navy and merchant
marine without decreasing your labour force for industry. However, since ships do
require large amounts of precious commodities, over-construction can slow your
early development.
Merchant Ships.
Merchant ships do not appear on the terrain map. Instead, each merchant ship
you construct adds its cargo capacity (the number of cargo holds) to the total you
have available each turn for trade. If you build faster ships, the ave ra ge sailing
speed of your merchant marine increases, making blockade and interception
much more difficult for hostile navies. You must consider both speed and cargo
capacity when deciding which merchant ships to construct. Five types eventually
become available: the Trader, the Indiaman, the Steamship, the Clipper, and the
Freighter.
Warships.
Warships move on the terrain map in fleets. As your navy grows you receive bonus
ships, called f lagships, each carrying an admiral who helps you in sea combat.
Unlike regiments, ships cannot be upgraded and do eventually become obsolete.
An obsolete ship is broken up.
There are eight ship types available in the game, which can be divided into fast
ships and battle ships. The four fast ships, Frigates, Raiders, Armoured Cruisers,
and Battlecruisers, are most effective at blockading or intercepting merchants,
scouting, and escorting convoys. They should not be used in battles to dominate
sea zones unless the enemy uses battle ships from an earlier era than your fast ships.
The four battle ships are Ships-of-the-Line, Ironclads, Advanced Ironclads, and
Dreadnoughts. Each of these can dominate the sea during its era and has a good
chance against the fast ships of later eras.
In sea combat, four factors influence the battle. Speed, firepower, and armour are
all important, but the controlling factor is range. The later warships can fire so
much further than those built early in the century, that one Dreadnought, for
example, can sink a large number of Ironclads by itself.
Building Industry.
On Introductory and Easy settings, six industrial buildings are constructed for you.
You need not be concerned with constructing industry until the oil re fi n e ry
becomes available later in the game. On Normal, Hard, or Nigh-On-Impossible settings,
you must construct your own industry from the beginning.
CONTENTS
IMPERIALISM: Industry 58
Industry Constructor.
When factories and mills do not exist, click directly on the future site of the mill or
factory to construct them. Use the hot text in the upper right of the screen to
c o n fi rm which site is which. A click on the site brings up the const ru c tor dialog
for that factory of mill. You can confirm or cancel construction of the building.
Production Equations.
On the const ru c tor dialog, you see a production equation, made up of icons for
the factory or mill explaining the function(s) of that building. The text above the
equation explains it in more detail. The most important industries to build early
in the game are the Lumber and Steel Mills. From the equations, you can see these
buildings are used to produce lumber and steel. Since lumber and steel are used
for all industrial expansion, you must construct a lumber and steel mill with your
initial stockpiles of lumber and steel, or you may be forced to beg for lumber and
steel from other Great Powers.
Cost of Construction.
When a mill is first built it is always capacity 2; a factory begins at capacity 1.
For each point of capacity built, you pay one lumber and one steel from your
Warehouse. This same cost applies later in the game when you enlarge your
industries.
Expanding Industry.
When you have excess labour and commodities on your industry
screen, its time to expand your industries. In the production
dialog of an industry, locate the Expand Industry button in the
upper-right corner of the dialog. This brass button has an icon of smaller factory,
an arrow, and a larger factory.
CONTENTS
59 IMPERIALISM: Industry
When you click on the Expand Industry button an Expansion dialog appears. Here you
can confirm that you want expansion or cancel expansion for this turn. The cost in
lumber and steel is listed on the dialog and a picture of the new building is shown.
Industrial Capacity.
Capacity (size) is improved only in certain increments. For mills, which start at
capacity 2, the improvement levels are capacity 4, 8, 16, 24 and then
continue to increase by eight at a time. For factories, which start at capacity 1, the
improvement levels are 2, 4, 8, 12 and then continue to increase four at a
time. The industrial capacity of a factory or mill is the maximum output in any
one turn.
A red X near an item in a production equation tells you that you have no more
of that item available. Additional production cannot be ordered until that missing
item is supplied.
All production orders at factories and mills are saved to the next turn. Even if the
warehouse stockpile sustains te mp o ra ry shortages which lower production, the
building remembers how many output units you wanted and continues to try to
fill the order each turn. However, if you open the production dialog, the memory
of the building resets on whatever orders are shown on the dialog after you give
(or fail to give) your new orders.
CONTENTS
IMPERIALISM: Industry 60
Railyard.
The production dialog for the railyard differs from the production dialogs for a
factory or a mill in that there is no capacity limit. You can build as much transport
capacity as you want, provided you have steel, lumber, and available labour.
Since it is unlikely that you will want to increase transport capacity every turn,
these orders are not saved.
CONTENTS
61 IMPERIALISM: Trade
TRADE
Bid Bars
What is Trade?
During each turn, all the Great Powers and Minor Nations in the world attempt
to buy and sell commodities on the world market. You need to trade to obtain cash,
to provide your industries with rare resources or materials, and to develop
economic control over Minor Nations.
Using the Bid and Offers screen, you offer commodities for sale, and enter bids
for commodities you hope to buy. Each turn, when you click the End Turn button
on the Terrain Map screen, you may receive offers to buy some or all of the items
you bid on, and the items you offered for sale may be sold to other countries. If
you accept an offer to buy, the commodities you buy appear for your use in the
Industry screen next turn. Commodities you sell are deducted from the
warehouse of your Industry screen.
CONTENTS
IMPERIALISM: Trade 62
In the row you see a box for the current world price and for the amount of the
commodity available in your warehouse after deduction of the commodities you
have ordered for production on the Industry screen. You cannot sell items you do
not own or that you have ordered industry to use this turn.
Understanding Trade.
The economy of IMPERIALISM involves shortages and competition for
commodities. Wanting a resource such as coal, for example, and bidding on it,
does not guarantee that your Great Power receives coal that turn. Your success
depends on the world price of coal, your Great Powers trade policies toward coal-
producing countries, and the diplomatic relationship between your Great Power
and the other countries in the world.
Once all the Great Powers and Minor Nations enter their offers to sell and bids to
buy, and all Great Powers end their turns, a list of the potential trade deals for this
turn is created. The commodities for sale appear as offer sheets for the decisions of
the rulers of all bidding countries. For more information see the Receiving Trade
Offers section, starting on page 67.
Example: Offers of a Trade Deal.
On a turn when the Minor Nation of Belgium decides to sell coal, all of the coal it
offers first appears as an Offer Sheet to Great Britain, the most favoured trading
partner of Belgium, which bid to buy coal this turn. If the ruler of Britain decides
to buy only some (or none) of the offered coal, then the coal remaining (of
Belgiums offer) passes to the next coal-bidding country on the list of Belgiums
favourite trading partners. This process continues until the bidders purchase all
the offered coal or until there are no more coal bidders.
Your goal is to put your Great Power at the top of the favoured trading partner list
of as many other countries as you can. Try to concentrate on potential trading
p a rt n e rs that produce the commodities you most need. You must consider and
work with a va ri ety of factors, including world prices, trade policies, and
diplomatic relationships.
Prices.
The prices shown on the Bid and Offers screen are the world market prices for
the commodities traded during the previous turn. This price is a starting point for
this turns price, which may go higher or lower depending on supply and demand.
If, during this turn, demand for a commodity is stronger than the supply, the price
rises. If the reverse is true, the price falls. If supply and demand are closely
matched, the price this turn remains much the same as last turns price.
All Minor Nations, and sometimes Great Powers as well, decide which of their
products to offer for sale, based in part on the world market price from last turn.
As prices rise, more countries offer the product for sale. Eventually, the new
supplies begin to drive prices down again.
When you enter your bids and offers, it is impossible to predict the final price for
this turn, because the buy bids and sell offers which determine the price come
from all the countries in the game, not just from your own Great Power.
63 IMPERIALISM: Trade
Barbed Wire. Barbed wire enclosed the open range and allowed farmers to regulate their herds and
improve their breeds.
Trade Subsidies.
Because obtaining scarce resources can be difficult, especially at the beginning of
the game, your traders may need the assistance of beneficial trade policies. You
may choose to grant trade subsidies using the Diplomacy screen. For more
information see the Trade Policies section, starting on page 78.
When your Great Power grants a trade subsidy to another country, the price of
commodities traded between the two countries changes by the percentage amount
of the subsidy. This favours the other country on both ends of trade deals with
you. When your Great Power buys from that country, prices are higher, and when
your Great Power sells to them, prices are lower.
This reduction of your profits usually pays for itself in the long run. Since other
countries often decide to offer their products to the countries that pay them the
most, your traders enjoy an advantage over all other bidders for the resources
grown or mined by that country. Your competitors are the rulers of the other
Great Powers, not the Minor Nations. Offering subsidies to the Minor Nations
gives your Great Power an advantage over the competition, in return for a
marginal (and often temporary) reduction in profits.
Effects of Diplomacy on Trade.
Subsidised prices and improved diplomatic relations both affect the order in which
countries receive offers to buy commodities. Countries with commodities to sell
combine both factors to decide which country is the most favoured trading partner.
IMPERIALISM: Trade 64
You improve diplomatic relations using the Diplomacy screen. For detailed
instructions, see the Foreign Aid and Bribery section, starting on page 77. But
trade affects diplomacy, too. Each time your Great Power completes a deal with
another country where you have established a trade consulate or an Embassy, the
relationship with that country improves slightly. By choosing a few nations to be
regular trading partners, you can focus the effects of your diplomacy and trade.
Your diplomacy gets your trading off to a fast start; trade causes relations to
improve more quickly, giving you more options in diplomacy.
CONTENTS
65 IMPERIALISM: Trade
Merchant Marine.
The merchant marine number represents the total cargo holds available in all the
merchant ships owned by your Great Power. Each cargo hold can carry one unit
of any trading commodity. The total merchant marine number establishes the
maximum amount you can offer for sale of any one item. A more significant limit
on trading, under most circumstances, is the fact that each cargo hold can be used
only once per turn.
Examples: Limits of Merchant Marine.
Even though you can offer four units of clothing and four units of furniture
because your merchant marine number is four, it is unlikely you can sell all eight
units because you have only a total of four cargo holds. You might sell more than
the four you can deliver if the buyer is a Great Power with its own cargo holds.
Not only does the merchant marine number limit how much you can sell; it also
limits the amount of commodities you can buy. If your merchant marine number
is four and you sell four units of clothing to a Minor Nation, none of the bids you
entered this turn can be filled. You can buy nothing if you have no merchant
marine to move the cargo.
CONTENTS
67 IMPERIALISM: Trade
Interceptions.
Once your Great Power declares war, or is attacked by another Great Power, your
merchant marine can be intercepted, and sunk or destroyed. Of course, you can do
the same to your enemies. You receive notifications of both successful interception
of enemies merchants, and losses among your own in the battle report.
Escorts.
To reduce the potential for losses among your merchant marine, warship escorts
may be assigned. Any ship docked at your capital and fully repaired is used to
escort merchants during that turn.
Commodity Offered
Offering Nation
Price
Amount Offered
Click here to make
this the Final Offer
for the Type of View Market Tabs
Commodity
Accepting/Rejecting Offers.
Once all Great Powers end their turns, the world market opens. You now receive
offers from countries selling the commodities you bid on using the Bid and Offers
screen. You must accept or reject each offer as it is presented; though you are free
to change the quantity to accept any lower amount. By placing your cursor over
the picture of the commodity on the offer sheet you can see hot text in the upper-
right which tells you the amount of that commodity in your warehouse.
After you (the potential buyer) act on each offer, any commodities remaining are
passed on to other countries that bid on those commodities. Of course, you might
not be the first buyer in line. The offers you see may already have been passed up
by other countries acting ahead of you.
CONTENTS
IMPERIALISM: Trade 68
As each offer is presented, you can accept any number up to the amount offered.
Change the number in the box and then click on the accept seal shown on the
offer sheet. To reject a deal, click on the reject seal.
If you decide that you have purchased enough of a certain commodity, check the
box no more offers of...(that commodity). You are presented with no more deals
for that commodity this turn.
Go to Deal Book
National Merchant
Capacity
List of Countries
Offering Wool
Tab to Select Market
to View
Flags Show Orders of
Trading Partner List of Countries
Preference Bidding for Wool
Each tab supplies details on the world market in that commodity. When the tab is
selected, the Trade Book opens to a two-page display. The left page lists the
countries offering to sell a commodity, the quantity offered, and the ranked order
of all bidders. For example, the first f lag shown under the name of an offering
country is the flag of the bidder who acts on that offer first. On the right page is a
list of bidding countries with the amount of merchant marine currently available.
A country with no merchant marine (if a Great Power) cannot accept any deals
regardless of its position in line.
Market Presence or Absence.
You cannot review markets unless you have entered a bid on that commodity. Your
traders do not have enough time to review the markets of commodities that they
cannot purchase.
69 IMPERIALISM: Trade
Click Corner to
View Next Page
At the end of every trade of fers phase, before the new turn begins, the Deal Book
is displayed. It opens to the page showing a summary of all of your trades. You
may need to turn several pages to see all the deals you have concluded. If you want
to look at the Deal Book during your turn, it can be brought up through the Help
and Information dialog, for more information see the Help and Information
Dialog section, starting on page 9.
The Deal Book lists all your countrys trades, as well as potential deals that were
not made because you rejected them or ran out of merchant marine.
IMPERIALISM: Trade 70
Heavy Artillery. The invention of a recuperator to reduce recoil and the development of an all-steel
cannon led to massive new artillery pieces.
DIPLOMACY
What is Diplomacy?
Diplomacy provides a structure for your interaction with the other countries in
the world. Also, the Diplomacy screen provides useful information for plotting
your overall strategy. As with other activities in IMPERIALISM, the orders you give
in diplomacy are carried out simultaneously with other Great Powers orders at
the end of the turn. Until you click the End Turn button you can take back any
diplomatic orders you give.
There are three ways to improve your relations with another country: establish a
non-aggression pact, grant foreign aid,and conduct trade. You wont see the colour
code showing the relationship change every time you take an action. The benefits
of diplomatic actions build up over time; although they are gradual, they are
essential to success.
The quickest way to improve relations is first to build a trade consulate, and then
to trade frequently with the nation you are courting. Use trade subsidies to secure
your status as most-favoured trade partner.
CONTENTS
IMPERIALISM: Diplomacy 72
Information Tab.
Your own country is selected when you first open the Diplomacy screen.
You see some facts about your military and industrial strength as well as
the size of your Empire, excluding colonies. Clicking on a different country
on the map selects the new country.
By selecting the various Great Powers you review their size as well as military and
industrial strengths. If you select a Minor Nation, the information is slightly
different and includes a listing of the favo u ri te trading partner and the Great
Power with the best diplomatic relationship with the Minor Nation. These two
may be different due to the effect of trade price subsidies. The favo u ri te trading
partner receives the first chance to sell to and buy from the Minor Nation, while
the Great Power with the best relations is closest to gaining the Minor Nation as a
colony.
This information about each country is called basic information. To obtain more
details, you use the centre icons in the middle of the lower part of the screen.
Diplomatic Overtures.
On the right side of the lower portion of the Diplomacy screen are three
tabs that allow different sorts of diplomatic initiatives. Clicking on the first
of these, the large tab with the scroll, allows you to make diplomatic
overtures to the other countries in the game.
CONTENTS
IMPERIALISM: Diplomacy 74
Paddle wheels. Paddle wheels provide adequate power but the huge wheels take space which cannot be
used for mounting cannon on the broadside.
It is wise to take this fallout into account when deciding what Minor Nation to
attack. All Minor Nations like their neighbouring Minor Nations and believe that
their own fate is tied to the fate of their neighbours. You should aim your war
machine at Minor Nations distant from those you trade with every turn.
Minor Nations never refuse an offer of peace. They are always happy to have a
Great Power stop attacking them. Great Powers, on the other hand, accept peace
offers only when it is to their advantage to do so. Generally, if they have obtained
what they wanted and are not able to take your capital at this time, they accept
your peace overtures.
Marine Engineering. Armoured Cruisers used new steam turbine engines to vastly increase the speed
of warfare at sea.
Trade Consulates.
Minor Nations always accept an overture to establish a trade consulate. The overture
costs you $500 and the new consulate opens starting the turn after you make the
overture. The most immediate benefit of a new consulate is the right to set trade
policies toward that Minor Nation, policies such as subsidies to encourage trade.
Trade policies are set using the tab with the ship icon on the right side of the screen.
Once a new trade consulate is established in a nation, each completed trade deal
between your Empire and this nation improves your diplomatic relationship. If
relations improve enough, some of the council votes of the other nation might go
to you. Eventually, their leaders could decide to join your Empire peacefully as a
colony provided you build an Embassy.
A trade consulate is required for the later construction of an Embassy.
Embassies.
Once you establish a trade consulate in a Minor Nation, you are able to establish
an Embassy in the Minor Nation as well. The Embassy overture costs $5000; at
the beginning of the game, you need to be restrained in your offers. Minor Nations
never refuse your request to establish an Embassy.
Embassies permit full-fledged diplomatic relations including grants of foreign aid,
pacts and other treaties, and the possibility of armed intervention if the Minor
Nation is invaded. Until you establish an Embassy, your civilian workers may not
enter the Minor Nation. Because Embassies are so expensive, you should generally
establish Embassies only in Minor Nations where your intentions are peaceful.
Only Minor Nations where you have Embassies ever join your Empire voluntarily.
IMPERIALISM: Diplomacy 76
Non-Aggression Pacts.
Once you have established an Embassy, you are able to offer a pact ove rt u re to
the Minor Nation. This action costs no cash and its a good idea to offer the pact
to all Minor Nations where you establish Embassies. Minor Nations always accept
an offered non-aggression pact, since it limits the actions of Great Powers. In fact,
they are so happy to receive a pact that it significantly improves your Great
Powers relationship with the Minor Nation.
A non-aggression pact hurts you only if you break it. If this happens, the normal
worsening of your relationships across the world is significantly increased. Other
countries believe you can no longer be trusted.
A similar notice is delivered to you if your ally is the aggressor against a third Great
Power. The consequences of a refusal to join this war are quite different. Refusal
to join a war when the ally is the aggressor does not result in any penalties. Allies
must receive an offer to join the war, but cannot be held responsible for the
judgment errors of other Great Powers.
Great Powers offer and accept alliances based on the military conditions of the
others. Great Powers in a position of disadvantage are both more likely to offer
and to accept an alliance. Choose your allies carefully.
Joining the Empire.
You can ask Great Powers to join your Empire. They agree only if their position in
the game is hopeless due to your success. Agreeing to such an offer removes that
power from the game. Accepting such an overture from another Great Power ends
the game for a human player as well; you should decline it if you wish to keep
playing.
Locked Grants.
Locked grants function just like normal grants except that they continue every
turn with no further order from you. The cumulative effect of ten $1000 grants is
greater than one $10,000 grant, so locked grants are a good idea if you can af ford
the regular drain from your cash, and you are not in a hurry to see results.
CONTENTS
IMPERIALISM: Diplomacy 78
Breechloading Rifles. Loading a rifle at the breech instead of the muzzle permits more rapid firing,
while a rifled gun barrel increases accuracy and range.
Trade Policies.
The third and lowest tab on the right side of the Diplomacy screen enables
you to set trade policies with any country in the game where you have a
trade consulate or Embassy. While these policies cannot directly improve
relations, they can encourage trade with the other country, thereby improving
relations with each successful trade deal. For the most part, you grant trade
subsidies to Minor Nations. Trade subsidies with Minor Nations can put you
ahead of the other Great Powers in the race to grab colonies and immediately help
you acquire needed resources through trade.
CONTENTS
79 IMPERIALISM: Diplomacy
Oil Drilling. Oil was drilled for the first time at Titusville, Pennsylvania, in 1859. Six years later the
first oil pipeline, six miles long, was constructed.
CONTENTS
81 IMPERIALISM: Diplomacy
Offer of an Alliance.
When another Great Power sends an ove rt u re for a diplomatic alliance, it is an
offer to join with them for mutual defence. It is true that an alliance is basically
defensive, although it has offensive implications.
If you agree to the alliance, you are making a public promise to defend the other
Great Power if it is attacked by a third Great Power. You are accepting their
promise to do the same for you.
Your relations are not adjusted downward if you refuse the offer. You should
probably refuse if youre not particularly interested in having a war and the other
country seems more threatened than you are. This is quite likely the case when
they ask for an alliance; threat is what makes them seek an alliance.
On the other hand, if you feel threatened, an alliance may dissuade a potentially
hostile power from attacking you. Normally, most countries do not attack if the
military balance is not in their favour.
FIGHTING BATTLES
Battles take place between two turns. After all Great Powers have ordered the
movement of their troops, the movements and attacks take place simultaneously.
However, when orders contradict each other, such as two battles planned in the
same province, one battle must be resolved first. The order for resolving battles
depends on the army initiative rating of the forces involved. Not surprisingly, this
rating depends on the relative make-up of the army and the experience of the
army leader, if any. These rules always apply, regardless of the mode of resolving
the battle.
Example: Army Initiative.
If Prussia and Italy invade a province of Switzerland on the same turn, the two
forces trying to move into the same place are compared. Since the Italians have
more cavalry and a superior leader, their force gains initiative over the Prussians.
The battle between the Swiss and the Italians is resolved first with the Italians
victorious, in this example.
If the Prussians are allied with or at peace with Italy, their invasion does not take
place since the province has become Italian. On the other hand, if the Prussians
are already at war with Italy, moving second provides an advantage. When they
attack the Italians, the Italians may already be weakened from their battle with
the Swiss.
CONTENTS
83 IMPERIALISM: Fighting Battles
Status Bar
Jump to Target
End Move
Retreat
National Flag
Unit with Initiative Icon
Otto-Play
Deployment.
When the battle begins, green dots displayed on the battlefield show where you
can deploy your regiments. The next regiment to be deployed appears in the
toolbar. You can delegate deployment to your Defence Minister.
CONTENTS
IMPERIALISM: Fighting Battles 84
When one of your regiments is selected you fire by placing the cursor over an
enemy in range and clicking. You see the cursor change to a cross hairs reticle if
the target is in range, and to a red X over a reticle if the target is out of range. If
your unit has already fired, the cursor changes to an unloaded gun icon
You move an active regiment by clicking on a green or red pip on the battlef ield.
Because the enemy can fire during your move there is no way to take a move back.
However, you can move cautiously by clicking each time a bit nearer to the enemy.
There is no reason to move an active unit its entire distance all at once.
85 IMPERIALISM: Fighting Battles
An active cavalry regiment stays active until you click done on the toolbar or until
it has fired its weapons and used its entire movement. Infantry and Light Artiller y
cannot move after firing, but can move and then fire. Heavy Artillery can either
move or fire, but not both.
On the Attack.
The best way to conduct an attack is concentration of force against a small number
of defenders. Use light cavalry and light infantry to draw fire from stationary
defenders, and then move in your heavy forces (Heavy Infantry and Heavy
Cavalry are best) and destroy the line of enemies one by one. Use your artillery to
weaken the better enemy defenders before your best regiments close with them.
Combat Engineering.
Forts can be knocked down by artillery fire, but this takes a long time. The best
method is to use your Combat Engineer units to destroy the forts. To use an
Combat Engineer unit of any era, look for the shovel cursor next to the position of
the unit on the battlefield when the Combat Engineer unit is active. Clicking on a
space adjacent to the regiment causes it to begin construction of a sapper tunnel.
Each active turn for the regiment allows the extension of the tunnel one space
further. Since the regiment spends most of its time underground or behind protective
construction, it is very difficult for the defenders to do serious harm to the Combat
Engineers while they build toward the walls. However, since only one tile of tunnel
can be constructed each turn, it can be a lengthy process to approach the fort.
Once the engineering unit reaches the walls, it conducts a very powerful attack
against one tile of the fort using a dynamite cursor. Any unit defending that tile
can make an attack on the Combat Engineer the turn they attack the wall. Once
the fort tile is destroyed, regiments from both sides can move through it freely and
the defensive bonus from that tile is eliminated.
FPM. . . . . . . . . Melee Firepower used only when the attacker is adjacent to the target.
RNG. . . . . . . . Range is the maximum number of tiles the unit may f ire. The number in ( ) is the range if the
unit is defending. This is different in the case of artillery, which receives the bonus to re fl e c t
planned fields of fire and emplacements.
DEF. . . . . . . . . This number ref lects a regiments ability to withstand enemy fire. The number in ( ) ref lects a
defence rating when the regiment is entrenched.
MVR. . . . . . . . The number of tiles a regiment can move on the tactical battlefield in one initiative turn.
ARMS. . . . . . . The number of armaments it takes to construct this unit in the armoury. This number also
determines how difficult it is to deploy the unit by rail. The number of armaments you can move
by rail is limited to one for every five points of transport capacity. Regiments of Minutemen,
Militia, and Conscripts cannot be deployed by rail.
CONTENTS
IMPERIALISM: Technological Advances 88
TECHNOLOGICAL ADVANCES
CONTENTS
89 IMPERIALISM: Technological Advances
Viewing History.
To view historical information about each technology, click on the picture of the
technology on the Investment screen. You can do this both before and after you
have invested in a particular technology. Near the end of each historical summary
you can read a list of the benefits conferred by the technology in the game. A
summary of these benefits appears on the Investment screen in the benefits column.
Every player always starts with the first two technologies listed below: High
Pressure Steam Engine and Seed Drill technology.
Seed Drill Allows Farmers to improve Grain farms and 1814 None
Orchards to Level I.
Cotton Gin Allows Farmers to improve Cotton plantations 1816-20 None
to Level I.
Square-Set Timbering Allows Miners to improve Coal, Iron, Gold, 1821-25 High Pressure
and Gems mines to Level II. Steam
Iron Railroad Bridge Allows Engineers to build railroads through 1821-25 High Pressure
swamps. Allows recruitment of a Forester unit Steam
and improvement of Timber to Level I.
Spinning Jenny Allows Farmers to improve cotton plantations 1826-30 Feed Grasses
to Level II. Ranchers may improve Wool and Cotton Gin
farms to Level II.
Steel and Iron Plows Allows Farmers to improve Grain farms and 1831-35 Seed Drill
Orchards to Level II.
Compound Steam Engine Allows Engineers to build Railroad through 1836-40 Iron RR Bridge
hills and Foresters to improve Timber
production to Level II.
Rifled Artillery Allows recruitment of Field Artillery and 1841-45 None
Siege Artillery regiments, and upgrading
of older artillery to these more modern units.
Power Loom Allows Farmers to improve cotton plantations 1846-50 Spinning Jenny
to Level III and Ranchers to improve Wool
farms to Level III.
CONTENTS
IMPERIALISM: Technological Advances 90
Mechanical Reaper Allows Farmers to improve Grain farms to 1851-55 Iron and Steel
Level III.
Commercial Fertiliser Allows Farmers to improve Orchards to 1856-60 Iron and Steel
Level III.
Barbed Wire Allows Ranchers to improve Livestock ranches 1861-65 Feed Grasses
to Level II.
Steel Armour Plate Allows construction of Advanced Ironclads. 1866-70 Advance Iron
working
Large Artillery Allows recruitment of Railroad Gun and 1871-75 Rifled Artillery
Mobile Artillery regiments and upgrading
older artillery to these more modern units.
Marine Engineering Allows construction of a fast, powerful armoured 1871-75 Steel Armour
cruiser and an enormous, all steel freighter.
Chemistry Allows Drillers to improve Oil wells to Level II 1876-80 Oil Wells and
and Ranchers to improve Livestock ranches Barbed Wire
to Level III.
Confirmation of an Investment.
When you click the End Turn button, any investment made in technology that turn
are final. Before the next turn begins you receive a full screen picture of the new
technology on your desk confirming that your Great Power now has access to the
new technology. You may take adva n ta ge of the new discovery or invention on
your new turn.
CONTENTS
91 IMPERIALISM: Historical Scenarios
Iron Bridge. The increasing use of iron for construction revolutionised bridge-building, transpor tation,
and architecture.
HISTORICAL SCENARIOS
CONTENTS
IMPERIALISM: Historical Scenarios 92
Note: This scenario is only available after you register your copy of IMPERIALISM.
See the data card that came with your copy of IMPERIALISM for details.
CONTENTS
93 IMPERIALISM: Tutorial Walk Through
Cotton Gin. Eli Whitney invented a simple device that revolutionised cotton growing. His cotton gin
spun the cotton through a roller covered with teeth and the seeds fell away.
To play a tutorial, click on the scenario Book on the Imperialism screen. On the
scenario selection screen, select the Tutorial option. Then choose one of seven topics
on the tutorial pop-up dialog. Each of these plays for only a few turns enough
to give you a basic understanding of the particular topic covered. Step-by-step
instructions are provided for each topic below.
First Turn.
Prospector.
The selected unit is now the Prospector. On the map this unit is surrounded by a
flashing white outline. The same civilian appears in the toolbar.
Move the cursor around the map within your country. You can see the cursor
change over different terrain tiles.
CONTENTS
IMPERIALISM: Tutorial Walk Through 94
Over most types of land, including mountains and hills that are already
prospected, you see the cursor appear as a green arrow. The green arrow means if
you click on that spot you will order the unit to move there, but that there is no
work the unit can do. This is called deploying.
With the Prospector selected click on a forest tile (the green arrow cursor should
be showing) The Prospector deploys to that tile and turns gray, indicating that
he has acted this turn, but is not performing any work.
Engineer is selected now, but since you actually do have work for your Prospector
you should going to first cancel the Prospectors orders and reassign him, before
dealing with the Engineer.
Place the cursor over the icon of the Prospector until you see a blue question mark.
With this question mark showing, click the mouse.
Read the dialog box that appears, and click on the button Rescind Orders.
This moves the Prospector back to his starting point and makes him the selected
unit again.
With the Prospector selected again move the cursor over hills and mountains
until you find an eye cursor.
Click with the eye cursor showing. The Prospector will move to that location
and begin looking for minerals.
You see the unit animate when working, grayed-out when inactive. This work
will take the entire turn. Next turn the prospector appears in the unit cycle again.
Engineer.
Now you cycle to the Engineer. Like the Prospector, he has a flashing white outline
and appears in the toolbar indicating he is selected.
The Engineer is capable of building forts, railroad track, ports, and depots. This
turn, you should build a depot at the end of the railroad from the capital city.
Depots and ports are used to gather resources from the tiles around them. Without
a place to collect the resources and make them available for transport to industry,
the production of a terrain tile cannot be used.
With the engineer selected, place your cursor on the tile he occupies. You see a
hammer cursor.
Click the mouse on that tile with the hammer cursor showing. A dialog appears.
On the construction dialog, click on the depot button. The Engineer begins
constructing a depot.
The unit becomes animated when working. This unit constructs forts and ports in
the same way, using the same construction dialog. For building rail, a cursor of
railroad track indicates the spaces he can build in.
95 IMPERIALISM: Tutorial Walk Through
Miner.
The next unit in the cycle is the Miner. Miners open new mines, and improve older
mines in hills and mountains. They cannot open mines unless the Prospector has
already found minerals there. This turn your miner will improve an existing mine
in the space where he now is.
With the Miner selected, place your cursor on the tile he occupies. You see a
hammer cursor.
Click on that space with the hammer cursor showing. The Miner begins to
animate. When he is done working the mine will be bigger, and will produce
more iron ore.
Forester.
Next the Forester appears in the cycle. This is the first turn the Forester has been
available so none of the forest production has been improved. Although this unit
is capable of improving output in any hardwood forest, it would be wise to start
improving a fo re st near a city, port, or depot. Only then will your transport
network gain the increased timber output immediately.
Three tiles north of the capital city you can see a lighthouse icon in the midst of a
large forest. This represents a port built earlier in the game, which gathers timber
from its own tile and all six surrounding tiles of forest.
With the forester selected, move your cursor across the forest tiles around the
port. Look for the hammer cursor again.
Click with the hammer cursor showing. The Fo re ster moves to the indicated
terrain tile and begins working. This is verified by the animation of the Forester
chopping a tree.
Rancher.
Your last civilian is a Rancher. Ranchers improve the output of sheep ranches and
cattle range terrain. Unfortunately, you have no livestock or sheep tiles near your
ports, depots, or your capital. The Rancher can work on the space he is currently
standing in, but this wont help until a depot or port is built nearby. Since you dont
need extra livestock right now, there is no reason to invest in a new port or depot
to pick up this livestock. Given these factors, and the absence of sheep farms in
your country, it was a mistake construct a Rancher.
With the Rancher selected, click on the disband button on the toolbar. This
button has an icon with a human figure and a line through it.
On the dialog that appears click OK. The Rancher vanishes but the worker
used to construct this unit returns to the Industry screen where he came from.
Unlike other orders, you cannot rescind the decision to disband a unit, although
you can always rebuild that unit again later. You have now completed the unit
cycle of civilians for this turn.
Click on End Turn at the bottom of the toolbar.
IMPERIALISM: Tutorial Walk Through 96
Second Turn.
This turn, you go through the unit cycle again, but only one unit has finished work.
Prospector.
If the spot you ordered prospected last turn had nothing of value you will now see
a pickaxe and a red X in the tile near your selected Prospector. If the tile did
include minerals, you see an icon of some minerals in the upper-left corner of the
terrain tile.
Rather than using the eye cursor to hunt for the next tile to prospect, click on
the tiny mountain tile shown on the toolbar under the picture of the Prospector.
The screen centres on an mountain tile. Click on this tile with the eye
cursor. This feature helps find tiles to prospect when most of the country has
been searched.
The rest of your units are still working. Click on End Turn.
Third Turn.
Continue using the Prospector to look for minerals. You can f ind unprospected
spaces by using the eye cursor or the toolbar. Your other units are still
performing work assigned on the first turn.
Click on End Turn.
Fourth Turn.
Continue using the Prospector to look for minerals.
Engineer.
The Engineer has finished the work of building a depot. In his tile, you see a small
building with two green lights near it. The green lights mean that the depot is
connected to the transport network. If there was a break in your railroad track,
the lights would turn red.
There is nothing to be done by the Engineer in his present location.
Using the Green arrow cursor, click on the map within one tile of something
you would like to connect. While deploying the Engineer will accomplish no
work. Next turn he can work in his new location.
(Suggestion: deploy to the southern part of the country somewhere along the most
southern railroad line you have. From there the Engineer can extend the railroad
track further south toward a distant, and currently unconnected, iron ore mine.
The best tile is one tile northwest of the town at the end of the line.)
Your Miner and Forester are finished developing their spaces. You see additional
structures built where they were working, verifying that the output in those tiles
has increased.
97 IMPERIALISM: Tutorial Walk Through
Click on spaces with the hammer cursor showing to assign the Miner and the
Forester to keep working. If you need to find a new tile to work in, click on the
tiny tiles in the toolbar to centre the map.
Click on End Turn
Fifth Turn.
Continue using the Prospector to look for minerals.
Continue to use the Engineer to connect additional resources to your transport
network. This turn build railroad in a southwest direction toward the cotton
plantation and the unconnected iron mine by clicking with the rail cursor
adjacent to his present location.
You have completed this civilian unit tutorial.
Scouting.
To scout your enemies prior to your invasion, move your cursor over the small
tent near the town labelled Demerest in Pram
With a red question mark cursor showing, click near the tent.
You receive the best estimate your off icers can provide on the forces in that
province.
Selecting.
Your attack force is located in the province of Sussex. To activate and order these
forces, they must be selected.
Move the cursor over the small tents near the town in Sussex. Look for a f lag
and arrow.
With the flag and arrow showing, click on the tents. The garrison of the
province of Sussex appears in the toolbar, and the tents in Sussex now have a
flashing white outline. This garrison is now selected.
CONTENTS
IMPERIALISM: Tutorial Walk Through 98
Ordering an Attack.
With the regiments selected, move your cursor over the enemy province of
Demerest. Look for a crossed swords cursor.
This is easier to find if you do not move your mouse directly over the town because
near the town, the scouting cursor appears again.
Click anywhere in the province with the crossed swords showing to order the
attack.
You see a red arrow appear in Demerest. If you had ordered your units to move to
a friendly province, this arrow would be green.
Click on the red arrow with the blue question mark cursor showing. A dialog
appears, confirming the forces and their order.
Click OK to confirm the orders and dismiss the box.
Click on End Turn at the bottom of the toolbar to advance to the battlefield.
To find an enemy in range, move your cursor over potential targets. If the target
is in range of the unit with initiative, you see a Cross Hairs cursor. If your unit is
out of range, you see a Cross Hairs with a red X through it.
To fire, click on an enemy in range.
Most units can move and fire in the same turn. If they do not fire at an enemy, they
automatically reserve their fire for the first enemy regiment that moves in range.
To end the turn of a unit without moving as far as possible or without firing, click
on the done button in the tactical toolbar. This is the middle of the three buttons.
When all the enemy forces have surrendered or f led, you are notified of your
victory. Click OK to advance the turn.
Battle Reports.
Fighting on the tactical battlefield is an option that may be turned on or off in the
preferences screen. Re ga rdless of which mode of combat resolution you prefer,
you receive a summary of all the tur ns battles called a battle report. This turn the
only report is the battle you just fought.
Click on the large wooden i button to bring up the details on all the units who
just fought.
When you fight more than one battle, the arrows allow you to cycle through all
the battle reports for that turn.
New Turn.
You should now allow your forces in Demerest to heal before continuing the
attack. Regiments which are not moving heal during their turn.
When they are ready, you can continue to practice your skills against Pram, or
start a new game of your own. For a properly balanced game, you should begin
again since many military forces have been added to this tutorial.
CONTENTS
IMPERIALISM: Tutorial Walk Through 100
Selecting.
Place your cursor over the f leet just off your coast, until you see a pennant with
an arrow.
Click to select this fleet with the pennant and arrow cursor.
Patrolling.
A patrolling fleet attempts to intercept hostile ships entering or stationed in the sea
zone of the patrol. The three buttons directly above the fleet in the toolbar control
how aggressive the captains of the patrolling ships will be.
With the fleet selected, click on the central button, showing two cannon icons,
for normal aggressiveness.
With the f leet selected, order it to patrol this sea zone by clicking anywhere in
the sea zone with the telescope cursor showing.
The patrolling fleet appears in the sea zone with a telescope symbol near it
indicating a patrol. Other possible actions are def ined by different cursors and
matching symbols Fleets can conduct landing missions in hostile territory using
the cannon cursor; move to a new sea zone with the wheel cursor or blockade
enemy ports shown by the red X ship cursor.
Click on the fleet with the blue question mark cursor and read the dialog box.
Click on OK to confirm the f leets patrol orders.
Internal Combustion. Internal combustion replaced the steam engine in industry and then restored
mobility to the battlefield with the invention of tanks.
CONTENTS
IMPERIALISM: Tutorial Walk Through 102
Although all demands are satisfied now, you still have one more point of transport
capacity.
Click on the arrow to the right of the timber slider to order the transport of nine
units of timber. Timber is the most critical resource at the beginning of the
game (with the exception of food).
It might be the case that extra food is being brought to the workers under these
orders. If so, your transported food could be reduced to allow more timber, coal,
or iron to make its way to industry.
Click on an arrow to the left side of one of the food sliders. The demand line
turns red. This lets you know that your food orders are already set as low as you
can afford. If a smaller amount of food was transported, the workers might have
to eat your reserves of canned food. Eventually workers could starve.
You could check the amounts being transported without clicking by reading the
hot text to the upper-right when a cursor is over a commodity.
Click on the arrow in the upper-left part of the screen to return to the Terrain
Map screen. You now know how to use the transport system. To increase the
transport capacity available, build more in the railyard on the Industry screen.
You can continue with this game or start one of your own.
CONTENTS
103 IMPERIALISM: Tutorial Walk Through
Click on the arrow to the right of the slider on the clothing factory dialog.
As you do this, the amount of available labour shown in the right border under
the arm icon goes down by two, and the amount of fabric shown at the centre-top
of the warehouse also goes down by two.
The equation on the clothing factory dialog tells you why this happens. Every time
you order a new unit of clothing you expend two units of fabric and use (for this
turn) two units of labour.
Note that the numbers under each worker type in the left border did not change
when you made the clothing. These workers are your permanent work force and
their numbers decrease only when workers leave industry permanently. The
number under the arm icon shows how much of the labour of these workers
remains available this turn.
Click on some other industries in the lower section of the screen and give them
production orders as well.
Some of these industries cannot make anything because your warehouse lacks the
commodities they require. This is shown by a red X near the item you are short
of. You may choose to leave these dialogs open, or close them after you have given
your orders.
To close, click on the box in the upper-left of each dialog on a Mac, upper-right
in Windows 95.
The Food Processing Centre at the upper-left of the screen and the Railyard near
the upper-right function just like one of these factories or mills, except that there is
no limit of capacity. This means you can produce as much canned food (out of raw
foods) or transport capacity (out of lumber and steel) as you wish, as long as you
have labour and the required commodities available.
Increasing Capacity.
One clothing per turn is not very much. You could make more money by
producing two per turn.
Click on the Clothing Factory to open the production dialog unless its already
open on the screen.
Click on the brass button with the two factories in the upper-right of the dialog.
This brings up the Clothing Factory Expander.
The Expander tells you the cost of the expansion and what the capacity the factory
is when the expansion is completed.
Click the OK button on the Expander to order the increased capacity. Steel and
Lumber are deducted from the warehouse at this moment. Expansion requires
no labour.
Note scaffolding around your clothing factory and a hammer and nail icon on the
production dialog. Both of these indicate the expansion is occurring this turn. It
will be completed next turn.
IMPERIALISM: Tutorial Walk Through 104
Building a Unit.
You need ships, civilians, and regiments to expand your Empire. Three buildings
on this screen, the Shipyard, the University, and the Armoury, construct these
different unit types. This turn, build a Miner.
Click on the University to open the university dialog
Click on the Button with a picture of a Miner to recruit the Miner.
If you are not sure which unit is the Miner, click on each button until you see
the information titled Miner in the panel to the right side of the dialog.
Clicking on the buttons does not order the unit to be built.
To build a Miner, click on the right arrow under the Miner button. The number
1 appears under the picture letting you know you have ordered one Miner. In
the border to the left of the screen, the expert worker used to build the Miner is
actually deducted from your work force permanently, so the icon representing
that worker disappears.
Next turn, the Miner appears on the Terrain Map.
The Armoury and the Shipyard both work exactly like the University, although
building ships does not require workers, just materials.
Training Labour.
To replace the labour of workers permanently deducted from Industry you can
improve the training level of your work force.
Click on the Trade School to open the Trade School dialog
Make sure you have at least one labour still available. If you do not, open a
production dialog and reduce production. You must have at least one labour
free to train.
Click on the arrow to the right of the top slider. This takes one untrained worker
and orders it to be educated up to level of trained worker this turn. The workers
cannot work in a factory while being educated.
Each level of training doubles the amount of labour performed. An untrained
worker adds one point of labour to your total. A trained worker adds two points.
The mighty expert worker adds four points of labour.
105 IMPERIALISM: Tutorial Walk Through
Migration.
Even with training you need to increase population to keep your economy rolling.
Using the Capitol Building you can recruit more untrained workers for Industry.
Click on the Capitol building to bring up the Migration dialog.
Click on the arrow to the right of the slider to bring migrant workers to your
city by expending food, clothing and furniture to improve their standard
of living.
The amount of new workers that can migrate to industry each turn is limited by
the size of your country. Remember that each new worker must have food to eat
every turn.
You have now learned the basics of Industry in IMPERIALISM.
Click on the arrow in the upper-left to return to the Terrain Map screen.
Click on End Turn on the Terrain Map screen to advance to the next turn and
check the results of your production and unit building orders. You can continue
to play this game or start one of your own.
Offer Bars
Merchant Marine
Capacity
Commodities
in Demand
Bid Bars
CONTENTS
IMPERIALISM: Tutorial Walk Through 106
Offer Sheets.
When you end your turn you begin to receive offer sheets for the items you bid on.
If you do not receive offer sheets you need to take diplomatic actions to improve
your relations. This improves your chances of obtaining offer sheets.
Click either Accept or Reject on the offer sheet. Before you accept you might want
to change the quantity being accepted.
To view a market for one commodity, click on the tabs on the right side of the
screen. This opens the trade book.
107 IMPERIALISM: Tutorial Walk Through
Treasury
Commodity Offered
Offering Nation
Price
First Turn.
From the Terrain Map screen, click on the Go to Diplomacy button. It has an icon
of a diplomats top hat on it. Hot text in the upper-right also helps you identify
this button.
Obtaining Information.
When you decide to make a nation a frequent trading partner and to improve your
relations with that nation, it is called courting. Your long-term goal when
courting is to gain control of the nation peacefully. It is unwise to court nations
which you plan to conquer militarily anyway, since the assets you spend courting
that country are then wasted.
Your Great Power does not have enough cash, trade goods, or merchant marine
to court all the Minor Nations in the world so your first step is to determine which
nations to court.
To obtain information about the products produced in the Minor Nations, click
on the small green circle with a white ship in the lower-centre of the screen.
Then click on any Minor Nation on the map. This selects that nation and causes
it to be outlined in white. You see on the lower-right part of the screen the major
exports of the selected nation.
Click on various Minor Nations on the map, observing what commodities they
are likely to export. Your Great Power is short on coal and iron, so pay special
attention to nations who sell those resources.
Click on the other Great Powers and see which Minor Nations are already being
courted by other Great Powers. If the other powers establish trade consulates in
a Minor Nation, it means that they intend to court those nations.
Click on the icon directly above the green circle. This displays the level of
friendliness (relationships) of all the countries in the game. You use this to see
which Minor Nations are friendly to those nations you plan to trade with.
Although many Minor Nations sell one or both of coal and iron, the best ones to
court are Issa and Zinlu. This is true because of the following factors:
1. Your neighbour Loke is a poor nation which is not worth trading with but which
you will need to conquer later in the game if only for security reasons. Issa and
Zinlu are not especially friendly with Loke. You should court countries that are
not friendly with lands you plan to invade, since your invasion hurts relations with
everyone friendly with the nation(s) you invade.
2. Zinlu and Issa are friendly to each other
3. Neither nation has a land border with other Great Powers. This means they are
unlikely to be invaded right away.
4. Zinlu, at least, is not being courted by any other Great Power.
CONTENTS
109 IMPERIALISM: Tutorial Walk Through
Dynamite. Although dynamite has many military applications, mining and construction also benefited
from this explosive invented in 1866.
Taking Actions.
Once you have decided which nations to court, you use, for the first time, the large
tabs on the lower-right of the screen. This turn you should use the Offer Treaties tab.
Click on the Offer Treaties tab.
Click on and select the scroll labelled Trade Consulate.
Click on Issa and Zinlu on the map. You see a yellow scroll icon appear within
the borders of those nations confirming you have paid for the construction of a
trade consulate in those nations. This is the fir st step in courting Issa and Zinlu.
Click on the arrow in the upper-left of the screen to return to the Terrain Map
screen. You have finished your diplomacy for this turn. You may end your turn
now, or take actions on other screens before ending your turn. The End Turn
button is on the lower-right of the Terrain Map screen.
Second Turn.
Obtaining Information.
From the Terrain Map screen, click on the Go to Diplomacy button.
With your own Great Power selected and outlined in white, click on the scroll
icon in the lower-centre of the screen. You see a small dollar sign icon in Issa
and Zinlu confirming that you now have trade consulates there.
IMPERIALISM: Tutorial Walk Through 110
Click on the small green circle icon in the lower-centre of the screen. Then click
on various Great Powers. You are checking to see if any of your competitors
have taken more courting actions in Issa or Zinlu.
Notice that when Patagon and Kem are selected, there is a green circle labelled
5% within the borders of Issa. This means that your competitors have offered Issa
a 5% trade subsidy in hopes of improving their chances at Issas resources and
markets. No competitors have offered Zinlu a subsidy.
Take actions.
Click on the large green circle tab in the lower-right of the screen. This takes
you to the trade policies screen. Here you offer subsidies to compete for
resources and markets with your foes.
Click on the green button labelled 5% then click on Zinlu on the map. You see a
green icon appear informing you that you offered Zinlu a 5% trade subsidy.
Since no other Great Powers are courting Zinlu right now this should put you
ahead in the race for Zinlus resources and markets.
Click on the green button labelled 10%, then click on Issa. By offering Issa a
larger subsidy than those offered by Kem and Patagon, you hope to move into
first place as Issas favourite trading partner.
Click on the arrow in the upper-left of the screen to return to the Terrain Map
screen.
You are finished with the Diplomacy Tutorial. The next step is to open Embassies
in the nations you plan to court. This costs $5000. You should also seek to trade
frequently with Issa and Zinlu to improve relations as rapidly as possible.
You may continue this game, or start one of your own.
111 IMPERIALISM: Hot Key List
Commercial Fertiliser. John Lawes fir st treated phosphates with sulfuric acid, significantly improving
the effectiveness of fertilisers.
CONTENTS
IMPERIALISM: Strategy Ideas 112
STRATEGY IDEAS
continues...
CONTENTS
113 IMPERIALISM: Strategy Ideas
CONTENTS
IMPERIALISM: Credits 114
SSI CREDITS
Producer. Carl C. Norman
Associate Producer. Brandon Chamberlain
Director of R & D. Jan Lindner
Art Director. Steve Burke
Audio Director. Ralph Thomas
Audio Technician. Stephen Lam
Multimedia Production. Maurice Jackson & Miki Morris
Music Composed & Performed by. Danny Pelfrey and Rick Rhodes
Violin Accompaniment. Jeremy Constant
Manual Editors. Mark Whisler, Anathea Lopez
Additional News Stories. Jeff Groteboer
Data Manager. Caron White
Test Manager. Sean Decker
Test Supervisor. Jason Ray
Lead Tester. Kelly Calabro
SSI Testers. Forrest Elam, Cyrus G. Harris, Luke LaJoie,
John Pena, Damon Perdue, Dave Pope,
Nile Sabbagh, Sally Werner, Jeff Powell
Graphic Design and DTP. Louis Saekow Design:
Dave Boudreau & Jerrick McCullough
Special Thanks to: Bret Berry, Joel Billings, Dan Cermak, Lee Crawford, Chuck Kroegel, John Ross,
Aaron Scheiber
CONTENTS
115 IMPERIALISM: Bibliography
BIBLIOGRAPHY
Barraclough, Geoffrey, (Ed.) Concise Atlas of World History, Times Books, London, 1982, 1994
Briggs, Asa (Ed.) The Nineteenth Century, Thames and Hudson London, 1970.
Burton, Anthony, Rise & Fall of King Cotton, London, 1984
Chaliand, Gerard & Rageau, Jean-Pierre, Strategic Atlas: A Comparative Geopolitics of the
Worlds Powers Trans. Tony Berrett, Harper and Row, New York, 1985
Cross, Robin (Gen.Ed.), Warfare: A Chronological History Welfleet Press, Quarto Publishing,
London, 1991
Fowler, William M. Jr., Jack Tars and Commodores: The American Navy 1783-1815 Houghton
Mifflin Company, Boston, 1984
Gillispie, Charles C. (Ed.) A Diderot Pictorial Encyclopedia of Trades and Industry v.1, Dover
Publications, New York 1959, 1987
Grafton, Carol Belanger (Ed.), 3800 Advertising Cuts, Dover Publications, New York, 1991
Grafton, John, New York in the Nineteenth Century (2nd Ed.) Dover Publications, New York,
1977, 1980
Harter, Jim (Ed.), Transportation: A Pictorial Archive from Nineteenth Century Sources, Dover
Publications, New York, 1984
Heck, J.G (ed.), Hecks Pictorial Archive of Military Science, Geography, and History, Dover
Publications, New York, 1994
Keegan, John, A History of Warfare, Alfred A. Knopf, New York, 1993
Kennedy, Paul, The Rise and Fall of the Great Powers, Random House, New York 1987
Lavery, Brian, Nelsons Navy: The Ships Men & Organisation, Conway Maritime Press,
London,1989
Leckie, Robert, The Wars of America, Harper and Row, New York, 1968, 1981
Ludwig, Emil, Bismarck, (trans. Eden and Cedar Paul) Little, Brown and Co., Boston , 1927
Martin, Montgomery, Antique Maps of the Nineteenth Century World, Portland House, New
York 1851, 1989
Massie, Robert K. ,Dreadnought: Britain, Germany, and the Coming of the Great War,
Random House, New York, 1991
Pakenham, Thomas The Scramble for Africa 1876-1912, Random House, New York 1991
Singer, Charles et. al. (eds.) History of Technology v. 4: The Industrial Revolution c.1750-1850,
Oxford University Press, New York and London 1958
Slosson, Preston, Europe Since 1815, Charles Scribners Sons, New York, 1954
Somerset Fry, Plantagenet, History of the World, Dorling Kindersley, London, 1994
Stokesbury, James L., Navy and Empire, William and Morrow Co. New York, 1983
CONTENTS