![imperialism 2: age of exploration imperialism 2: age of exploration](https://i.ytimg.com/vi/PtzuKQJTVwU/hqdefault.jpg)
6 iron ore + 6 coal + 5 horses + 10 (wool or cotton)Įvery worker, ship and military unit require one unit of food (wheat, meat or fish) every turn.In raw material terms this necessity would mean: 3 fabric + 6 steel + 5 horses + 1 worker.
![imperialism 2: age of exploration imperialism 2: age of exploration](https://media.rawg.io/media/resize/640/-/screenshots/87f/87f22642f49d78bc9309ec14912a2ec5.jpg)
28 timber + 8 tin ore + 8 copper ore + 12 (wool or cotton)īut in order to build another unit, such as a Carbine Cavalry a different mix is needed:.This requirement represents in raw-material terms the following: 14 lumber + 8 bronze + 4 fabric + 1 worker.An example, to build 1 Ship-of-the-line unit the following quantities of semi-finished materials are required:
![imperialism 2: age of exploration imperialism 2: age of exploration](https://m.media-amazon.com/images/I/61ZME509GWL._AC_.jpg)
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. On 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 of higher productivity. Raw materials which depend terrain improvements to be extracted and on logistics to be transported have to be processed by workers into semi-finished materials. - Resource allocation dilemma: Which use should be given to the semi-finished materials produced by the labor force?.- Labor allocation dilemma: Given the collected raw materials, which semi-finished materials should the workers produce?.- Transportation dilemma: Where to allocate the limited transportation capacity of the merchant marine? The options can be to transport raw materials and precious materials from the New World, to import goods or to transport fish.
Imperialism 2: age of exploration plus#
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. The game however focus on the economic aspect by introducing the 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.