In order to build a unit or an improvement, a specific quantity of specific raw materials needs to be transported and processed into semi-finished materials before it becomes possible to build a unit. In Imperialism II raw materials have to be transported first and then processed, access is not enough. Logistics also depends on semi-finished materials for expansion through additions to the merchant marine and improvements to the road network. Those semi-finished materials can then be turned into units or workers, used to increase terrain productivity, or used to sustain workers at higher productivity. Raw materials which depend on terrain improvements to be extracted and on logistics to be transported have to be processed by workers into semi-finished materials. Which semi-finished material should the workers produce?
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The game presents the player with an economic problem that is composed of three allocative dilemmas plus the necessity to supply food for workers and military units plus the necessity to finance scientific research. What should the Merchant Marine transport? The economic aspect Allocative dilemmas File:Transportation - Imperialism II game.JPG The game however focuses on the economic aspect with concepts of variable worker productivity, variable terrain productivity, labor allocation, resource allocation and logistics. Imperialism II is a turn based 4X game, where you have to "eXplore, eXpand, eXploit, and eXterminate" in order to achieve victory. Since 2001 Ubisoft has owned the rights to the Imperialism trademark, but it reportedly let them lapse around 2005. In Imperialism II, the player starts as ruler of a 16th century European country, and must build an empire so as to control more than half of the Old World. It is the successor to the 1997 game Imperialism.
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Imperialism II: Age of Exploration is a turn-based strategy computer game developed by Frog City Software and published by Strategic Simulations, Inc. 1.1.2 Labor productivity and food supply.