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- #IMPERIALISM 2 WINDOWS 10 UPDATE#
- #IMPERIALISM 2 WINDOWS 10 UPGRADE#
- #IMPERIALISM 2 WINDOWS 10 SOFTWARE#
This review however considered excessive the amount of importance given to the economic aspect of the game.
#IMPERIALISM 2 WINDOWS 10 UPDATE#
#IMPERIALISM 2 WINDOWS 10 SOFTWARE#
Reception Īccording to former members of Frog City Software at Sidecar Studios, Imperialism II "exceed sales goals by 50%" and "matched the sales of its predecessor", whose sales had surpassed 300,000 copies.
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The New World has resources that don't exist in the Old World those resources are the precious materials (spices, silver, gold, gems and diamonds) and the luxuries (sugar cane, tobacco and fur).Īnother difference between the games is that Imperialism II starts in the 16th Century during the Age of exploration whereas Imperialism starts in the 19th century during the Industrial Revolution. The other half of the world is the New World, which must be explored by ships and explorers. Unlike in Imperialism I, only part of the world is visible at the start and this part is the Old World. The main novelty in Imperialism II compared to its predecessor, is the addition of the New World, which is unknown and has to be explored. Control of the New World is not relevant for the victory condition. Control over other countries can be achieved by conquest or by diplomatic means (influencing "minor nations" Denmark, Germany, Ireland, Italy, Scotland, Switzerland and even the "great powers", so they would finally join the player's empire), or most often a combination of the two.
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The game is won when any of the "great powers" ( France, Holland, Spain, England, Portugal or Sweden) controls more than one-half of the Old World. Overseas profits is income generated by the export of raw-material collected from foreign lands bought by the Empire. The treasury has as sources of income the mining of precious material, the exporting of goods and overseas profits. On the Diplomatic arena the treasury finances grants to foreign nations and trade subsidies.
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It also pays for the creation of civilian units and for the upgrade of the work force. That's because the Empire's treasury finances scientific research, military invasions and the importing of goods. This element of the game allows the player to increase total production without enlarging the labor force which would require raising the food supply.Īvoiding bankruptcy and keeping the Empire solvent is also a challenge. Each higher level of productivity requires a unique type of luxury. Labor has 4 different levels of productivity. Increasing the food supply demands semi-finished materials in order to improve farms or expand the merchant marine which can transport fish. Because of this necessity, enlarging the labor force depends on the increase of the food supply. Note that the population equals 248 and that the 64 workers produce 124 units of labor, instead of just 64.Įvery worker, ship and military unit requires one unit of food (wheat, meat or fish) every turn. Four different levels of worker productivity.