In my Strategy Guide for 400 Level Imperialism II, I dismissed the idea of choosing a country on an island without other major powers to conquer and plunder. The strategy outlined there works so well that I became bored with Imperialism II to some extent, so I decided to try choosing a nation on an island with 2 or 3 minor nations to either conquer or sway. Continue reading
I lost an Imperialism II game, and I realized I needed to update the strategy guide to include another step. Don’t let two “Weak Army” messages appear without planning to build a “bridge army” to deter an attack from your neighbor, particularly if the empire you about which you are being warned shares a border with your empire. Continue reading
Imperialism II Victory on 400 Difficulty Level, a set on Flickr.
Imperialism II is an excellent turn-based strategy game. I used to have difficulty winning at difficulty level 35, where 100 is “normal.” This screenshot is my memorial to my victory at the highest level of difficulty, 400, which the game calls “well-nigh impossible.”
The map key is Parthyr. I chose to play Sweden. I have three saves at various stages of the game.
This is my strategy guide!
Imperialism II is a turn-based strategy game.
The official strategy guide is OK, and its suggestions allow you to enjoy the game’s diverse features, but I want to share with you a much more effective method of winning games. [Updated October 16, 2013] In fact, I almost enjoy the game less now that I know how to win nearly every time at 400 level. [Updated June 23, 2015] Here’s an alternate strategy that does make use of more of the game’s features.
The quickest way to win a game is to share a continent with multiple major powers and conquer them one at a time, all the while maintaining a strong economy by connecting your conquests to your capitol via land transport. Continue reading
Update: I’ve written a strategy guide for Imperialism II at the 400 difficulty level.
You can win an Imperialism II game on 200 difficulty setting without a single new world province. In all honesty, I think there’s some kind of bug which allowed me to win, however.
For much of the game, Portugal’s fleet was hovering outside of my port. I had a colony in the New World, two provinces of the The Mayans. The Mayans were consistently able to sell me a diamond, a gold and a silver, and that kept my cash flow up enough to be able to take most of the provinces on my continent and buy spies to stay close on the research. I could not tell if the Portuguese fleet was blockading or patrolling, but it seemed like it should have prevented me from receiving the trade goods from my colony.
I carelessly lost my colony to Holland and had to rely completely on trade for cash from that point forward.
The map key for this game is Llantea.
Here was my final score:
From Sid Meier’s Alpha Centauri, this is the secret project video for The Planetary Datalinks @Wikileaks
Secret project details:
Prerequisite Technology: Cyberethics
Effect: You automatically discover any technology discovered by any three other factions.
“As the Americans learned so painfully in Earth’s final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master.”
— Commissioner Pravin Lal, “U.N. Declaration of Rights”