1105 Light Pressure Steam Engine\n\nYour Excellency:\nInvention of the light pressure steam engine allows construction of railroads through forest, farm, plains, and deserts.
1106 Cotton Gin\n\nYour Excellency:\nUsing the new cotton gin, a farmer increases production at any plains or farm space that has cotton.
1107 Seed Drill\n\nYour Excellency:\nUsing advanced crop rotation and the new seed drill, a farmer increases production of grain in plains spaces.
1108 Paddlewheels\n\nYour Excellency:\nThe newly invented paddlewheel allows shipwrights to build large, fast merchant steamships and lightly armed raiding and escort vessels.
1109 Square-Set Timbering\n\nYour Excellency:\nThe use of square-set timbering allows our miners to delve deeper with safety. Output of all minerals may be increased.
1110 Iron Girder Bridges\n\nYour Excellency:\nConstruction of iron girder bridges allows our engineers to penetrate swamps and our foresters to exploit previously inaccessible timber.
1111 Streamlined Hull\n\nYour Excellency:\nExperiments with streamlined hull design allows shipwrights to build the extremely fast and efficient clipper ship.
1112 Iron and Steel Plow\n\nYour Excellency:\nThe new iron and steel plows allows our farmers to increase produce output at all improved farms.
1113 Feed Grasses\n\nYour Excellency:\nEating scientifically developed feed grasses, our livestock grows more quickly. Wool and livestock production can be improved by ranchers.
1114 Spinning Jenny\n\nYour Excellency:\nDevelopment of the spinning jenny increases demand for cotton and wool. Farmers and ranchers may increase output to match demand.
1115 Advanced Iron Working\n\nYour Excellency:\nWith improved technology for forging large plates of iron, the construction of ironclad vessels becomes practical.
1116 Compound Steam Engine\n\nYour Excellency:\nThe powerful compound steam engine allows the construction of railroads through hills and permits foresters to obtain more timber.
1117 Mechanical Reaper\n\nYour Excellency:\nThe new mechanical reaper increases the production of grain in any plains space developed by a farmer.
1118 Commercial Fertilizer\n\nYour Excellency:\nDevelopment of commercial fertilizer increases the output of produce on all developed farm spaces.
1119 Barbed Wire\n\nYour Excellency:\nNewly invented barbed wire protects our livestock and permitts ranchers to increase productivity.
1120 Bessemer Converter\n\nYour Excellency:\nThe Bessemer converter allows efficient creation of high grade steel, improving our weapon technologies and allowing greater industrial expansion.
1121 Power Loom\n\nYour Excellency:\nThe power loom increases demand for wool and cotton. Farmers and ranchers can improve output in the countryside.
1122 Armor Plating\n\nYour Excellency:\nUsing the improved steel from the Bessemer process our shipwrights can construct the first steel-armored battleships.
1123 Rifled artillery\n\nYour Excellency:\nRifled artillery can now be produced efficiently and rapidly. The new guns are far superior to the old smoothbore cannons.
1124 Dynamite\n\nYour Excellency:\nThe invention of dynamite allows the construction of railroads through mountains and permits foresters to reach more stands of timber.
1125 Oil Drilling\n\nYour Excellency:\nUnderground pools of oil have been discoverd. Oil refineries and power plants can be built, and prospectors may find oil in swamps and deserts.
1126 Breech Loading Rifle\n\nYour Excellency:\nThe invention of the breech loading rifle enables our new troops to destroy musket wielding foes. \n
1127 Marine Turbine Engine\n\nYour Excellency:\nThe development of the marine turbine engine permits shipwrights to build the armored cruiser and the freighter.
1128 Chemistry\n\nYour Excellency:\nChemical advances permit further industrial expansion. Oil output may be increased by drillers.
1129 Range Finding\n\nYour Excellency:\nImproved systems for range finding at sea allow the construction of the first all big gun warships, the dreadnought and the battlecruiser.
1130 Large Artillery\n\nYour Excellency:\nOur level of industrial expansion now allows us to create huge steel guns that can magnify the power of our ground forces.
1131 Internal Combustion Engine\n\nYour Excellency:\nThe internal combustion engine allows the construction of mechanized forces. Oil output may be increased by drillers.
1132 Machine Guns\n\nYour Excellency:\nMachine guns bring awesome firepower new troops.
2300 \n
2301 Building on the work of engineer-inventors Thomas Newcomen and John Smeaton, who designed small steam engines for pumping water out of mines, James Watt (1736-1819) developed the first efficient steam engines. \n\nWatt's engines were used in factories and mills but due to the supposed danger that the boilers would burst if pressure went too high, they were designed as low pressure engines. Richard Trevethick in Britain and Oliver Evans in the United States challenged this assumption to build the first high pressure engines. Trevethick designed a mobile steam road carriage in 1801.\n\nTrevethick's engine designs probably influenced George Stephenson's work in the coal fields. In 1812 Stephenson altered an engine that was used for pumping water from the mine to have it move coal. \n\nThis development led to railroads, and this technology allows Engineers to build railroads through farms, plains, deserts, and forests.\n
2302 The seed drill, a farm machine used for sowing crops more efficiently, began to appear during the eighteenth century. Although not the first such device, the seed drill invented by Jethro Tull (1674-1741) in 1701 and made public in 1731 was more practical and efficient than other such machines. \n\nSeed drilling equipment required an investment most farmers were unwilling or unable to make in the eighteenth century. In England drilling was adopted slowly with drills being shared from farm to farm and rarely being used on smaller holdings. The seed drill developed by James Cooke in 1782 and improved over the years led directly to modern seed drill machines.\n\nThe seed drill allows Farmers to improve Grain and Produce farms to Level I. Farms produce two units per turn when improved.\n
2303 In 1793, when Eli Whitney visited a plantation, cotton was cultivated and harvested primarily by slaves, especially in the United States. Plantation owners recognized that the labor-intensive and time-consuming process of removing seeds by hand kept too many slaves out of the fields, but textile mills would not accept cotton that was full of seeds.\n\nWhitney invented a simple device that revolutionized cotton growing. His cotton gin spun the cotton through a roller covered with teeth and the seeds fell away. The machine was later improved by Hogden Holmes. Large gins could be powered by steam engines or water wheels.\n\nThis advance allows Farmers to improve Cotton plantations to Level I. Plantations will produce two units of cotton per turn.
2304 Scientific studies of hull design coupled with a need for speedy transport of mail, passengers, and rare products from the Far East led to the clipper ship. Some clippers were constructed with four, rather than three, masts to increase sail area. Iron or even steel frames could be planked with wood to make the hull more sturdy. Clippers continued to be useful throughout the century, even in the days of steam. The Cutty Sark, built in 1875, was designed for strong winds and once clocked 17 1/2 knots. \n\nClipper ships may be constructed in the shipyard. In time of war, clippers are more likely to run a blockade or escape from hostile fleets than are other merchant ships.\n
2305 Square set timbering is a system for supporting the rock above an area in a mine that has been emptied of valuable ore. These square sets--hollow cubes of timber--could be assembled on the surface and then fitted into place in the mine. \n\nThis development increases safety in the mine and allows greater quantities of the valuable minerals to be removed.\n\nMiners may improve all mines to Level II. Coal and Iron mines produce four units per turn. Gold and Gem mines produce two units per turn.\n
2306 Early in the history of railroads the inadequacy of wooden bridging became apparent; heavier trains required bridges of greater stability. Fortunately, improved techniques of metallurgy permitted the use of iron for bridges. George Stephenson designed and built the first such bridge for the Stockton-Darlington Railroad in 1822. This railroad later became the first to carry passengers.\n\nWith this breakthrough, engineers may build railroads through swamps. Foresters, produced in the university, use this technology to provide easier access to more Timber in forests. Timber terrain improves to Level I, producing 2 units of timber per turn.\n
2307 The development of superior feeds for livestock and the increased efficiency of crop rotation methods were important throughout the eighteenth and early nineteenth centuries. The traditional crop rotation--winter grain, spring grain, fallow--provided insufficient fodder for livestock, and, in consequence, manure yields were low and livestock unhealthy. Gradually, farmers began to add fodder crops such as clover to the cycle, providing increased feed for their stock during winter. \n\nIn some countries the enclosure of former common land encouraged this trend by giving individuals control over the land and the herd. This development allows for the education of Ranchers in the university, who may then improve Wool farms and Livestock ranches to Level I, producing two units per turn.\n
2308 The spinning jenny, invented in 1764 by James Hargreaves, was first used for large scale industry by Richard Arkwright. The machine took over the work of many hand spinners thereby multiplying the yarn that could be spun by one laborer. Once an industrialist provided the initial investment to buy the spinning jennies, to establish the mill, and to hire enough workers, huge profits were made.\n\nMore than any other device, the spinning jenny came to represent the social costs of the Industrial Revolution. The workforce at Arkwright's mill, which was probably typical, was mainly children from 7 to 13 years old who worked a thirteen-hour day crouched low beneath the machines.\n\nWith this advance, farmers improve cotton plantations to Level II. Ranchers improve Wool farms to Level II. Both will produce three units per turn when improved.
2309 Prior to the invention and general acceptance of the screw propeller, ships equipped with steam engines were propelled with paddle wheels. This technology has costs, especially for military vessels, because the huge wheels take space which cannot be used for mounting cannon. \n\nThe lack of space for cannons on the raider is partly redressed by the power of new breech-loading rifled guns rather than the older smoothbore cannon. However, raiders' firepower and small size will not allow them to stand up to a ship of the line. \n\nPaddle wheels appeared on many types of merchant ships. The largest was the Great Eastern which first crossed the Atlantic in 1860. Later this ship laid an Atlantic telegraph cable. No larger ships were built until 1899.\n\nPaddle wheels permit the construction of a large merchant ship and a raider--a fast escort vessel.
2310 At the close of the eighteenth and beginning of the nineteenth centuries, plow designs rapidly improved as more iron, and later steel, were used. The first development came with the hardening of cast iron plowshares. Robert Ransome invented a process whereby one surface was cooled more quickly resulting in a plowshare that was self-sharpening through use. \n\nNext the moldboard of the plow and later the entire implement were made of replaceable iron parts. At the close of this period, in 1846, John Deere built a plow with a steel moldboard.\n\nThese developments permit Farmers to improve Grain and Produce farms to Level II. Farms will produce three units per turn.
2311 In 1856 Henry Bessemer invented a process whereby air could be blown into the bottom of a vat of molten iron to remove the carbon, producing steel much more cheaply than previously possible. These Bessemer converters rapidly supplanted earlier forms of steel-making throughout the industrializing nations. For example, between 1865 and 1879 the yearly steel production of Britain and Germany multiplied by four. \n\nCheap high grade steel significantly affected military technology and growth. Mass produced rifles and artillery using this steel, coupled with ever higher rates of conscription, increased the size and the destructive ability of the great powers' armies .\n\nThese improvements to heavy industry allow the recruiting of Sharpshooters and Scouts, and permit the upgrading of Light Infantry and Hussars to these more modern units.
2312 Richard Trevethick's work with high pressure steam opened the door to build a compound steam engine that allowed greater expanding of the steam without increasing the temperature in the cylinder. When Arthur Woolf built such an engine with two cylinders in 1811, a 50% savings in fuel consumption occurred. Trevethick also began building compound engines.\n\nWith this technology Engineers may build railroads through hills, and Foresters may reach more Timber, improving Timber terrain to Level II and producing three units per turn.\n
2313 Traditionally, cannons were made of bronze, but as artillery grew larger this became prohibitively expensive. Consequently, wrought and cast iron cannons became more common as the nineteenth century progressed. Often these guns were reinforced with bands of iron to prevent them from flying apart when fired, making it possible to use larger guns.\n\nDesire for greater range and accuracy led to rifling the barrels of the new guns. Firing such a gun could result in damage to the barrel until flexible copper bands molded to the rifling were used to prevent wear.\n\nThis new technology allows recruiting of Field Artillery and Siege Artillery regiments and upgrading older artillery to these more modern units.\n
2314 Niklaus von Dreyse invented his needle gun, the first successful breech-loading rifle, in 1829, but this weapon was not adopted by the Prussian Army until 1840. Other armies were even slower to upgrade, and Austria lost the battle of Sadowa to Prussia in 1866 at least in part due to the superiority of the needle gun. However, even without the breech-loading feature, small arms at mid-century were much more deadly than Napoleonic Era muskets. During the American Civil War both sides experienced the horrible cost of attacking entrenched infantry armed with long range rifles.\n\nDuring the 1860s, France equipped its army with a superior breech-loading rifle, the Chassepot, which led all the great powers to rapidly upgrade their infantry weapons. By the 1880s, all modern armies were equipped with bolt action magazine rifles. \n\nThis weapon allows the military to recruit Rifle Infantry, Guards, and Carbine Cavalry, and to upgrade older regiments to these modern units.
2315 Although the benefits of armor on ships were recognized early in the nineteenth century, conservative thinking, ship instability and technical difficulties in iron-working prevented the construction of sea-going ironclads until the late 1850s. When France built La Gloire, the British responded with the Warrior. This three-masted sailing ship was driven in battle by a screw (propeller) and was armed with both smoothbore cannons and more modern rifled naval guns. She had an iron frame and wood planking with iron plates attached to her sides for much of her length.\n\nDuring the American Civil War the benefits of ironclads were confirmed when C.S.S. Virginia (formerly U.S.S. Merrimac ) decimated a small fleet of wooden steam frigates and was prevented from sinking them all only by the arrival of another ironclad, the U.S.S. Monitor. \n\nIronclads may be constructed in the shipyard. Although less heavily gunned than a ship of the line, an ironclad may defeat one due to the ironclad's armor.
2316 Because of the large number of different actions carried out by a hand loom weaver, it was difficult to develop a powered loom for weaving cloth, and the first power looms were uneconomical. In addition, a way to stop the power if the thread broke had to be developed. Once perfected, this feature allowed one weaver to watch several operating looms at once.\n\nThe labor savings and profits to the mill owners resulting from power looms and other new industrial machinery threatened workers' livelihood and resulted in violent protests. In 1811, for example, the Luddites destroyed industrial machines in England.\n\nIn spite of resistance, the number of operating power looms in Britain grew from 2400 to 14,150 from 1813 to 1820. By 1822 one model, Robert's loom, was the most widely used in England. By mid-century efficient power looms had displaced hand loom weaving for both cotton and worsted cloth. \n\nFarmers improve Cotton plantations to Level III. Ranchers improve Wool farms to Level III. Both will produce four units per turn.
2317 The most labor-intensive work on an eighteenth century farm was the harvest. Since the start of the Industrial Revolution, many attempts to mechanize the process of cutting the grain had been made. In 1826 Patrick Bell invented a cutting machine (which consisted of scissors pushed by horses) that achieved some success.\n\nThe mechanical reaper invented by Cyrus McCormick in 1831 and patented in 1834, which used the knife and cutter bar, achieved general popularity, especially after the Great Exhibition of 1851.\nMechanical reapers speeded the harvest and greatly reduced the number of laborers needed to cut the grain. \n\nFarmers may improve Grain farms to Level III, producing four units of Grain per turn.\n
2318 During the late eighteenth century, the value of phosphates for growing crops was first discovered. This knowledge was of small use until, in 1841, John Lawes first treated the phosphates with sulfuric acid. This began the super phosphate industry and significantly improved the effectiveness of fertilizers.\n\nWith this technology Farmers may improve Produce farms to Level III, growing four units of Produce each turn. \n
2319 Oil was drilled for the first time at Titusville, Pennsylvania, in 1859. In 1865 the first oil pipeline, six miles long, was constructed. Eventually, oil came to supply much of the world's energy needs. \n\nThe discovery that oil drilling could be performed economically permits Drillers to be educated in the university. They will produce Oil at Level I: two units per turn. Additionally, Prospectors may search for Oil in Desert and Swamp terrain. It is now possible to construct a Refinery and Power Plant.\n
2320 The invention of barbed wire significantly increased the enclosure of open range land and allowed ranchers to better regulate their herds. Breeds were improved and disease reduced by isolating one herd from another.\n\nRanchers improve Livestock ranches to Level II, producing three units of Livestock per turn.
2321 New ironclad design, shortly after the American Civil War, primarily affected the (British) Royal Navy, resulting in heavier and more powerful guns as well as thicker armor. H.M.S. Inflexible, although the last battleship designed to carry sails, significantly changed naval warfare and remained the strongest ship afloat throughout the 1880s. She was armed with four 80 ton guns in two huge rotating turrets and was equipped with electric lighting. Later in the century ironclad battleships lost their sails but continued to develop the power and range of their guns as well as the thickness of their armor plate. \n\nBuild these warships in the shipyard to achieve command of the sea. Their larger guns provide a longer range than earlier warships and they are exceptionally difficult to sink.
2322 Alfred Krupp of the Krupp Works in Germany exhibited all-steel artillery at the Great Exhibition of 1851. Although the first steel guns were made of several separate pieces, improved techniques of metallurgy and larger production facilities soon resulted in heavy guns cast in one massive piece of steel.\n\nRecoil, a growing problem with ever larger cannons, was reduced with the invention of a recuperator between the barrel and the gun carriage. Using a recuperator, the carriage of the cannon barely moves when the gun is fired. Gun crews no longer need to move the gun back into position after firing. \n\nIn the siege of Port Arthur in 1904-05 the heavy howitzers of the Japanese Army proved decisive, both by destroying the walls of the fortress and by battering the ships in the harbor. \n\nThis technology permits the recruiting of Railroad Gun and Mobile Artillery regiments, and the upgrading of older artillery to these more modern units.
2323 In 1866 Alfred Nobel invented a new form of explosive called dynamite. Although dynamite has many military applications, especially in demolitions, it has many non-military uses as well.\n\nUsing dynamite to blast a path, Engineers may build rail through mountain terrain. Foresters can reach previously inaccessible Timber and improve Timber production to Level III, producing four units per turn. Finally, dynamite allows miners to improve all mines to Level III: Coal and Iron to six units per turn; Gold and Gems to three units per turn.\n
2324 In the latter part of the nineteenth century, the great powers evolved a new class of ship to protect merchant commerce from cruising commerce raiders. These ships, designated armored cruisers, were as fast or faster than the earlier raiders, with better guns and light armor plate. Since the primary goal of small (non-capital) ship designers was speed, not armor, the steam turbine engine, first made practical by Sir Charles Parsons, was used in smaller vessels like the armored cruiser and the destroyer first. After turbines proved more reliable and cleaner than traditional engines, they were fitted in capital ships as well.\n\nArmored Cruisers are relatively inexpensive and are highly efficient in protecting merchants and demolishing the trade of the enemy. One Armored Cruiser can sink a large number of raiders or early ironclads by remaining out of their range with its superior speed. These ships should not be placed in the line of battle. \n
2325 Early machine guns and automatic fire weapons included the Gatling gun, a ten-barrel gun constructed by Richard Gatling in 1862; the repeating rifle invented by Ferdinand Mannlicher in 1878; and the Maxim gun patented by Hiram Maxim in 1882. These weapons led to the machine guns that decimated armies during World War I.\n\nThis firepower immensely increased the casualty rates of armies. For example, at the beginning of World War I, a rifle fired 15 rounds per minute and a machine gun fired 600. Fire this heavy destroyed entire regiments in a few minutes when they ventured from their entrenchments to attack the enemies' lines.\n\nThis advance allows recruiting of Modern Infantry, Machine Gunners, and Rangers, and the upgrading of older regiments to these more modern units. \n
2326 Throughout the period of the Industrial Revolution, chemistry as a branch of learning grew from a purely empirical and incomplete science to a theoretically founded science which could respond rapidly to the demands of growing industries. New developments in many industries, including food preservation, glass making, soap production, and textiles led to greater experimentation. The general acceptance of the system of chemical elements after the work of Lavoisier provided a theoretical underpinning for the new empirical discoveries.\n\nThis revolution in chemistry is represented by growth in production of food and oil. Drillers improve Oil wells to Level II, producing four units per turn. Ranchers improve Livestock ranches to Level III, producing four units per turn.\n
2327 During 1905 Admiral Sir John A. Fisher designed the first all-big- gun warship, the H.M.S Dreadnought, which gave its name to the modern battleship. When launched in 1906, Dreadnought made all other battleships immediately obsolete. The armament of ten 12-inch, long-range guns meant that the Dreadnought could sink its foes from a greater range and with a heavier weight of metal, but only if accurately aimed. \n\nIn 1912 Sir Percy Scott introduced director firing to the Royal Navy. This system allowed a single officer, high above the smoke-shrouded decks, to fire all the guns on the ship electrically. Using salvo firing, a battleship could demolish any ship with shorter range guns.\n\nAlthough early dreadnoughts and battle cruisers burned coal, the advantages of oil for speed and efficiency soon mandated oil-burning designs and conversion of older coal burners. In the shipyards, all Dreadnoughts and Battle Cruisers require oil, not coal.
2328 Although the first successful internal combustion engine was invented in 1860 by Lenoir, practical applications were not developed until the close of the century. Diesel patented his engine in 1892, and in 1893 both Karl Benz and Henry Ford built their first motorcars.\n\nPractical oil and gasoline burning internal combustion engines permit the recruiting of Armored and Mechanized regiments and the upgrading of older units to these modern types. Additionally, Drillers may improve Oil wells to Level III, producing six units per turn.
3000 \n
3011 This turn you should:\n\n1. Use your Prospector to explore for valuable minerals. \n\n2. Use your Engineer to build some railroad track from the capital city. \n\n3. Look around the Terrain Map. Shift click on the map to get more information about it.\n\nMost types of terrain on the map supply one type of resource. For instance, the orchard terrain supplies fruit, and the farm terrain supplies grain. Your civilian units work to expand the pool of available resources. You currently command two civilians, a Prospector and an Engineer.\n\nTo use map resources to feed your workers and supply your industries, you must connect them to a transport network. If a terrain tile is within one tile of a connected rail depot, a port, or the capital city, the resources in that tile are available to the transport network.
3012 \nIn the toolbar you see a picture of the selected civilian along with information about him. On the map you see your two civilian units, a variety of terrain, towns, and defensive military encampments (small tents). \n\nThere are seven types of terrain that always supply a resource: fertile hills(wool), plantations(cotton), open range(livestock), farms(grain), orchards(fruit), ranches(horses), and hardwood forest(timber).\n\nThere are two types of terrain that might conceal mineral resources: barren hills(coal or iron), and mountains (coal, iron, gold, gems).\n\nSome of the other types of terrain on the map supply nothing of value like plains, or become valuable later in the game, like deserts.\n\n\n
3013 \nWhenever a civilian is selected you will see a white flashing outline around him, and his picture will be shown in the toolbar. \n\nAs you move your cursor across the map it will alter according to what will happen if you click in that location. You can safely experiment because any order you give can be canceled at no cost. \n\nOnce you give an order to a civilian a yellow question mark will appear when you place the cursor over the ordered unit. Click on the unit and a dialog box informs you what he is doing and lets you cancel or confirm his orders. \n\nYou can be sure a civilian is working when the unit animates.\n
3014 \nCursors tell you what will happen if you send your civilian to that terrain tile. For most units, a hammer cursor appears over spaces where that unit could move and do work. \n\nThe Prospector has a special cursor, an eye that appears over places he can search for minerals. The Engineer also has a special cursor, the railroad track cursor which appears over spaces to which he could build rail. When the hammer cursor appears over the Engineer, it indicates that he could construct a depot, port or fort in his current space.\n\nIf you see a green arrow, the civilian can move there, but he will accomplish no work this turn.\n\n
3015 \nYou may cycle through your units using the next unit button on the toolbar (a small arrow). \n\nIf you wish to select a unit without waiting for it in the cycle, move the cursor over a unit on the map. When the cursor becomes a small arrow with a flag, click to select the unit. \n\nThis allows you to select units that are not currently in the automatic cycle, or to command units in a different order than presented by the cycle.\n\n
3021 Orders given last turn have been carried out. A civilian who is done working appears in the unit cycle flashing white. The working animation has ended. \n\nThis turn you should:\n\n1. Continue to look for more minerals with the Prospector. \n\n2. Keep the Engineer building rail, hopefully toward useful resources.\n\n
3022 In the middle of the toolbar, the higher row of four buttons takes you to transport, industry, trade, and diplomacy. Each of these four buttons highlights every turn until you have visited that screen. \n\nThe lower row of four buttons provides orders for the selected unit on the map. The toolbar includes a mini-map of the world. \n\nIn the top row a microscope button takes you to the technology interface. \n\nHot text in the upper right reminds you of button functions when the cursor is over a button.\n
3023 Although units may be commanded by clicking on the map, the four unit orders buttons can be convenient as well. \n\nThe first button disbands a civilian and sends the worker back to industry. This is useful if you have nothing more for the civilian to do. For military units this button brings up the details of a group of regiments. \n\nOther unit buttons include: the later button (an arrow), which continues to the next unit in the cycle; the done button (an X), which ends the turn for the selected unit; and the sleep button, which removes the selected unit from the cycle next turn.\n
3024 Transport, industry, trade, and diplomacy screens do not need to be visited every turn. When something in the world situation has changed you will need to change your orders on one or more of these screens. Generally, the industry screen requires the most attention of the four. \n\nYou will receive warnings from your ministers if the situation on one of these screens desperately demands new orders. Eventually highly successful rulers need to learn when to visit these screens before the situation is urgent enough to generate a warning from the ministers. \n
3025 There are two shortcuts for moving units without scrolling across your nation or the world. \n\nThe mini-map in the upper right portion of the toolbar permits you to jump to any part of the world. This is useful for moving civilians, military, and naval units. \n\nAdditionally you can find a place for the civilians (with the exception of the Engineer) to work by clicking one of the miniature terrain tiles near the bottom of the toolbar. This will center the map on the next space where they can perform work.\n\n
3031 This screen represents the industrial might of your Empire. Here you order production, using the labor of workers to produce raw resources into materials such as steel or lumber, and to produce the materials into goods such as armaments or furniture. \n\nThis turn you should:\n\n1. Click on the warehouse in the upper center of the screen to see how much of each commodity is now available. The warehouse display is divided into different Production Economies.\n\n2. Click on the six factories and mills on the lower half of the screen. This is where you order industrial production. As you move the sliders on these pop-up screens, the commodities used by the factories and mills are deducted from the warehouse.
3032 By moving your cursor across the screen you can find the name of each building in the hot text at the upper right. \n\nThe trade school and the capitol manage and develop the industrial workers who provide labor for the city. On the left border of the screen you see the workers in your city now, with the total amount of labor available represented by the arm icon shown above them. \n\nThe food processing center provides a means of preserving some of your food in case of fresh food shortfalls. The workers eat food every turn. The amount of food demanded each turn appears on the right border. Don't worry about starvation yet. You have a stockpile of canned food that the workers will eat if insufficient raw foods are provided.\n\nFour buildings on the screen do not require your attention the first turn. The railyard is used to construct transportation to allow more resources to reach your industry. The armory, university, and shipyard allow you to build more units. \n
3033 Click on one of the factory buildings to bring up a factory production dialog. In this box you see a production equation explaining what this factory can do.\n\nTo order production at a factory click on the arrow to the right of the slider until the maximum amount of production (capacity) is reached, or until you run out of a necessary item. You can change your mind and reduce or eliminate production by clicking on the other arrow. \n\nAll materials have multiple uses, so it is not always the right decision to produce all the goods you can.\n
3034 A production equation referring to labor (represented by the icon of a bicep) appears on each production dialog, and on some of the other building screens as well. The workers displayed on the left border of the screen supply the labor for these centers. \n\nAn untrained worker (gray smock) supplies one point of labor per turn. Trained workers (light blue smock) supply more labor (two per turn); expert workers (dark blue smock) supply the most (four per turn).\n\nBy training a worker in the Trade School--the dark red building to the left of the screen-- you increase the amount of labor he provides each turn. He won't be able to work during the turn he is trained. Training costs paper and money.\n\nYou control migration to your industries through the capitol building in the middle of the screen. New untrained migrants come from the rural districts of your empire in response to your expenditure of food and consumer goods. Be careful not to increase your population faster than your food supplies warrant.\n
3035 Each of the four large sections on the warehouse display summarizes one of the economies in the game. \n\nThe top section, for example, shows on the left side the amount of stored cotton and wool. These are the raw resources in the textile economy. Next you see the amount of fabric; the material in the textile economy. Finally, you see the amount of clothing; the end product--or finished good--in the textile economy. \n\nWith the exception of food, there are two industrial buildings associated with each economy. The mills produce materials out of resources; and the factories produce goods out of materials.\n
3041 \n\nGreetings, your Excellency. As the ruler of a burgeoning Empire you enjoy a vast amount of power over political, military, and economic affairs. Minister Briefings are available to help you learn the interfaces through which you issue your commands.\n\nAlthough it can be played on an infinite variety of random maps, Imperialism is modeled on the world at the beginning of the Industrial Revolution. The world is divided into Great Powers--you and your rivals-- and Minor Nations ripe for exploitation. \n\nWhile this demo does not contain many of the game elements and features, it has been designed for your successful play of the early part of the game. Your industries are well supplied, and your country possesses plentiful and easily accessible resources. You enjoy military superiority over your neighbors and good diplomatic relations with several smaller nations. \n\nThis demo allows you to play 10 years. The full version of the game can run over 100 years if no Great Power prevails before that time. \n
3042 \nThere are four ways to get help.\n\nIntroductory Briefings (like this) are available on most screens when you click on the question mark button in the upper right of the screen. This should be your first step if you feel confused or uncertain about your next action. You can review the goals listed in this briefing during play by clicking on the question mark button and then clicking 'Goals Reminder'.\n\nYou have three ministers who appear with advice and information when appropriate.\n\nLook for informative messages in the top information bar ("hot text") about objects under the cursor. \n\nShift-Click to learn more about the map.\n
3043 \nEasy Goals:\n\n1. Build a new unit, such as a miner.\n\n2. Find coal and iron.\n\n3. Expand your lumber mill and steel mill.\n\n4. Put all your factories to work.\n\n5. Invest in a new technology.\n\n6. Recruit workers and increase their productivity.\n\n7. Declare war on another country.\n
3044 \nMedium Goals:\n\n1. Build coal and iron mines.\n\n2. Transport proper foods to industrial workers.\n\n3. Lay railroad track and build depots.\n\n4. Use a new technology.\n\n5. Conquer a province using tactical combat.\n\n6. Transport coal and iron.\n\n7. Conduct diplomacy--gain influence over less developed nations.
3045 \nTwelve Advanced Tips for successful play:\n\n1. Your capital city represents the industrial production of your Great Power.\n\n2. Resources in your country are not useful until transported to the capital.\n\n3. Provincial towns eventually produce industrial materials and goods once a depot or port is built within one tile of the town.\n\n4. Check the technology purchase screen every few turns to see what you could buy.\n\n5. Although you can disband your civilian units, you may have to rebuild them to benefit from a new technology.\n\n6. Using the diplomacy screen, you learn what resources other countries produce and how powerful they are. Trade with, or conquer, nations with valuable assets.\n\n7. Scout enemies' forces by clicking on their camps. You can only scout provinces adjacent to your own.\n\n8. You obtain generals and admirals as rewards for expansion of your navy and army. These leaders improve scouting and combat abilities of your forces.\n\n9. Diplomacy is essential for obtaining markets and products from abroad. Diplomacy and trade go hand in hand. Trade improves relations, and good relations improve trade.\n\n10. A developer unit joins your forces when you improve your diplomatic relations. This unit can purchase land in other nations for exploitation.\n\n11. Defend your coastline. An enemy fleet off a coastal province allows landings by enemy forces based elsewhere. A friendly navy automatically intercepts such attempts and can destroy the troops at sea.\n\n12. As the game progresses, your focus shifts. Initially you are concerned with infrastructure. In the middle game you begin to focus on global relations. Toward the end you concentrate more on domination and global strategies.\n\n
3051 On the trade screen you tell your merchants which commodities to try to buy and sell when the world market convenes after the end of the turn. \n\nThere are no guarantees on the world market. Your empire might need coal, for example, and have plenty of money, but if no other country is offering coal you will not be able to buy any. Likewise if no other country is bidding on the commodities you offer, you will not be able to sell them.\n\nUse your powerful industries to take advantage of the minor nations: buy their cheap raw resources and sell them back expensive finished goods. \n\nThis turn you should consider changing the bids already entered if there is something in particular you wish to buy. You should decide what to attempt to buy based on what resources you lack. \n
3052 Each commodity traded on the market is pictured to the left of the screen. At the top of the column are goods, followed by materials, with resources at the bottom. \n\nHot text will remind you of each commodity's name. Information on the screen includes the current world price and the amount you have available in your stockpile. \n\nNear the top of the right wooden border is a number under a ship icon. This represents your merchant marine. With rare exceptions, you are unable to buy and sell more total items in one turn than this number.\n\nYou may also occasionally see other icons appear in the border areas. When this occurs it means your industry or your workers have a particular demand for that item. \n
3053 It may not be a good idea to sell items until your industries are a bit more developed, but you should immediately begin to buy commodities, especially resources. \n\nTo bid (attempt to buy) a commodity click on the left-side brass slider in the same row as the desired commodity. You will find these sliders in the Orders column of the screen. When the slider appears it will have the word "bid" written on it.\n\nYou are limited to four buy bids in any turn. Additionally, if you decide to offer something for sale, you will not be able to bid on the same item in the same turn. \n\nYou can change your bids at any time until you end your turn. If you leave this screen and return later your bids will be saved.\n
3054 After the end of the turn, traders from every nation convene at the world trade market. Before trading begins, all the possible deals are compared and placed in order. \n\nEach offering country ranks the bidders in an order which is determined by the price the bidder would pay, and the strength of the diplomatic relations between potential buyer and seller. You can offer to pay extra (above the world price) using the diplomacy screen. \n\nThen the real trading begins, as the trade round for each commodity is conducted. Trade deals are presented one at a time in order to each potential buyer. Items from an offering nation are offered to their first place bidder, followed (if any remain unsold) by an offer to their second place bidder, and so on.\n\nTraders present offer sheets to you and you will accept or reject the offered commodities. You will receive an additional Briefing at that time.\n
3055 At the beginning of the game, prices of all commodities are at set values. Generally resources are valued at $100, materials at $300, and goods at $900. \n\nPrices are recalculated every turn prior to deals being offered. If demand outstrips supply, the price rises. If there is a glut, the price falls.\n\nThe new world price is used this turn and appears on the trade screen next turn as a basis for next turn's calculations. \n
3061 As your industries and infrastructure grow you will begin to need more money for expansion. Generally, great powers such as your empire make money by selling goods (armaments, hardware, furniture, and clothing) to the less developed world. \n\nIt is a good idea to establish a plan dividing the goods you produce between those for selling, and those for expanding your own population or military.\n
3062 The goods available are listed in the top rows of the trade screen. When you offer an item for sale a slider appears allowing control over quantity offered.\n
3063 Offers to sell are controlled by a brass slider to the right of the orders column. Once the slider is out, you control the quantity offered using the slider. \n\nWhile you are limited to four bids, you may offer as many different commodities as you like. The quantity you may offer is limited both by the amount you have in stock in the warehouse and by the merchant marine number. \n
3064 Your merchant marine carries cargo only for foreign trade. Merchant marine does not affect transport capacity within your empire. \n\nConstruct merchant ships in the shipyard to increase the amount of merchant marine. Each completed merchant ship adds more cargo space to your total merchant marine number.\n\nYour merchant marine can be intercepted by hostile great powers and in the event of war it is wise to protect it. Any undamaged naval vessels stationed in port will act as escorts for merchant marine during that turn's trade deliveries. \n\nIf your merchants are intercepted and taken or destroyed, the deals you made that relied on those merchants for pick-up or delivery will be canceled. \n
3071 Using the diplomacy screen you may learn about and interact with the other nations in the world. The tabs at the sides of the lower part of the screen determine what actions you will take. \n\nWhenever you open this screen you will begin on the information tab, a large blue 'I'. With this tab selected, you cannot take diplomatic actions. Instead you will be learning about other countries and the world diplomatic situation.\n\nThe tabs on the right hand side lead to action interfaces. Here you may set trade policies, provide grants to the leaders of other lands, and make diplomatic overtures such as non-aggression pacts. \n\nThis turn you should:\n\n1. Use the information tab to explore the world. Find the Minor Nation of Wodan. Your country already has an embassy with this nation. You have some trade consulates with other Minor Nations.\n\n2. Use the diplomatic overtures tab to establish trade consulates or embassies in a few other nations.\n
3072 With the information tab selected you see four small symbols in the center of the lower part of the screen. Each of these symbols leads to different information: diplomatic status (such as treaty, war, or peace); relationship, (a measure of hostility or friendliness); and trade policies. \n\nThis information will change according to which country is selected on the map. Your nation is selected by default. Click the map to change the selected country. \n\nClicking on the tab directly beneath the information tab lets you know which powers are winning the game. Approximately every ten years, a world council of governors meets, nominates two great powers, and then votes to determine if one power enjoys the support of a majority of governors. \n\nAt the beginning of the game the council has not yet met.\n
3073 The three tabs to the right of the screen are all used for giving orders. However, at the beginning of the game the top tab--diplomatic overtures-- is most useful to you. On this screen appear seven color coded scrolls.\n\nOn the first turn the only possible overtures are war and trade consulates to minor nations. To make a diplomatic overture, first select one of these scrolls, then click on the nation you select for the overture. A small symbol appears on the map within the borders of that nation. \n\nBecause you already have embassies with great powers, you cannot establish trade consulates with them. Embassies include trade consulates within them. You can always declare war on anyone you wish.\n\nIf you want to cancel an overture click on the icon that appears in that nation. It will disappear. Nothing is final until you end your turn. Overtures you make this turn take effect next turn. Some overtures may be refused by other nations, but trade consulates and declarations of war cannot be refused.\n
3074 Trade Consulates cost $500, but aside from this they are purely beneficial. \n\nThe most immediate benefit is the right to set trade 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.\n\nOnce a new trade consulate is established in a nation, each completed trade deal between your Empire and this nation causes an improvement of 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. \n\nFinally, a trade consulate allows the later construction of an embassy. Embassies, although quite costly, offer even greater control over diplomacy.\n
3075 A declaration of war must be made before any hostile action is taken. You cannot invade other's provinces, blockade their ports, or sink their fleets until you declare war. Lands you conquer always vote with you if you are nominated by the Council for victory.\n\nOn the other hand, wars harm your diplomatic relations with other nations who are friendly to the country you attack. The penalties will be greater when you attack countries who have reason to believe you are friendly, such as a signed non-aggression pact.\n
3081 As the Industrial Revolution barrels ahead, new discoveries become available to all Great Powers. Technological advances provide you a chance to improve the capabilities of your industry, agriculture, or military.\n\nFew nations can afford to retool their industries to take advantage of every technology as soon as it is invented. The strategy lies in selecting which technologies to invest in, deciding which are most beneficial for your situation. \n
3082 The Technology Investment screen displays small pictures of both the technologies you have invested in, and those still available for investment. As new technologies become available, they will appear at the top of the list. By the end of the game, there will be several pages to view.\n\nClick the picture of a technology to view detailed information on the inventor and history of the discovery.\n\nThe other columns provide information about the technology, including the benefits of investing in it.\n
3083 Click on the purchase button to invest in a new technology. You may cancel your purchase at any time prior to the end of your turn. \n\nYou will receive an announcement about the new technology at the start of your next turn.\n\nNo purchase buttons are shown at the start of the game because no new technologies have become available yet.\n
3084 Avoid purchasing new technology until you can use it. \n\nFor example, there is little benefit gained in purchasing the spinning jenny, which permits farmers and ranchers to increase cotton and wool production, unless you have already built a farmer and/or a rancher and improved your production up to the maximum amount without the spinning jenny.\n
3111 Once you establish trade consulates your diplomatic controls expand. This turn you are able to establish embassies, and set trade policies with the trade consulate nations.\n\nThis turn you should:\n\n1. Establish at least one embassy using the diplomatic overtures tab.\n\n2. Grant small trade subsidies in the nations where you established trade consulates. This will encourage those nations to trade with you first.
3112 On the information screen (select the tab with the blue I) you see small white square with a green $ in nations with new trade consulates. \n\nTo learn about the commodities these nations produce select the small ship at the bottom center of the screen, and then click on one of the nations showing your trade consulate icon. You see a list of major exports.\n\nAs you become more friendly with this nation you will gradually be able to rely on deliveries of some or all of these commodities. You can increase the likelihood of trades by granting these nations trade subsidies.\n
3113 Select the large tab on the right side with the ship icon. This takes you to your trade policies screen. Here, you grant trade subsidies to favored trading nations. \n\nSelect the amount of the subsidy you wish to provide by clicking on the green circle. Then click on the nation you wish to subsidize. You see a small green circle confirming the subsidy. To cancel the subsidy, click on this icon. \n\nA subsidy provides a percent change to the world price on all commodities traded with that nation. If you are selling, the percent change will reduce the price. If you are buying, the price you pay will increase. \n\nNations are much more likely to trade with you when they receive these subsidies.\n
3114 The granting of a trade consulate to a minor nation gives you the right to build an embassy there. Although you may not be able to afford it yet, embassies are extremely valuable.\n\nUse the overtures (scroll) tab on the right side to establish an embassy. Click on the embassy scroll and then the nation selected for the embassy. A small diplomat's hat will appear confirming the order.\n\nIt costs $5000 to build each embassy. Embassies permit full-fledged diplomatic relations including granting foreign aid, pacts and other treaties, and the possibility of armed intervention if the minor nation is invaded.\n\nOnly those minor nations with embassies will ever consider joining your Empire voluntarily.\n
3115 Generally, select a few minor nations for diplomatic action. They should produce resources you are interested in, and offer useful geographical advantages for your long range plans. \n\nRapidly establish trade consulates and embassies in these nations, and try to maintain friendly relations with other nations that these selected nations like. If you start a war, do so far away from your trading partners.\n\nYour goal is favorite great power status. Once you are the favorite great power of a minor nation, you have a good chance of eventual peaceful control of their country.\n
3121 You have ended your turn and the world market is now open. You now receive offers from nations selling the types of commodities that you tried to buy on the trade screen. \n\nAfter each offer is acted upon by you (the potential buyer) any commodities remaining unpurchased are passed on to other nations that bid on those commodities.\n\nOf course you might not be the first buyer in line. The offers you see may already have been passed up by other nations acting ahead of you.\n
3122 The offer sheet appears on the left side of the desk. It provides simple information on the current offer. \n\nTo obtain more information about the market, click on the small tabs on the trade book. As the tab is selected the trade book opens to a two page display which supplies details on the world market in that commodity. \n\nThe left page lists the nations offering to sell the commodity and the quantity each one is offering. The row of small flags beneath the offering nation's name shows the order in which the nation will offer the commodity to the various bidders.\n\nOn the right page is a list of bidding nations with the amount of merchant marine each currently has available. A Great Power with no remaining merchant marine cannot accept any deals regardless of their position in line.\n
3123 The trade book is an informational tool. The only orders you can give are on the offer sheet itself. \n\nAs each offer is presented, you can accept any number up to the amount offered, as long as you have merchant marine available to pick up the items. Change the number in the box and then click the accept seal shown on the offer sheet. To reject a deal, click the reject seal. \n\nIf you decide that you have purchased enough cotton, for example, check the box "done buying this commodity". You will be presented with no more cotton offers this turn.\n
3124 A basic strategy of trade is wise use of your merchant marine. As each offer is accepted, the amount of merchant marine remaining this turn goes down, as displayed by the number beneath the ship icon.\n\nCommodities are always traded in the order shown on the trade screen and in the tabs on the side of the trade book. \n\nThis means that if you desperately need iron, for example, you may need to stop accepting all the wool you can get, to reserve some of your limited merchant marine for the iron coming later.\n\nYou should use the trade book (iron tab) to look at the market in iron. If one of the nations selling iron shows your flag as its top bidder, you will definitely receive an iron offer this turn. You should save some merchant marine for it.\n
3131 Use the Transport Ledger to determine which resources will be transported from the countryside to the industry of your nation. \n\nAt the start of the game, the only resources you can transport are all from the area surrounding your capital. After your Engineer builds railroads, depots and ports you will be able to transport resources from deeper into the countryside.\n\nThe amount and types of resources available will increase due to the work of civilians such as Farmers and Miners.\n\nThis turn you should make sure you are transporting everything you have available. If not, increase the amounts of commodities being transported.
3132 The Transport Ledger displays sliders showing the amount to be transported this turn of every commodity currently available.\n\nUnder some of the sliders you may see a red or green line. A green line means that industry has a demand for that item and the demand is being satisfied by the amount shown on the slider. A red line indicates an unsatisfied demand from industry.\n\nOn the lower right of the page is a colored bar showing the total transport capacity (freight cars and barges) you are using and the total you have available. This number is a limit. The total amount shown on all the sliders can never be more than the amount of transport capacity you have.\n\nHot text in the upper right of the screen helps you identify these displays.\n
3133 Giving orders on the transport ledger involves making the best use of your limited transport capacity.\n\nUsually at the beginning of the game, you will have enough transport capacity to move all your resources. This will not be true for long. You will need to produce more transport capacity using the railyard on the industry screen.\n\nWhen the available commodities outnumber the total transport capacity, you will need to choose how to allocate transport capacity.\n\nUse the arrows at the ends of the sliders to lower the amount of one item, or to raise the amount of another item that is desperately needed by industry.\n
3134 You may find yourself short of one type of food (such as fruit) and with extra of another type (such as grain). This is common at the beginning of the game.\n\nConsider transporting extra food. Industrial workers who demand a food you are short on can still survive on the unwanted extra food, even though they will refuse to work on that turn. The alternative is starvation and the permanent loss of the worker.\n\nIf you don't need the extra food for the workers, it can be made into canned food on the industry screen. Canned food is useful as a food reserve and for encouraging migration from the countryside to serve your industry.\n
3135 Consider the needs of industry, and the resources already available (shown on the transport ledger) when planning the next task of your Engineer civilian. \n\nWhenever possible, site new ports and rail depots so that their one tile radius includes several commodities that you will find useful. Avoid constructing new depot whose radius overlaps the radius of old ones.\n\nAlthough ports are more expensive than depots, it is often a good idea to build one on a coast distant from your capital. This port can provide a quick entrance to an entire new region, saving a great deal of time that would be spent building railroads across the whole country.\n
3141 This turn you may be able to order production at more of your industries. You may also decide to expand one or more of these factories and mills to a higher capacity. Higher capacity permits a greater quantity of production each turn.\n\nClick on the factories and mills to open the production dialogs.\nThese may be left open when you leave the screen, and can be relocated anywhere on the screen. \n\nIf you use items in one production dialog and later decide you want those items elsewhere you merely change your commands. The order in which you open the production dialog boxes is irrelevant.\n\n
3142 Each production dialog box displays the production equation for that factory or mill. Red Xs near an item in the equation indicate shortages which prevent further use of an industry this turn. \n\nLast turn, you were able to produce at your factories. This turn, depending on what resources you have gained, you may be able to produce at the mills as well.\n\nEach industry has a listed capacity referring to the maximum amount of the end product that can be made in one turn. For example, even if you have plenty of iron, coal, and unused labor, you will not be able to produce more than 2 units of steel per turn in a capacity 2 steel mill. \n\nAnimations of the factories and mills on the screen let you know that they are in operation without requiring you to click on the center and view the dialog.\n\n
3143 When you decide to expand the capacity of this industry click on the gold button in the upper left part of the production box. You will see an expansion dialog. You are informed of the cost of the expansion and asked to confirm or cancel. \n\nAll industry expansions require lumber and steel. If you do not have sufficient materials for expansion you will be forced to cancel. When you have ordered expansion a build icon will appear in the production box and scaffolds will be placed around the building. Next turn the expansion will be completed. \n\nIf you decide to use the lumber and steel for something else, expansion orders can be canceled by re-entering the expand screen on the same turn you ordered expansion.\n\n
3144 The Railyard is a special industrial center for building transport capacity out of lumber and steel located near the top right of the screen.\n\nAs your mills, factories, and population expand you will see the need for more resources each turn. Transport capacity is the amount of resources you can bring to industry in one turn. From the transport screen you control how your transport capacity is used, but to increase the overall amount you must use the railyard. \n\nThe railyard is limited only by the amount of labor lumber, and steel you want to dedicate to increasing transport. Otherwise, it functions just like other industries.\n\n
3145 The six industrial centers continue to draw resources and materials from the warehouse and produce new commodities each turn at the level you set, as long as the resources and labor are available.\n\nThis means you need to visit these centers only when you have expanded the industry and want to increase production, or you need the materials, resources, or labor elsewhere and want to decrease production.\n\nEven if resources fall below requirements the industry remembers the amount you ordered, and in subsequent turns will attempt to fulfill the original demands. However, when the production box is opened, even if the orders are not changed, the production demand automatically re-sets to the level shown in the slider.\n\nOrders in for the railyard, food processing, capital, trades school, and all three unit construction sites are not saved to the next turn.\n\n
3151 Three buildings on the Industry screen are used to build units: the Shipyard, for building navies; the University, for building civilians; and the Armory, for building land forces. \n\nUsing the cursor and the hot text to the upper right, you can locate each of these centers.\n\n
3152 Each unit production center displays the cost of the unit to be constructed and the amount of those items currently available. You also see some information about the functions or quality of the units you could order constructed. \n\nWarships tend to cost more in commodities such as lumber or armaments, but both civilians and military regiments actually deduct workers from the labor force. Civilians, in fact, are most expensive because they always require an expert worker.\n\n
3153 Ordering a new unit is simple--just click on the right arrow under the picture of the unit to be constructed. If you have the required money and commodities you will see a number 1 appear under the unit's picture. If you don't have the commodities in stock, the items you lack will be shown in red text. \n\nAs with other orders, you are free to change your mind. Click the other (left) arrow under the unit to cancel the order and restore the items to the stockpile. The new units will be built when you end the turn and they will appear on the map next turn.\n\n
3154 Be cautious about building too many units at the beginning of the game unless you have a specific plan or need that requires the construction. Each worker deducted from the city must be replaced through migration and training or your labor supply will decline. Even ships have a hidden cost. Each unit of lumber put in a warship means less lumber for industrial expansion. \n\nYou must balance the need for new units against the need for economic expansion. \n\n
3155 Your defense minister monitors the growth of other empire's military and naval muscle. He will provide warnings of threatening moves. \n\nWhen you see these warnings you must be ready to expand your forces rapidly. This means stockpiling arms and cash so that laborers can be conscripted into the army immediately. \n\nRemember that you can recover from any disaster except the loss of your capital city. Defense forces should be concentrated there if you suspect you are weaker than other empires or if there are large enemy fleets off your coast.\n\n
3161 This screen appears whenever another country makes a diplomatic overture that requires a response from you. You may receive offers of peace when you are at war, offers of alliances and pacts from other great powers, and offers from minor nations to intervene in a war on their behalf.\n\n
3162 Information presented on the offer sheet informs you of the type of offer your Foreign Minister received.\n\n
3163 As with the trade offers, the only orders you can give with the diplomacy offers are to accept the offer or to reject it. Clicking on one of the two seals advances you to the next offer or the next screen.\n
3164 Only great powers offer you alliances and pacts. Alliances are only made between great powers. Pacts, while they can be agreed to by minor nations, will never be offered by them.\n\nWhen you agree to a non-aggression pact you are making a promise not to declare war on that power. This means that as long as you keep your word, you will be unable to attack that power in any way-including a case in which they attack some third nation you wish to support.\nOf course, you can break the pact and declare war but the diplomatic cost of war (mainly penalties involving world opinion) are much more severe when you break a pact.\n\nAgreeing to an Alliance is more serious. You are making a promise to declare war on any great power that declares war on your ally. The ally is making the same promise to you. Should you refuse declare war and uphold the alliance, severe diplomatic penalties apply. However, if the ally is the aggressor, not the defender, you may decide not to support the ally and suffer no penalty.\n\n
3165 When a minor nation has been attacked by another great power its leaders often seek a friendly great power to declare war on their enemy and protect their nation. This action by a great power is called intervention.\n\nYou receive offers to intervene only if you are the great power with the best relationship to the attacked minor nation and only from a minor nation in which you have an embassy.\n\nIf you accept the offer to intervene, you pay all normal penalties for declaring war on a great power. However, the benefits of intervention are significant. You immediately acquire the minor nation as a colony. You have control over all their armed forces and can deploy more regiments to defend their provinces. \n\n
3171 Whether you resolve battles on the tactical battlefield, or with strategic combat resolution, all battle results are reported here.\n\nYou can review these results again during your next turn by clicking on the question mark button in the upper right corner, and then clicking on the battle report button. \n\n
3172 The Battle Report screen provides results on all the battles you fought this turn. The area under the map displays the location of the battle, the forces of the winner and the loser, and lets you know which units, if any, were killed.\n\nGreen map icons represent a victory, while red means defeat. The flashing icon is the location of the currently displayed battle.\n\n
3173 You cycle through your battles, if you have more than one, by clicking on the arrow buttons at the bottom of the screen, or by clicking directly on the icons on the map. \n\nYou see more information on a battle by clicking on the large wooden 'i" button in the center of the page. This brings up detail on the two forces which fought the battle.\n\n
3181 Fighting on a tactical battlefield gives you the best chance for a crushing victory over your enemies. This option may be turned off using the preferences screen at any time during you turn. Once you enter the tactical battlefield, you are committed to fighting there, but you may choose to let your Defense Minister handle the battle for you.\n\nOnce both sides have deployed their forces the battle is fought in a sequence of unit turns based on the initiative rating of the individual units. This means that several of your units might act before any of the enemy regiments; or, that the enemy forces might all act before you can. Generally, cavalry acts before infantry, and infantry acts before artillery. However, these rules are modified by the experience rating of the regiments and the qualities of the leaders on each side.\n\n
3182 The toolbar displays the active regiment and the regiment's selected target. Near these unit pictures you see any medals won by either of the units. These medals measure the regiment's experience.\n\nOn the battlefield you see an area of small pips showing the radius of potential movement of the active unit. If a pip is green, it means that no enemy can fire into that space presently and that the active unit can move their without any fear of immediate damage. A red pip means that enemy units can fire into that space.\n\nEach regiment's display on the battlefield includes a green damage bar. The size of this bar tells you roughly how many of the regiment's troops are able to fire. As the regiment is fired upon the size of the bar decreases as more men are taken out of action. If the bar ever disappears it means the unit is totally destroyed. \n\nIt is likely that the morale of the regiment will break before total destruction occurs. When the green bar turns yellow, the regiment can only run or surrender.\n\n
3183 Because the order of movement and firing on the battlefield is based on initiative, there is no way for you to select your units out of turn. Units must act or not act when they get the chance. Often it is useful to avoid firing on your turn, preserving that regiment's fire for opportunity fire during an opponent's move. \n\nWhen 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 crosshairs if the target is in range, and to a red X over a crosshairs if out of range.\n\nYou move an active regiment by clicking on a green or red pip on the battlefield. Because the enemy can fire during your move there is no way to take a move back. However, you can move in multiple steps clicking each time a little bit nearer to the enemy. There is no reason that an active unit has to move its entire distance all at once.\n\nAn 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 cannot move after firing, but can move and then fire. Artillery cannot both move and fire. \n\n
3184 For the most part you command your regiments on the battlefield using the cursors and clicks on the map. The three wooden toolbar buttons provide options not covered by the cursors.\n\nThe top button is a targeting shortcut. When one of your regiments is active, click repeatedly on this button to cycle through all enemy units in range. This reduces the amount of scrolling you need to do.\n\nThe middle button ends the turn of an active unit. If you choose to reserve your fire or to move only part of your movement points, you need to click here to advance the game to the next active unit.\n\nThe lower button orders all of your forces to retreat. You should click here only if the battle is lost and retreating might save the lives of some valuable regiments.\n\nAt the very bottom of the toolbar is a picture of your defense minister. Clicking here turns control of the battle over to him.\n\n
3185 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 and destroy the line of enemies one by one. Use your artillery to weaken the better enemy defenders before your best pieces close with them.\n\nOn defense, even though you benefit from entrenchments, you must fight actively. Try to hit attacking artillery with light cavalry and reserve your artillery to hit the enemy grenadiers and heavy cavalry when they get close enough. Be willing to retreat and save your men for a counter-attack unless you are defending your capital. \n\n
3191 The Council of Governors meets approximately every ten years to vote on potential winners of the game. The first step in this process is the nomination of two great powers. The Council Makes this determination largely on the basis of industrial might.\n\nOnce two great powers are nominated the governor of each province votes for one of the two nominees or else abstains. At the beginning of the game most governors will abstain unless their own country is one of the nominees.\n\nAs the game continues fewer governors will abstain. When one great power receives the votes of over half of the total provinces that power wins the game.\n\n\n
3192 The first screen depicts the council meeting hall. Here you witness the nomination of the two leading great powers. \n\nOn the second screen of the meeting you witness the voting of the council. Votes are entered on the ledger at the bottom and shown by small flags on the map. The votes come in order of the strength of that governor's support. For instance, if your great power is nominated you will notice your own home provinces voting for you first. As the process continues more reluctant governors elsewhere in the world may join your tally.\n\n
3193 Since you do not directly control the votes of governors in your provinces, it is not possible to give orders on the Council of Governors Screen. \n\nYou are guaranteed the support of all owned provinces if your great power is nominated. However, if two other great powers are the nominees, governors of your provinces decide to vote or abstain based on the performance of the rulers of the nominated great powers.\n\nTo ensure that your nation is nominated, you need to develop a lead in industrial strength. To obtain maximum support once you are nominated you need military success, diplomatic success, or a mixture of both.\n\n\n
3194 The tally of votes provides information on different categories of votes earned by the two nominated powers. This provides information on the strengths and weaknesses of your foes according to world opinion.\n\nThe first category shows the total provinces in the homeland of the great power plus those provinces conquered militarily since the game began. Since all provinces in this section automatically vote when their nation is nominated this category provides exact information on the size of the two top powers and on their past military successes.\n\nThe second category-colonies-represents the total number of provinces colonized by the nominated great power. Since all provinces in this section automatically vote when their nation is nominated this category provides exact information on the size of the colonial empires of the top great powers and on their past diplomatic successes. \n\n
3195 The tally of votes provides information on different categories of votes earned by the two nominated powers. This provides information on the strengths and weaknesses of your foes according to world opinion.\n\nThe third category on the vote tally-votes from other great powers-is a measure of the military potential of the top great powers. the governors of provinces controlled by great powers will add their votes to the tally out of fear.\n\nThe fourth category-votes from minor nations-is a measure of the diplomatic strength of the top two great powers. Governors in provinces controlled by minor nations consider the diplomatic strength of the great powers when deciding to vote or abstain.\n\n
3201 The status screens provide comparisons between all the Great Powers in a variety of fields. The ratings on each screen go from top to bottom and the length of the colored bar shows how competetive the various Powers are in each category. \n\nWhen this screen first appears the two highest rated powers shown would be the nominees for victory by the council of governors if a meeting were held this turn.\n
3202 Clicking on the tabs on the left side of the screen displays information on who is winning, first as a total, and then rated according to internal development, diplomatic success, and military power. The lowest tab on the left side compares the Powers' merchant marine.\n\nOn the right side, clicking on the tabs displays screens comparing world exports, industrial output, labor force, overseas profits, and transport capacity.
3211 At the end of every trade offers phase, before the new turn begins, the Deal Book is displayed. If you want to look at the Deal Book again during your turn, it may be brought up through the Help and Information dialog .\n\n\n
3212 The Deal Book lists all your country's trades, as well as potential deals that did not happen because you rejected them or ran out of merchant marine. It also provides an end of turn summary, called the bottom line, that reports your profits or losses for the turn.\n\n
3213 Eventually your overseas profits add to the positive side on the bottom line balance sheet. Overseas profits are money you make when another country sells something, or mines some gold or gems. \n\nThe only way to earn this beneficial bonus is by purchasing land in a Minor Nation with a Developer and then increasing production of the land with your other civilian units. \n\nThe profits produced by the lands you develop are split between your Great Power, and the nation where the land is located.
3214 Sometimes you may spend too much money and end a trade offers phase in the red. The Deal Book informs you of this fact and lists your borrowing limit. If you go over this limit you will receive a warning about a forced sale of your warehouse stockpile. The prices paid during a forced sale are quite low and it is a good idea to avoid it if you can. Additionally, you cannot purchase anything during your turn, nor can you give orders that require an expenditure, as long as you are too far in debt.\n\nOn the other hand, there is nothing wrong with borrowing as long as you stay within your credit limit. In fact, since the world banking community likes to have your country in debt, every time you borrow and then repay the money your credit limit for the future increases. Credit limit also depends on the industrial strength of your Great Power.\n
3221 This turn you should:\n\n1. Build railroad track with the Engineer, or choose to build a new depot in his present location.\n\n2. Continue prospecting.
3222 If you have not built a miner yet, do so this turn. Miners can be built on the Industry screen in the university building.\n\nTo tell a miner to mine, wait until he is the flashing unit and then click on a mineral you discovered. The miner moves to the site and starts building a mine. \n\nWhen the mine is done, the miner can be reassigned and the minerals can be collected by your transport network.
3223 On the introductory difficulty setting, you have plenty of materials and money to develop your country. You should try to plan your future development with reference to the needs of your industry and workers.\n\nFor instance, some of your workers eat fruit each turn, but your beginning transport network does not supply fruit. Eventually you will need to establish a port or rail depot that is near some fruit orchards.\n
3231 This turn you should:\n\n1. Build a new rail depot with the Engineer if he has reached the valuable resources. He can build a depot only in the same tile he now occupies. Click on that tile when the Engineer is flashing. A dialog box appears. Click on the "railhead" button.\n\n2. If your miner is idle assign him to mine minerals you have discovered. If you don't own a miner, it would be a good idea to build one this turn.\n\n3. Keep your Prospector exploring for more minerals.
3232 This demo version of Imperialism provides you with a military advantage over your nearby foes. If you wish to conduct some attacks next turn, you should declare war this turn.\n\nSince your attack forces are deployed in Hukchi, the designated victim is Loke (to the west). You may declare war on Loke using the diplomacy screen.\n\n
3241 In Hukchi Province your armies are ready for a powerful attack against a potentially valuable Minor Nation\n\nTo select these armies you need to scroll to Hukchi and click on the small encampment tents near the town. You see your forces in the toolbar. Use the arrows in the toolbar to select the units to attack.\n\nIf you declared war last turn you see a red crossed swords cursor over the provinces owned by the Minor Nation. Click on one of these provinces with this attack cursor and your forces are ordered to attack this turn.\n\nIf you don't see the red crossed swords, verify:\n1. You declared war in a previous turn.\n2. You used the arrows in the toolbar to select which troops should attack.\n\nOnly the mobile forces attack. Local militia remain in your province.\n\n
3242 If your miner has finished his first mine and your Engineer has constructed a new railhead, you can continue your internal development.\n\nThis turn you should: \n\n1. Open a new mine if you have discovered additional minerals.\n\n2. Begin to use the Engineer to get some fruit for your workers, unless you have already built a depot that gathers fruit. Of the various types of food, fruit is the one you lack near your capital.
3243 Once you have built new mines and new depots, you need to use the transport ledger to change your transport orders.\n\nThe toolbar button showing a small crate with and arrow under it leads you to the transport ledger.\n
3251 You may set your preferences for sound, music, minister briefings, warnings, and combat resolution using this screen. Generally, if a button is dark that preference is turned off. \n\nFor sound and music, you can drag the dark region partly across the button to set volume to intermediate levels.
3252 Battles may be resolved tactically or strategically. With tactical battles on, you maneuver your individual regiments on a battlefield against the regiments of your enemies.\n\nIn the demo version of Imperialism (which is based on a beta development version of the game), tactical battles are less stable than the rest of the game. If you want to be sure to finish the demo with no problems, set this preference to strategic resolution.
3253 Minister briefings may be set to arrive automatically when you go to a new screen. Some screens have several briefings which appear in sequence with each subsequent turn. You should turn this preference on if you're sure you want to read all the available help.
4000 Frog City Credits: \n\n\nExecutive Producer:\n Rachel Bernstein \nOriginal Game Design:\n Bill Spieth, Ted Spieth \nDesign Team:\n Rachel Bernstein, Eric Fredricksen, Alex Peck, Bill Spieth, Ted Spieth \nProgramming:\n Rachel Bernstein, Eric Fredricksen, Alex Peck \nFCLL:\n Eric Fredricksen \nArt:\n Marc Tanenbaum, Vadim Vahrameev \nAdditional Art:\n Ellipsis Productions, Ric Tringali \nNewspaper Stories:\n Clark Cox, Alex Peck, Bill Spieth, Ted Spieth \nNews Editor:\n Cris Spieth \nManual:\n Bill Spieth, Cris Spieth \nDistraction:\n Samuel Bernstein Spieth \nSpecial Thanks:\n Warrington S. Parker 3rd, Kathleen Cassidy, Kristin Lamoreux, Cris Spieth, Jan Lindner, Kathy Aoki, the Geebers, Metrowerks, SSI
4001 \nGreetings, your Excellency. As the ruler of a burgeoning Empire you enjoy a vast amount of power over political, military, and economic affairs. Minister Briefings are available to help you learn the interfaces through which you issue your commands.\n\nAlthough it can be played on an infinite variety of random maps, Imperialism is modeled on the world at the beginning of the Industrial Revolution. The world is divided into Great Powers--your and your rivals-- and Minor Nations ripe for exploitation. \n\nThis introductory level demo is designed for your success. Your industries are well supplied, and your country possesses plentiful and easily accessible resources. You enjoy military superiority over your neighbors and good diplomatic relations with several smaller nations. \n\nThe demo allows you to play 10 years. The full version of the game can run over 100 years if no Great Power prevails before that time.\n\nClick on the Globe to begin the demo.
4002 Strategic Simulations, Inc. Credits: \n\n\nProducer:\n Carl Norman \nAssociate Producer:\n Brandon Chamberlain \nMusic composed and performed by:\n Danny Pelfrey and Rick Rhodes \nSound Effects:\n Stephen Lam, Ralph Thomas \nCinematics:\n Maurice Jackson \nLocalization:\n Patrick Baroni, Jeff Groteboer, Jan Linder \nTest Manager:\n Sean Decker \nTest Supervisor:\n Jason Ray \nLead Tester:\n Kelly Calabro \nTesters:\n Forrest Elam, Cyrus Harris, Luke LaJoie, John Pena, Damon Perdue, Dave Pope \n\n\nImperialism was written with Apple's MacApp Application Framework, and ported to Microsoft Foundation Classes using the Frog City Lepidopteran Library. The FCLL is written in C++ and provides a platform-independent interface for developing simultaneous Windows and Mac games.
7497 The Textile Mill requires the work of two units of labor plus two units of cotton or wool to produce one unit of fabric.
7498 Capacity is the maximum amount of fabric that can be produced in one turn.
7499 Cancel construction.
7597 The Clothing Factory requires the work of two units of labor plus two units of fabric to produce one unit of clothing.
7598 Capacity is the maximum amount of clothing that can be produced in one turn.
7599 Cancel construction.
7697 The Steel Mill requires the work of two units of labor plus one unit of coal plus one unit of iron to produce one unit of steel.
7698 Capacity is the maximum amount of steel that can be produced in one turn.
7699 Cancel construction.
7797 TheMetalworks requires the work of two units of labor plus two units of steel to produce one unit of armaments or hardware.
7798 Capacity is the maximum amount of armaments and/or hardware that can be produced in one turn.
7799 Cancel construction.
7897 The Lumber Mill requires the work of two units of labor plus two units of timber to produce one unit of lumber or paper.
7898 Capacity is the maximum amount of lumber and/or paper that can be produced in one turn.
7899 Cancel construction.
7997 The Furniture Factory requires the work of two units of labor plus two units of lumber to produce one unit of furniture.
7998 Capacity is the maximum amount of furniture that can be produced in one turn.
7999 Cancel construction.
8097 The Oil Refinery requires the work of two units of labor plus two units of oil to produce one unit of fuel.
8098 Capacity is the maximum amount of fuel that can be produced in one turn.
8099 Cancel construction.
8597 The Power Plant is capable of converting one unit of fuel into six units of power, which can be used as labor.
8598 Power plants can convert up to 100 units of fuel per turn.
8599 Cancel construction.
10177 Acquire up to 28 technologies to improve your industrial and military power...
10178 ...develop your placid countryside into a giant industrial machine...
10179 ...see your country towns grow and add new materials to your sprawling transport network...
10180 ...create dozens of different military units up to early World War I era tanks...
10181 ...dominate the world markets and strangle your opponents' trade...
10182 ...build enormous factories and power them with oil-burning power plants...
10183 ...crush your enemies forces using the optional tactical combat engine...
10184 ...view the aftermath of battles on the combat reports screen...
10185 ...earn additional exciting rewards for your excellent gameplay!
13569 Zimm City
13570 Bergen
13571 Sussex
13572 Essex
13573 Morris
13574 Nassau
13575 Passaic
13576 Warren
13577 Monmouth
13669 Kem City
13670 Latev
13671 Koryak
13672 Hukchi
13673 Narvik
13674 Kara
13675 Tromso
13676 Tiksi
13677 Totyev
13769 Patagon City
13770 Kifisia
13771 Perissos
13772 Petralona
13773 Faliro
13774 Patisia
13775 Kallithea
13776 Pereus
13777 Callisto
13869 Haxaco City
13870 Hopatcong
13871 Hackensack
13872 Weehawken
13873 Secaucus
13874 Watchung
13875 Piscataway
13876 Peapack
13877 Teaneck
13969 Devron City
13970 Taraval
13971 Moraga
13972 Pacheco
13973 Rivera
13974 Ulloa
13975 Wawona
13976 Anza
13977 Lopez
14069 Ordune City
14070 Dunbar
14071 Dunlap
14072 Dunham
14073 Brigadune
14074 Dundee
14075 Oban
14076 Banburn
14077 Dunmore
14105 Produces:
14106 Can Produce:
14107 A Miner here: +
14108 A Farmer here: +
14109 A Forester here: +
14110 A Driller here: +
14169 Deneb City
14170 Lochmaddy
14171 Lochinvar
14172 Gairloch
14173 Girvan
14174 Feolin
14175 Mallaig
14176 Nairn
14177 Banlingen
14205 Plains
14206 Forest
14207 Hills
14208 Mountain
14209 Swamp
14210 Water
14211 Desert
14212 Farmland
14269 Idolon City
14270 Boonton
14271 Freedon
14272 Kenelon
14273 Abalon
14369 Kessel City
14370 Toftlund
14371 Skrydstrup
14372 Nordborg
14373 Ijmuiden
14469 Issa city
14470 Morissa
14471 Dessa
14472 Lorassa
14473 Mildassa
14569 Zinlu City
14570 Zabinda
14571 Kanfulu
14572 Kindu
14573 Lanpulu
14669 Pram City
14670 Tenafly
14671 Cresskill
14672 Demarest
14673 Watervliet
14769 Loke City
14770 Lodi
14771 Lavi
14772 Malon
14773 Domi
14869 Manx City
14870 Yaren
14871 Funafuti
14872 Suva
14873 Yarfulen
14969 Pont City
14970 Amesbury
14971 Shropshire
14972 Stratford
14973 Salisbury
15069 Wodan City
15070 Richland
15071 Kenniwick
15072 Pasco
15073 Bellevue
15169 Zazi City
15170 Amir
15171 Uri
15172 Elon
15173 Yosi
15269 Hurschen City
15270 Ginosar
15271 Galon
15272 Eingev
15273 Gazit
15369 Twelt City
15370 Hobart
15371 Brisbane
15372 Peabody
15373 Taz
15469 Dedge City
15470 Nyack
15471 Haverstraw
15472 Tappan
15473 Ridgemont
15569 Kathay City
15570 Penthar
15571 Osnot
15572 Thurston
15573 Mul
15669 Bruhr City
15670 Braemar
15671 Ballater
15672 Abmear
15673 Harmear
15769 Sindel City
15770 Vershire
15771 Putney
15772 Barnard
15773 Chelsea
15869 Goody
15870 Baker
15871 Nelson
15872 Jackson
15873 Ball
15874 Ballarat
15875 Fielder
15876 Gardner
15877 Kalamaz
15878 Cooke
15879 Balrog
15880 Barnes
15881 Basilisk
15882 Akbarre
15883 Holmes
15884 Wickham
15885 Austen
15886 Brownstone
15887 Simon
15888 Beck
15889 Peck
15890 Green
15891 Sansing
15892 Vierra
15893 Ferrari
15894 Bennet
15895 Buscemi
15896 Dorrn
15897 Doty
15898 Horney
15899 Forester
15900 O'Brien
15901 Simpson
15902 Eskew
15903 Scully
15904 Mulder
15905 Lewis
15906 Clark
15907 Stevens
15908 Darren
15909 Benedict
15910 Equinox
15911 Gross
15912 Murdoch
15913 Fredrickson
15914 Smith
15915 Jones
15916 Johnson
15917 Niven
15918 Cherry
15919 Peach
15920 Daniel
15921 McCarthy
15922 Lister
15923 Rimmer
15924 Juvet
15925 Klein
15926 Fletcher
15927 Curry
15928 Crumlish
15929 Bligh
15930 Andrews
15931 Lawes
15932 Nicolas
15933 North
15934 Reifel
15935 Poindexter
15936 MacDonald
15937 Scotty
15938 Kirk
15939 Sweeny
15940 McCoy
15941 Emmerich
15942 Chamberlain
15943 Norman
15944 Saxon
15945 Roman
15946 Martin
15947 Noakes
15948 Collins
15949 Wimsey
15950 Vane
15951 Pratt
15952 Aubrey
15953 Ragusa
15954 Radcliffe
15955 Anderson
15956 Gunder
15957 Guano
15958 Mooney
15959 Sooner
15960 Samford
15961 Watson
15962 Fisher
15963 Bankes
15964 Beresford
15965 Tachner
15966 Ryan
15969 Dreadnought
15970 Victory
15971 Constitution
15972 Constellation
15973 Superb
15974 Vanguard
15975 Neptune
15976 Colossus
15977 Orion
15978 Conqueror
15979 Monarch
15980 Emperor
15981 Thunderer
15982 Centurion
15983 Nautilus
15984 Warspite
15985 Lion
15986 Tiger
15987 Valiant
15988 Invincible
15989 Atropos
15990 Temeraire
15991 Warrior
15992 Courageous
15993 Excalibur
15994 Perseus
15995 Heracles
15996 Enterprise
15997 Hornet
15998 Wasp
15999 Indomitable
16000 Inflexible
16001 Glory
16002 Captain
16003 Cyclops
16004 Scorpion
16005 Dolphin
16006 Furious
16007 Shark
16008 Revenge
16009 Jupiter
16010 Redwing
16011 Flower
16012 Columbia
16013 Terrible
16014 Perilous
16015 Rattler
16016 Vixen
16017 Wolf
16018 Indefatigable
16019 Splendid
16020 Ogre
16021 Meteor
16022 Comet
16023 Whale
16024 Argus
16025 Sea Lion
16026 Walrus
16027 Octopus
16028 Dragon
16029 Defender
16030 Speedy
16031 Leopard
16032 Repulse
16033 Judith
16034 Golden Hind
16035 Bounty
16036 Achilles
16037 Hector
16038 Ajax
16039 Ascendant
16040 Cleopatra
16041 Julius Caesar
16042 Swordfish
16043 Hammerhead
16044 Ivory
16045 Asta
16046 Polar
16047 Artic
16048 Nuda
16049 Bipsiger
16050 Valsalva
16051 Surf
16052 Storm
16053 Gale
16054 Hurricane
16055 Ironsides
16056 Grasper
16057 Nero
16058 Caligula
16059 Gripper
16060 Claudius
16061 Augustus
16062 Octavian
16063 Tiberius
16064 Toadvine
16065 Andromeda
16066 Xanadu
16961 Winter
16962 Spring
16963 Summer
16964 Fall
17061 Cotton
17062 Wool
17063 Timber
17064 Coal
17065 Iron
17066 Horses
17067 Oil
17068 Food
17069 Fabric
17070 Lumber
17071 Paper
17072 Steel
17073 Fuel
17074 Clothing
17075 Furniture
17076 Hardware
17077 Arms
17078 Grain
17079 Fruit
17080 Fish
17081 Livestock
17082 Gems
17083 Gold
17161 Scientists have discovered
17162 High Pressure Steam Engine
17163 Seed Drill
17164 Cotton Gin
17165 Streamlined Hulls
17166 Square-Set Timbering
17167 Iron Railroad Bridge
17168 Feed Grasses
17169 Spinning Jenny
17170 Paddlewheels
17171 Steel Plows
17172 Bessemer Converter
17173 Compound Steam Engine
17174 Rifled Artillery
17175 Breech-Loading Rifles
17176 Advanced Iron Working
17177 Power Loom
17178 Mechanical Reaper
17179 Commercial Fertilizer
17180 Oil Drilling
17181 Barbed Wire
17182 Steel Armor Plate
17183 Large Artillery
17184 Dynamite
17185 Marine Engineering
17186 Machine Guns
17187 Chemistry
17188 Improved Range-Finding
17189 Internal Combustion
17263 Alliances
17264 Non-Aggression Pacts
17265 Peace Treaty
17266 Member
17267 War
17361 Member of our Empire
17362 Ruler of our Empire
17363 Alliance
17364 Non-Aggression Pact
17365 Peace
17366 Member
17367 War
17461 Zimm
17462 Kem
17463 Patagon
17464 Haxaco
17465 Devron
17466 Ordune
17467 Deneb
17468 Idolon
17469 Kessel
17470 Issa
17471 Zinlu
17472 Pram
17473 Loke
17474 Manx
17475 Pont
17476 Wodan
17477 Zazi
17478 Hurshen
17479 Twelt
17480 Dedge
17481 Kathay
17482 Bruhr
17483 Sindel
17561 None
17562 Trader
17563 Indiaman
17564 Frigate
17565 Ship-of-the-Line
17566 Paddlewheeler
17567 Clipper
17568 Raider
17569 Ironclad
17570 Advanced Ironclad
17571 Freighter
17572 Armored Cruiser
17573 Dreadnought
17574 Battlecruiser
17661 Minutemen
17662 Skirmishers
17663 Regulars
17664 Grenadiers
17665 Hussars
17666 Cuirassiers
17667 Light Artillery
17668 Artillery
17669 Militia
17670 Sharpshooters
17671 Rifle Infantry
17672 Guards
17673 Scouts
17674 Carbine Cavalry
17675 Field Artillery
17676 Siege Artillery
17677 Conscripts
17678 Rangers
17679 Infantry
17680 Machine Gunners
17681 Mech. Infantry
17682 Armor
17683 Mech. Artillery
17684 Railroad Guns
17685 Sappers
17686 Combat Engineers
17687 Saboteurs
17688 General
17761 Miner
17762 Prospector
17763 Farmer
17764 Forester
17765 Engineer
17766 Rancher
17767 Fisherman
17768 Developer
17769 Driller
17861 Textile Mill
17862 Clothing Factory
17863 Steel Mill
17864 Metalworks
17865 Lumber Mill
17866 Furniture Factory
17867 Oil Refinery
17868 Shipyard
17869 Armory
17870 Trade School
17871 University
17872 Power Plant
17873 Food Processing
17874 Warehouse
17875 Railyard
17876 Capitol
17961 None
17962 Traders
17963 Indiamen
17964 Frigates
17965 Ships-of-the-Line
17966 Paddlewheelers
17967 Clippers
17968 Raiders
17969 Ironclads
17970 Advanced Ironclads
17971 Freighters
17972 Armored Cruisers
17973 Dreadnoughts
17974 Battlecruisers
18061 Untrained
18062 Trained
18063 Expert
18189 Firepower:\nMove:\nRange:\nEntrench:
18190 Cost:
18191 Available:
18192 Armory
18193 No
18194 Yes
18261 Raid
18262 Skirmish
18263 Engagement
18264 Combat
18265 Battle
18361 Edge
18362 Check
18363 Defeat
18364 Trounce
18365 Rout
18366 Crush
18367 Annihilate
18461 negligible
18462 light
18463 moderate
18464 heavy
18465 extreme
18466 total
18467 XXXX
18561 Forces
18562 Armies
18563 Legions
18564 Soldiers
18565 Regiments
18566 Troops
18661 Famous
18662 Powerful
18663 Crack
18664 Glorious
18665 Veteran
18666 Elite
18761 Pathetic
18762 Evil
18763 Barbaric
18764 Paltry
18765 Villainous
18766 Depraved
18870 University
18871 Cost:
18872 Available:
18873 Production Levels
18961 [1:unit name] in the province of [2:province]
18962 Laying track
18963 Building a rail station
18964 Building a port
18965 Searching for minerals
18966 Building [1:building]
18967 Building [1:mineral] and [2:mineral] mine
18968 Improving local [1:building]
18969 Redeploying
18970 Time to completion: [1:number] months
18971 Building [1:mineral] mine
18972 Civilian Report
18973 Rescind Orders
18974 Confirm Orders
19061 mine
19062 n/a
19063 farms
19064 logging
19065 n/a
19066 ranching
19067 fishing fleet
19068 company
19069 oil wells
19161 Militia
19162 Light Infantry
19163 Regular Infantry
19164 Heavy Infantry
19165 Light Cavalry
19166 Heavy Cavalry
19167 Light Artillery
19168 Heavy Artillery
19169 Demolitionist
19170 General
19171 unit of unknown type
19172 Militia
19173 Light Infantry
19174 Regular Infantry
19175 Heavy Infantry
19176 Light Cavalry
19177 Heavy Cavalry
19178 Light Artillery
19179 Heavy Artillery
19180 Demolitionists
19181 Generals
19182 units of unknown type
19261 Tech Cheater
19361 Great Powers Cheater
19362 Treasury
19363 Merchant Capacity
19364 Transport Capacity
19365 Total Sales last turn
19366 Total purchases last turn
19461 [1:] has declared war on the minor nation of [2:]. Intervene and declare war on [3:]?
19462 [1:] has declared war on the [2:]. Honor alliance with [3:] and declare war on [4:]?
19463 [1:] has declared war on the [2:]. Honor alliance with [3:] and declare war on [4:]?
19464 The minor nation of [1:Morocco] is being attacked by your enemy, [2:France]. [3:Morocco] begs for your protection. Will you accept [4:Morocco] into your Empire?
19561 [1:] City
19661 [1:] Colony
19761 Available
19762 Moving
19763 Defending
19764 Available
19765 Upgrading
19861 Maximum Level of
19862 Development
19863 Resources Per Space
19864 At This Level:
19865 Spaces to Improve in
19866 Search For Resources In:
19867 Can Build
19868 Railhead
19869 Port
19870 Fort
19871 Rail Through
19872 Select Unit
19961 Your excellency, we are wasting transport capacity.
19962 City population will not grow unless it receives at least [1:number] grain, [2:number] produce, and [3:number] fish or livestock.
19963 At the current transport levels, [1:number] workers will be sick, and [2:number] workers will starve to death.
20000 To purchase Imperialism visit your local software retailer or call (800) 234-3088 to order direct!\n\nFor more information visit the Imperialism website located at www.imperialism.com
20061 Workers need more [1:food]
20062 Workers do not need more [1:food]
20161 Game Controls
20162 not implemented
20163 Help
20164 Help
20165 Interior Minister
20166 Foreign Minister
20167 Defense Minister
20168 End Phase
20169 Year
20170 Treasury
20171 Next Page
20172 Previous Page
20173 Return to Map
20174 Close Deal Book
20175 Return to Map
20176 Return to Map
20177 Return to Map
20178 End Turn
20179 Season
20180 Give Trade Orders
20181 Give Diplomacy Orders
20182 Give Industry Orders
20183 Give Transport Orders
20184 Give Trade Orders (no new orders yet)
20185 Give Diplomacy Orders (no new orders yet)
20186 Give Industry Orders (no new orders yet)
20187 Give Transport Orders (no new orders yet)
20188 Give Trade Orders (current screen)
20189 Give Diplomacy Orders (current screen)
20190 Give Industry Orders (current screen)
20191 Give Transport Orders (current screen)
20261 Deal Book
20262 Price History
20263 Newspaper
20264 Merchant Marine
20265 Workers need food
20266 Workers demand clothing
20267 Workers demand hardware
20268 Workers demand furniture
20269 No Food Demand
20270 No Clothing Demand
20271 No Hardware Demand
20272 No Furniture Demand
20273 Board of Trade
20274 Commodity
20275 Orders
20276 Price
20277 Available
20278 Quantity to Offer
20279 Your Excellency, we cannot place any trade orders as we do not have any merchant ships.
20361 Next Unit
20362 Sleep
20363 Defend
20364 Defend
20365 No orders this turn
20366 Zoom
20367 Zoom
20368 Show Garrison Details
20369 Show Fleet Details
20370 Behave Cautiously
20371 Behave Normally
20372 Behave Aggressively
20373 Invest in Technology
20374 Invest in Technology
20375 Selected Civilian Unit
20376 Disband Civilian
20461 Information:
20462 Provinces:
20463 Military:
20464 Industry:
20465 Greatest Influence:
20466 Minor Nation
20467 Peace
20468 War
20469 Trade Consulate
20470 Pact
20471 Alliance
20472 Empire
20473 Embassy
20474 [1: Zimm]: Relationships
20475 Bad
20476 Good
20477 Promised Grants:
20478 [1:Zimm]: Trade Policies
20479 Major Exports:
20480 Subsidies:
20481 Boycotts:
20482 Links:
20483 Colony of [1:Zimm]
20484 Anarchy
20485 None
20486 Poor
20487 Fair
20488 Good
20489 Excellent
20490 Awesome
20491 Map Key
20492 [1:Zimm]: Diplomatic Status
20493 Diplomatic Overtures
20494 Foreign Grants
20495 Relationship:
20496 Bad
20497 Good
20498 Promised Grants:
20499 $1,000
20500 $3,000
20501 $5,000
20502 $10,000
20503 Trade Policies
20504 5%
20505 10%
20506 25%
20507 50%
20508 75%
20509 100%
20510 Subsidies
20511 Boycott
20512 Link
20513 The Council of Governors has not yet convened.
20514 Results from the Council of Governors: [1:year]
20515 Abstaining:
20516 Invite a Minor Nation to Join Our Empire
20517 Offer an Alliance to another Great Power
20518 Offer a Non-Aggression Pact
20519 Offer a Peace Treaty
20520 Declare War
20521 Build a Trade Consulate
20522 Build an Embassy
20523 Grant $1,000
20524 Grant $1,000 Every Turn
20525 Grant $3,000
20526 Grant $3,000 Every Turn
20527 Grant $5,000
20528 Grant $5,000 Every Turn
20529 Grant $10,000
20530 Grant $10,000 Every Turn
20531 Give 5% Subsidy
20532 Give 10% Subsidy
20533 Give 25% Subsidy
20534 Give 50% Subsidy
20535 Give 75% Subsidy
20536 Give 100% Subsidy (Free Trade Goods)
20537 Boycott All Trade
20538 Link Colony's Trade Policies To Ours
20539 Political Map
20540 Foreign Grants Map
20541 Treaties Map
20542 Trade Map
20543 World Information
20544 Offer Treaties
20545 Influence Nations
20546 Set Trade Policies
20547 View Results of Last Election
20548 Grants:
20549 No Grants
20550 Controlled
20551 Colonies
20552 Other Great Powers
20553 Other Minor Nations
20554 Total Provinces
20555 Council of Governors
20556 Nominees:
20561 Required Food
20562 Sick workers
20563 No Illness
20564 Starved Workers
20565 No Starvation
20566 Workers demand clothing
20567 Workers do not demand clothing
20568 Workers demand hardware
20569 Workers do not demand hardware
20570 Workers demand furniture
20571 Workers do not demand furniture
20572 Available labor
20573 No available labor
20574 Untrained Labor
20575 No Untrained Labor
20576 Trained Labor
20577 No Trained Labor
20578 Expert Labor
20579 No Expert Labor
20580 Power
20581 No Power
20582 \nUnder Construction
20583 Future Site of
20584 \nExpanding
20585 \nProduction:
20661 Transport Capacity
20662 Used Transport Capacity / Total
20663 Cotton and Wool
20664 Fish and Livestock
20665 Transport / Total
20666 Transport
20667 Ledger
20774 Shipyard
20775 Cost:
20776 Available:
20777 Firepower:
20778 Range:
20779 Armor:
20780 Hull:
20781 Speed:
20782 Cargo:
20861 Start New Game on Random Map
20862 Load Saved Game
20863 Multiplayer
20864 Show High Scores
20865 Load Scenario
20866 Host a game
20867 Join a game
20868 This is not a valid saved game.
20869 This save file is from an older version which is no longer supported.
20870 Quit
20871 Select Save Game Slot
20872 Select a Game to Load
20873 Unused
20874 Introductory
20875 Easy
20876 Normal
20877 Hard
20878 Nigh-on Impossible
20879 Generate a Random Map
20880 Return to Main Screen
20881 Start the Game With This Map
20882 Map of the World
20883 Game Difficulty Setting
20884 Start Demo With This Map
20885 Name of Multiplayer Game
20886 Your Country's Name
20887 National Flag
20888 National Coat of Arms
20889 Game Name
20890 Country
20891 Host New Game with Random Map
20892 Host New Scenario
20893 Host Saved Game
20894 Return to Main Screen
20895 Join a Game in Progress
20896 Select Connection Method
20897 Set Your Name
20898 Enter Name for Multiplayer Game
20899 You must enter a name to host a game.
20900 Unable to Start the Multiplayer Machine
20901 Start Demo
20961 2 Labor + 2 (Cotton or Wool) makes 1 Fabric
20962 2 Labor + 2 Fabric makes 1 Clothing
20963 2 Labor + 1 Coal + 1 Iron makes 1 Steel
20964 2 Labor + 2 Steel makes 1 Armament or 1 Hardware
20965 2 Labor + 2 Timber makes 1 Lumber or 1 Paper
20966 2 Labor + 2 Lumber makes 1 Furniture
20967 2 Labor + 2 Oil makes 1 Fuel
20972 1 Fuel makes 6 Power
20973 2 Grain + 1 Produce + 1 (Fish or Livestock) makes 1 Canned Food
20975 2 Labor + 1 Steel + 1 Lumber makes 1 Transport Capacity
21062 Our merchant capacity has increased to [1:] .
21063 [1:numberofships] of our ships have been made obsolete. The experienced crewmembers have been distributed among the fleet.
21064 [1:numberofships] of our ships have been made obsolete. Their inexperienced crewmembers have been discharged.
21161 Congratulations, Your Excellency! Due to the growth of our navy, you have earned the reward of an Admiral in a new [1:ship type].
21162 Congratulations, Your Excellency! Due to the growth of our army, you have earned the reward of a General unit.
21163 Your excellency, I am pleased to report that thanks to our foreign policies, our country has produced a developer unit for overseas exploitation!
21164 Your excellency, I am pleased to report that the hamlet of [1:town name] has grown into a village and now produces industrial materials!
21165 Your excellency, I am pleased to report that the village of [1:town name] has grown into a town and now produces consumer goods!
21166 Your excellency, I am pleased to report that our shipyard has been upgraded to take advantage of our advanced iron-working capability.
21167 Your excellency, I am pleased to report that due to our glorious conquest of the capital of [1:], our new troops will be trained in an expanded armory and start with one medal.
21168 Your excellency, I am pleased to report that we have trained enough expert workers to justify expanding the University and opening new departments!
21169 Your excellency, I am pleased to report that we have expanded the railyard to accomodate the industrial materials now available from villages!
21170 Your excellency, I am pleased to report that the capitol has been expanded to accomodate increased diplomatic traffic resulting from the glorious annexation of another Great Power.
21171 Your excellency, I am pleased to report that [1: country name] has erected a monument as a token of their gratitude for being allowed to join our Empire, and has contributed 2 Clipper ships, adding 6 units of capacity to our merchant marine.
21172 Your excellency, I am pleased to report that a monument has been erected to commemorate our magnificent military victories.
21173 Your excellency, I am pleased to report that a monument has been erected atop the armory to commemorate our many conquests. Third level fortifications are now available.
21261 The city cannot be placed in a foreign country.
21262 Cities must be built on flat terrain (no hills or mountains). Cities must be built on a river or coast.
21263 The city must have uncontested access to water.
21264 The city must be founded on dry land, for practical reasons.
21361 Trading [1: six] [2: cotton] with [3: Devron]
21362 Merchants captured:
21363 Merchants sunk:
21364 Cargo seized:
21365 Piracy!
21366 Privateer Interception
21367 Enemy Merchants Intercepted!
21368 Warships Defeated!
21369 Battle at Sea
21370 Victory at Sea!
21371 Under orders to [1: patrol]
21372 make sail to [1: the Sea of Cortez]
21373 dock at [1: the port of Zimm]
21374 patrol [1: the Sea of Cortez]
21375 swab the decks in [1: the Sea of Cortez]
21376 hold a beachhead in the Province of [1: Quebec]
21377 blockade [1: the Port of Calais]
21378 escort merchant shipping
21379 make all neccessary repairs
21380 lie low in [1: the Sea of Cortez]
21381 patrol indefinitely in [1: the Sea of Cortez]
21382 (reserved)
21383 (reserved)
21384 Aggression level: [1: Cautious]
21385 Cautious
21386 Normal
21387 Agressive
21461 Retreat this unit?
21462 Attack Failed!
21463 Battle
21464 Province Taken!
21465 Province Lost!
21466 Battle
21467 Enemy Beaten Back!
21468 [1: Quebec], Province of [2: Canada]
21469 Attacking force:
21470 Units defending:
21471 Commanded by General [1: Patton]
21472 killed
21473 Our forces are attacking the province of [1:Quebec], defended by the forces of [2:Canada]. Do you wish me to deploy the troops for you?
21474 Our garrison in [1:Quebec] is being attacked by the forces of [2:Mexico]. Do you wish me to deploy the troops for you?
21475 Deploy Troops
21476 all
21477 [1]: Units Attacking
21478 [1]: Defensive Muster
21479 No battles to report - unfortunately, no battles took place last turn.
21480 We are victorious!
21481 We have lost the battle!
21482 Attacking Forces
21483 Defensive Muster
21484 Location of Encounter
21485 Result
21486 Previous Encounter
21487 Next Encounter
21488 Detailed Information
21489 Dismiss Battle Report
21490 Help
21491 No battles to report yet- the game has just begun!
21492 Help on Tactical Battles
21493 Next Target
21494 End Unit's Turn
21495 Retreat All Units
21496 Otto-Play
21561 Your excellency, the foreign ministers of the world are about to exchange diplomatic proposals, as they do every 6 months. I have not yet received any orders from you.
21562 Your excellency, perhaps we could use some of our funds to gain influence in other countries
21661 Your excellency, select your city site.\n\nLike any port or depot, your city will draw in resources from the surrounding countryside.\n\nYour city will be the hub of your transport network and your industrial command center.\n
21662 The planetary map generation key is "[1: Earth]"
21663 Your excellency, select your city site. Like any port or depot, your city will draw in resources from the surrounding countryside. Your city will be the hub of your transport network and your industrial command center.\n
21664 Select City Site
21665 Like any port or depot, your city will draw in resources from the surrounding countryside. Your city will be the hub of your transport network and your industrial command center.
21666 Local food can sustain [1] healthy population\n([2] maximum)
21761 Remaining Merchant Marine
21762 Open Trade Book
21763 Preferred Order of Bidders
21764 View Market
21765 Close Trade Book
21766 Reject Offer
21767 Accept Offer
21768 [1]: 1 unit
21769 [1]: [2] units
21770 Trade Book
21771 Waiting for offers. Current market: [1]
21772 One moment...
21773 [1:seller] offers\n[2:amount] units of [3:item]\n@ [4:price] / unit.
21774 Purchase
21775 units
21776 No more offers of [1:item]
21777 They are not offering us that much, excellency.
21778 We have only enough ships to carry [1] units, your excellency.
21779 Bought [1:amount] [2:item] from\n[3:seller] @ [4:price] / unit.
21780 Sold [1:amount] [2:item] to\n[3:buyer] @ [4:price] / unit.
21781 Bought [1:amount] [2:item] from\n[3:seller]
21782 Sold [1:amount] [2:item] to\n[3:buyer]
21783 [1:seller] offered to sell\nus [2:item]
21784 Bottom Line
21785 Sold
21786 Bought
21787 Overseas Profits
21788 Credit Limit = [1:amount]
21789 Interest ([1]%)
21861 Deal Book
21862 Offering Nations
21863 Bidding Nations
21864 [1:steel] Market
21865 Traders Not Present
21866 Return to Deal Pages
21867 Turn to Trade Pages
21868 Overseas Profits
21869 No deals were made this trade period
21870 No deals - there hasn't been a meeting of the World Trade Market yet.
21961 Please wait while other rulers consider matters of utmost diplomatic importance...
22061 IMPERIALISM
22062 Save Game
22063 Load Game
22064 Start New Game
22065 Set Preferences
22066 Credits
22067 Quit Game
22068 Cancel
22069 Preferences
22070 Force Visit Every Turn
22071 Animations
22072 Messages
22073 Stategic or Tactical Battles
22074 Audio
22075 Unclassified
22077 Sound Volume
22078 Sound Volume
22079 Music Volume
22080 Music Volume
22081 Warnings On
22082 Warnings Off
22083 Minister Briefings On
22084 Minister Briefings Off
22085 Tactical Battles On
22086 Tactical Battles Off
22161 General
22162 Garrison Commander of
22163 Admiral
22164 Captain of the
22165 Scouting Report
22166 Report on the army forces of
22167 in the province of
22168 as estimated by
22169 We cannot scout this province without a nearby ship or neighboring armies.
22170 No forces are present
22261 Our internal transport network can only handle a force of size [1]. You have selected a force of size [2].
22262 The ships in the landing zone will support a force of size [1]. You have selected a force of size [2].
22263 Our ships in the landing zone will only support a force of size [1]. A force of size [2] is already scheduled, and you have selected a force of size [3].
22264 We do not have the required resources to perform this upgrade.
22265 Armies cannot attack overseas unless a port is present in their province.
22266 No Port
22267 Our armies cannot move out of this province by sea because the port is blockaded.
22268 Blockaded Port
22269 Our treasuries cannot meet the required [1:$500], your excellency.
22361 Rename Unit To:
22362 Rename Unit
22363 Upgrade to [1:unit type]. Cost: [2:number] arms, [3:dollar amt]
22364 Rename Ship To:
22365 Rename Ship
22366 Dismiss
22461 regiment of [1:Hussars]
22462 regiments of [1:Hussars]
22561 Miners
22562 Prospectors
22563 Farmers
22564 Foresters
22565 Engineers
22566 Ranchers
22567 Fishermen
22568 Developers
22569 Drillers
22661 Foreign Minister
22662 Defense Minister
22663 Interior Minister
22664 Report from your\n[1:Foreign Minister]
22665 Request from your\n[1:Foreign Minister]
22666 Advice from your\n[1:Foreign Minister]
22667 Help from your\n[1:Foreign Minister]
22668 A Message From [1:country]
22761 What an insult! [1:countryName] has had the nerve to invite our great nation into their empire. Are you going to accept this disgraceful proposal? This would mean utter defeat!
22762 [1:countryName] seeks to enter into a mutual defense treaty with our great Empire. Do you accept their offer of an alliance?
22763 [1:countryName] would like to be on better terms with our great Empire. Will you accept their offer of a non-aggression pact?
22764 [1:countryName] has come groveling for an end to their war with our great Empire. Will you accept their offered peace treaty?\n
22765 [1:countryName] is eager to join our glorious Empire. However, they are at war with other Great Powers. Will you accept [2:countryName] into our Empire and declare war on their enemies?
22861 The following items were sold for
22862 Due to our inability to pay off our debts, the bank has seized our income and assets to be auctioned off.
22863 The bank has warned us that we are over our credit limit. Unless we pay our debts within the next year, they will foreclose on our goods!
22864 Your excellency, unless we pay off our debts within six months, the bank will auction off our goods!
22865 We don't have enough goods in the warehouse to satisfy our debt! The bank president has put his nephew in charge of our country.
22961 This special press release beta edition ends now, at 1840. Look forward to World War I era units, oil wells, and more!
22962 Goal Achieved!
22963 Congratulations - you have achieved one of your goals for the demo: \n\nYou have built at least one new unit. Keep up the good work!
22964 Congratulations - you have achieved one of your goals for the demo: \n\nYou have taken a province. Well done, might makes right.
22965 Congratulations - you have achieved one of your goals for the demo: \n\nYou have taken purchased a new technology. You will receive it next turn.
22966 Congratulations - you have achieved one of your goals for the demo: \n\nYou have given orders to transport in all 3 types of food: grains, produce and protein.
22967 Congratulations - you have achieved one of your goals for the demo: \n\nYou have given orders to transport enough fresh food to provide your workers with a balanced diet without using canned food reserves.
22968 Congratulations - you have achieved one of your goals for the demo: \n\nYou are transporting both coal and iron. This will be a banner year for your steel production!
22969 Congratulations - you have achieved one of your goals for the demo: \n\nYou have increased the amount of labor available for industry and unit building. Well done!\n\nTip: Expert workers eat the same amount as untrained, but are 4 times as productive.
22970 Congratulations - you have achieved one of your goals for the demo: \n\nYou have expanded your lumbermill. Paper is needed to train workers. Lumber is useful for almost everything.
22971 Congratulations - you have achieved one of your goals for the demo: \n\nYou have expanded your steelmill. It's always a good idea to be making a lot of steel and lumber.
22972 Help is available...
22973 Remember, Your Excellency, your ministers are always available to offer advice and explanations. \n\nSimply click the question mark button which appears on the top right of every screen. You can get advice and a reminder of the lists of goals.
22974 Normally you would now receive a Developer unit as a reward for good foreign relations (not provided in the demo). \n\nThe Developer makes possible a new way of exploiting Minor Nations.
22975 Congratulations - you have achieved one of your goals for the demo: \n\nYou have proposed a Non-Aggression pact to a minor nation. This will certainly boost your relationship with that nation.
22976 Congratulations - You have built a trade consulate. Every trade deal you make will boost your relationship with that nation. You can now offer subsidies, which are a huge help in getting trade deals.
22977 Congratulations - You have built an embassy. Very impressive! Benefits include: able to offer treaties and give grants, send in Developers, and the potential to get that nation to be your Colony.
22978 Congratulations - you have achieved one of your goals for the demo: \n\nYou have declared war. The military stands ready to serve. Next turn, select the attack force in Hukchi to make your first strike!
22979 Your Excellency, a war against Loke, our small and weak neighbor to the west, I could understand. \n\nBut this declaration makes me fear you have fallen too deeply under the sway of the Defense Minister.
22980 Goal Achieved, but at what cost?
22981 Congratulations - you have achieved one of your goals for the demo: \n\nYou have given a trade subsidy. This will raise us in that nation's preferred bidder order. We will be more likely to be able to trade with them.
22982 Congratulations - You have given a grant. Such greasing of the palms improves relations and makes it more likely that you will succeed in wooing them into the Empire.
22983 Normally you be rewarded with an admiral and a new ship here, but not in the demo.\n\nAdmirals improve your ability to estimate the size of enemy fleets, and increase the capabilities of the fleet they're in.
22984 Normally you would receive a new General unit here as a reward for military growth (not provided in demo).\n\nGenerals improve your ability to estimate the size of enemy armies, and increase the capabilities of the army they're in.
22985 Show me more!
22986 Potential for Greatness
22987 Your Excellency, you show the potential to become a great ruler! \n\nI recommend you buy the full version of Imperialism and unite the world under your leadership!
22988 Reallocate Resources
22989 You cannot build that unit right now because you do not have an expert worker available. You need to either create an expert in the Trade School, or reduce the work being done elsewhere so 4 units of labor are freed up.
22990 You cannot build that unit right now because you do not have enough paper. You need to either create paper in the Lumber Mill, or reduce the amount of paper being used elsewhere.
22991 Goals Reminder
23061 Purchase Land to Develop
23062 Your excellency, the governor of [1] will sell us this land for [2], which will entitle us to develop it. Do you agree?
23063 Your excellency, the governor of [1] has set the price of this land at [2], which we cannot afford.
23064 Disband Civilian
23065 Your excellency, we may disband this unit and send the workers back to the city, but we will not recover the costs of creating it. Proceed?
23066 Your excellency, this developer unit represents a group of private businessmen and will add nothing to the city if we disband them. I could trump up some charges against them if you wish. Proceed?
23161 Allows Engineers to build railroads through farms, plains, deserts, forests, and tundra
23162 Allows Farmers to improve Grain farms and Orchards to Level I
23163 Allows Farmers to improve Cotton plantations to Level I
23164 Allows construction of Clipper Ships
23165 Allows Miners to improve Coal, Iron, Gold, and Gems mines to Level II
23166 Allows Engineers to build railroads through swamps. Allows Forester unit and improvement of Timber to Level I
23167 Allows production of a Rancher and to improvement of Wool farms and Livestock ranches to Level I
23168 Allows Farmers to improve cotton plantions to Level II. Ranchers may improve Wool farms to Level II
23169 Allows building of a fast raiding and escort vessel and a large merchant steamship
23170 Allows Farmers to improve Grain farms and Orchards to Level II
23171 Allows recruiting of Sharpshooters and Scouts and upgrading of Light infantry and Hussars to these more modern units.
23172 Allows Engineers to build Railroad through hills andForesters to improve Timber production to Level II
23173 Allows recruiting of Field Artillery and Siege Artillery regiments, and upgrading of older artillery to these more modern units.
23174 Allows recruiting of Rifle Infantry, Guards, and Carbine Cavalry and upgrading of older regiments to these modern units.
23175 Allows construction of Ironclads
23176 Allows Farmers to improve cotton plantations to Level III and Ranchers to improve Wool farms to Level III.
23177 Allows Farmers to improve Grain farms to Level III.
23178 Allows Farmers to improve Orchards to Level III.
23179 Allows building of a Driller and production of Oil at Level I. Prospect for Oil in Desert and Swamp. Build Refinery and Power Plant.
23180 Allows Ranchers to improve Livestock ranches to Level II
23181 Allows construction of Advanced Ironclads
23182 Allows recruiting of Railroad Gun and Mobile Artillery regiments and upgrading older artillery to these more modern units.
23183 Allows Engineers to build rail through mountains and Foresters to improve Timber to Level III. Miners may improve all mines to Level III.
23184 Allows construction of a fast, powerful armored cruiser and an enormous all steel freighter
23185 Allows recruiting of Modern Infantry, Machine Gunners, and Rangers and upgrading older regiments to these more modern units
23186 Allows Drillers to improve Oil wells to Level II and Ranchers to improve Livestock ranches to Level III
23187 Allows construction of Dreadnought Battleships and Battle Cruisers
23188 Allows recruiting of armored and mechanized regiments and upgrading older units to these modern types. Drillers may improve Oil wells to Level III
23261 Purchased in [1:year]
23262 Requires [1:technology name] and [2:technology name]
23263 Requires [1:technology name]
23264 Purchasing
23265 Technologies
23266 Cost
23267 Benefits
23268 View Technology Details
23269 Purchase Technology
23270 Cancel Purchase
23362 These men move rapidly across all terrain. They are taught to take cover and fight when not in formation.
23363 Regular infantry regiments carry muskets and bayonets. They fight best when fortified.
23364 Grenadier's weapons are similar to those of the regulars, but their training allows then to inflict more damage.
23365 Hussars are the fastest scouts in the army but should not be used to attack formed troops.
23366 Cuirassiers spearhead attacks, but are most effective when attacking unentrenched and unsupported infantry.
23367 Horse Artillery can be risked closer to enemy lines in immediate support of an attack.
23368 These guns devastate their foes and demolish fortifications but their slow speed makes them vulnerable.
23370 Unformed troops armed with long rifles, adept at using terrain for concealment.
23371 New breechloading rifles allow these infantry to fire faster, and at longer ranges.
23372 Guard regiments recruit only the largest and strongest soldiers.
23373 Scouts are lightly armed and fast horsemen adept at reporting on the enemy positions and escaping when sighted.
23374 Armed with new rapid fire carbines, these cavalry regiments devestate their foes.
23375 With a rifled gun barrel these units are capable of firing at much longer range than earlier cannons.
23376 These guns, while extremely slow in the field, batter entrenchments, knock down walls, and disrupt the foe.
23378 Mostly concealed from view, these regiments withstand the fire from the enemy quite well.
23379 Armed with modern rifles, the infantry inflicts extraordinary damage on the attacking forces.
23380 The firepower of the machine gun makes attacking nearly suicidal without armored units.
23381 Mechanized Infantry is used to exploit a breakthrough created by armor. Alone, they cannot successfully attack.
23382 Armored units are used to break the enemy line or restore a shattered line and combat an enemy breakthrough.
23383 Large guns towed behind trucks, mobile artillery is a flexible means of inflicting a preliminary bombardment.
23384 Railroad guns, while limited in their ability to reach the battlefield, have long range and devestating power.
23385 Sappers are useless in hand to hand combat, but are capable of destroying fortified enemy positions.
23386 These demolition experts use newly developed explosives to destroy enemy positions.
23387 Saboteurs are adept at demolition, and in approaching the enemy positions secretly.
23389 Firepower:\nMove:\nRange:\nEntrench:
23390 Cost:
23391 Available:
23392 Armory
23393 No
23394 Yes
23461 Miners open mines for minerals .
23462 Prospectors search for minerals in hills and mountains.
23463 Farmers improve grain, fruit, and cotton production.
23464 Foresters improve timber production
23465 Engineers build transport networks and forts.
23466 Ranchers improve wool and livestock production.
23467 Fishermen improve the output of fish.
23468 Developers buy land for development.
23469 Drillers produce oil from swamps and deserts.
23470 University
23471 Cost:
23472 Available:
23473 Production Levels
23561 Traders are slow, defenseless, and have a small carrying capacity. Their one virtue is their extremely low price.
23562 These large ships are slow and incapable of defending themselves against a ship of the line or a frigate. \n
23563 Constructed with one deck of cannons, frigates are used as scouts, raiders, and escorts.
23564 Bristling with up to 130 smoothbore cannons arranged on two or three gun decks, the most powerful vessels in the world until ironclads are developed.
23565 Although faster than earlier sailing vessels, these early steamers cannot compete with a clipper for speed.\n
23566 Clippers are more likely than other ships to run a blockade or to escape from hostile fleets, due to their speed.
23567 These wooden vessels are fast scouts and commerce raiders. Their cannon are rifled breech loaders but they are too weak to fight in the line of battle.\n
23568 Early ironclads resist the firepower of foes with armor, but carry fewer cannon than a Ship-of-the-Line.
23569 New long range guns allow advanced ironclads to achieve command of the sea.
23570 Freighters are large vessels constructed mainly of iron. They have an enormous carrying capacity.
23571 Inexpensive to build, these ships are highly efficient. Armored cruisers sink raiders by remaining out of their range.\n
23572 An all big gun warship with turbine engines, a dreadnought can sink other vessels before they move in range to return fire.
23573 Although possesed of the guns of a dreadnought, it is risky for a battle cruiser to engage enemy dreadnoughts due to its lighter armor.
23574 Shipyard
23575 Cost:
23576 Available:
23577 Firepower:
23578 Range:
23579 Armor:
23580 Hull:
23581 Speed:
23582 Cargo:
23661 Build transport capacity
23662 Your Excellency. I'm sure you will be galled to learn that the Great Power of [1: countryName] has more than twice our transport capacity!\n\nI respectfully remind you to make use of the Railyard.
23663 Build merchant ships
23664 Your Excellency. The Great Power of [1:countryName] has more than twice our merchant cargo space.\n\nI respectfully urge you to build more merchant ships in the Shipyard.
23665 Increase Labor Supply
23666 Your Excellency. The Great Power of [1:countryName] can muster more than twice the industrial labor we can.\n\nI respectfully suggest you recruit fresh workers using the the Capitol, and improve the quality of our work force using the Trade School.
23667 Expand the Textile Mill
23668 Your Excellency. The Great Power of [1:countryName] has a textile industry with a capacity more than double ours. \n\nPlease consider giving orders to expand the textile mill.
23669 Expand the Steel Mill
23670 Your Excellency. The Great Power of [1:countryName] has a steel mill industry with a capacity more than double ours. \n\nPlease consider expanding the capacity of our steel mill industry.
23671 Expand the Lumber Mill
23672 Your Excellency. The Great Power of [1:countryName] has a lumber industry with a capacity more than double ours. \n\nPlease consider expanding the capacity of our lumber mill.
23673 Build the Oil Refinery
23674 Your Excellency. We have invested in the technology to take advantage of oil. The Great Power of [1:countryName] has already built and expanded their oil refinery several times.\n\nI respectfully urge you to build an oil refinery.
23675 Invest in Oil Wells
23676 Your Excellency, while we dally over investing in oil wells, the Great Power of [1: countryName] is surging ahead with their oil industry.\n\nI respectfully urge you to invest in oil wells!
23677 Expand the Oil Refinery
23678 Your Excellency. The Great Power of [1:countryName] has an oil refining industry with a capacity more than double ours. \n\nPlease consider expanding the capacity of our oil refinery.
23679 Strengthen the Army
23680 Your Excellency. The Great Power of [1:countryName] has an army more than twice as strong as ours. \n\nIt is a dangerous state of affairs. I strongly urge you to build army units.
23681 Strengthen the Navy
23682 Your Excellency. The Great Power of [1:countryName] has a navy more than twice as strong as ours. \n\nIt is a dangerous state of affairs. I strongly urge you to build naval units.
23683 Provide Balanced Diet
23684 Your Excellency, although no one starved, our infrastructure does not supply the workers with a balanced diet. Workers are calling in sick. \n\nI respectfully suggest you bring in a better mix of fresh food from the countryside, or trade for canned food.
23685 Invest in Technology
23686 Your Excellency, exciting new technologies are available from which we could benefit with merely a small investment to retool affected industries.\n\nI respectfully suggest you consider investing in technology.
23687 Diplomatic Lead Overthrown!
23688 Your Excellency, due to your wise policies, we had enjoyed the greatest influence over the Minor Nation of [1: name].\n\nI am chagrined to report that over the past 6 months, the most undeserving Great Power of [2: name] has usurped our position.\n\n
23689 Prepare for Battle
23690 Your Excellency, the Great Power of [1: countryname] declared war on us!\n\nYou and the Defense Minister must mobilize the army and navy and defend the capitol city at all costs. Diplomacy has failed.
23691 Slipping behind in battle for markets
23692 Your Excellency, the Great Power of [1: countryName] has become the most favored trade partner with the minor nation of [2: countryName].\n\nSubsidies and frequent trade deals would help us regain our former lead.
23693 Feed the Workers
23694 Your Excellency, food stocks have run dangerously low. Under your current orders, valuable workers will starve!\n\nI urge you to reconsider your trade and transport orders.
23695 Update Transport Orders
23696 Your Excellency, I beg you never to leave freight cars or barges idle. \n\nValuable transport capacity is going to waste. Please give me updated transport orders.
23697 Provide Diplomatic Orders
23698 Your Excellency, the foreign ministers of the world are about to exchange diplomatic proposals, as they do every 6 months. \n\nI have not yet received any orders from you. Please give me instructions using the diplomacy screen.
23699 Use Diplomacy Wisely
23700 Your Excellency, perhaps we could use some of our funds to gain influence in other countries.
23701 Capitol in Danger!
23702 Your Excellency, hostile forces stronger than our defending armies now border the Capitol City. \n\nThe situation is dire. I leave tonight for my country estate.
23703 Capitol in Danger!
23704 Your Excellency, at least one fleet stronger than our defending navy now controls the seas off our Capitol City. \n\nThe situation is dire. Our trader could be blockaded and hostile landings are possible. I leave tonight for my country estate.
23705 Build a Miner
23706 Congratulations upon your successful prospecting. To make these minerals available for transport, you need to send a miner to this spot to work.\n\nIf you don't already have one, I suggest training a miner in the university (in the Industry screen).
23707 Build a Railhead
23708 Your Excellency, it is frequently a good idea to consider ordering the engineer to build a railhead once he has laid enough track to get beyond the radius of the city. \n\nThe railhead would allow you to transport in resources the city can't reach.
23709 Transport Resources
23710 Your Excellency, I remind you that now that this worker has finished his job, you need to give transport orders to benefit from the additional resources.
23711 Connect all Railheads
23712 Congratulations upon the completion of a new depot. \n\nNotice the signal next to the building. If it is green, the depot is connected to the city and you can give transport orders to bring in new resources (click the transport button under the mini-map).
23713 Transport Resources
23714 Congratulations upon the completion of a new port. I remind you to set new transport orders to take advantage of the resources it makes available.\n\nBecause ports do not need to be connected by rail, you can set new orders right away.
23715 Increase Transport Capacity
23716 We now have more resources available than we can transport in one turn. This is an excellent sign of growth.\n\nI suggest building more transport capacity from the Railyard in the Industry screen.
23717 Prospecting Hint
23718 Your prospector was unsuccessful. \n\nIf you want to see a hint about where to find some minerals, scroll down.\n\n\n\n\n\nHint #1: Iron can be found in the isolated hills 3 spaces North-East of the capital.
23719 Your prospector was unsuccessful. \n\nIf you want to see a second hint about where to find some minerals, scroll down.\n\n\n\n\n\nHint #2: Coal can be found in the hills 1 space North and 2 spaces West of your capital.
23720 Your prospector was unsuccessful. \n\nIf you want to see a third hint about where to find some minerals, scroll down. \n\n\n\nHint #3: Gold can be found in the mountains 2 spaces North and 3 spaces West of your capital.
23761 Your excellency, we must establish an embassy before we can propose such an elaborate treaty.
23762 Your excellency, we are at war with this country. We must propose a peace treaty before we can hope for more advanced negotiations.
23763 Your excellency, we can only offer alliances to other Great Powers.
23764 Left blank. Do not translate.
23765 We are not at war with this country, so a peace treaty is unnecessary at this point.
23766 We are already in a state of war with this country.
23767 Your excellency, we must establish a trade consulate before we can propose complex trade agreements.
23768 We cannot boycott one of our allies, Your Excellency.
23769 We already have a trade consulate there, Your Excellency.
23770 We must build a trade consulate before we can establish a formal embassy.
23771 We already have an embassy there, Your Excellency.
23861 Ocean
23862 Barren Plains
23863 Plantation
23864 Open Range
23865 Horse Ranch
23866 Grain Farm
23867 Orchard
23868 Fertile Hills
23869 Barren Hills
23870 Mountains
23871 Swamp
23872 Desert
23873 Tundra
23874 Hardwood Forest
23875 Town
23876 Capital
23877 Province Border
23878 National Border
23879 Rail Depot
23880 Port
23881 River
23882 Mine
23883 Log Cabin
23884 Barn
23885 Silo
23886 Oil Derrick
23887 Purchase Flag
23888 Encampment
23889 Scrub Forest
23961 Valuable only for the production of fish.
23962 Barren flat country, useless for agriculture.\n
23963 Ideal climate and soil for the production of cotton.
23964 Flat terrain with good grazing for livestock.
23965 Blue grass country, ideal for raising horses.
23966 Plentiful grain may be grown in this rich topsoil.\n
23967 Orchards and gardens which grow plentiful fruits and vegetables.
23968 Fertile rolling country, ideal for raising sheep.
23969 Rough rocky hills, too barren for agriculture. Iron and coal may be found.
23970 High country often covered by ice and snow. All minerals can be found here.
23971 These wetlands may conceal oil deposits.
23972 Dry country, valueless except for the possibility of oil.\n
23973 Icy plains. Oil may be found here.
23974 These woodlands offer plentiful hardwoods, perfect for logging operations.\n
23975 The population center of a province, a town may eventually develop industries depending on the resources present in the county.
23976 The center of government and industry, as well as the main port for trade. No nation can survive the loss of its capital city.
23977 White lines represent the borders between provinces of the same nation.
23978 Wide borders represent the frontier between two nations. Each nation's color appears on its side of the border.
23979 If connected to the transport network, a rail depot gathers all commodities in its own terrain tile and in adjacent tiles, and makes them available for transport to industry.
23980 A port gathers all resources from its own terrain tile, adjacent tiles, and from adjacent rivers and ocean tiles. Unless the port or the capital city is blockaded the resources gathered are always available.\n
23981 Rivers connect ports built in any tile on the river. Each river tile supplies one unit of fish to an adjacent port.\n
23982 A mine allows minerals present to be extracted.\n
23983 Increases the output of logging operations.
23984 Increases the production of livestock or sheep present in this terrain.\n
23985 Increases the production of grain, produce, or cotton in this terrain.\n
23986 Allows oil present to be extracted.\n
23987 The flag indicates purchase of this land by a great power.
23988 A military encampment. Forces here defend the entire province.
23989 Woodands lacking in valuable timber.
24061 Imperialism
24062 Online Reference\n
24063 Newspaper
24064 Deal Book
24065 Battle Report
24066 Status
24067 Cancel
24068 Advice
24069 Council Projection
24070 Interior Strength
24071 Diplomatic Strength
24072 Military Strength
24073 Merchant Marine
24074 World Exports
24075 Industry
24076 Labor
24077 Overseas Profits
24078 Internal Transport
38857 Terrain Map Briefing #1
38858 About Civilian Units
38859 Displayed Information
38860 Giving Orders
38861 Tip 1 What do different cursors mean?
38862 Tip 2 The unit cycle and selecting units
39857 Terrain Map Briefing #2
39858 About the Toolbar Buttons
39859 Displayed Information
39860 Giving Orders
39861 Tip 1 When to visit other screens
39862 Tip 2 Shortcuts for moving on the map
40857 Industry
40858 About Industry
40859 Displayed Information
40860 Giving Production Orders
40861 Tip 1 Trade School and Capitol
40862 Tip 2 Production Economies
41857 Introductory Briefing
41858 Welcome to Imperialism Demo
41859 Getting More Help
41860 7 Easy Goals
41861 7 Medium Goals
41862 12 Advanced Tips for Success
42857 Trade
42858 About Trade
42859 Displayed Information
42860 Giving Orders to Buy Commodities
42861 Tip 1 What determines who gets offers of commodities?
42862 Tip 2 What determines the World Prices?
43857 Offering Commodities for Sale
43858 More About Trade
43859 Displayed Information
43860 Giving Orders
43861 Tip 1 Merchant Marine
44857 Diplomacy
44858 About Diplomacy
44859 Displayed Information
44860 Giving Orders
44861 Tip 1 Benefits and Costs of Trade Consulates
44862 Tip 2 Benefits and Costs of Declaring Wars
45857 Investing in Technology
45858 About Technology Investment
45859 Displayed Information
45860 Giving Orders
45861 Tip 1 Timing your Purchases
48857 Diplomacy Briefing 2
48858 About Diplomacy #2
48859 Displayed Information
48860 Giving Orders
48861 Tip 1 The Value of an Embassy
48862 Tip 2 Diplomatic Strategy
49857 Trade Offers
49858 About Deals for Commodities
49859 Displayed Information
49860 Giving Orders
49861 Tip 1 Merchant Marine and Commodity Order
50857 Transport Ledger
50858 About Transport
50859 Displayed Information
50860 Giving Orders
50861 Tip 1 Transport extra Food
50862 Tip 2 Planning a Transport System
51857 Industry Briefing #2
51858 About Industrial Production
51859 Displayed Information
51860 Giving Orders to Expand Industry
51861 Tip 1 The Railyard
51862 Tip 2 Saving Orders to Next Turn
52857 Industry Briefing #3
52858 About Unit Construction
52859 Displayed Information
52860 Giving Orders to build Units
52861 Tip 1 How Many Units to Build?
52862 Tip 2 Watch for Warnings
53857 Diplomacy Offers
53858 About Diplomacy Offers
53859 Displayed Information
53860 Giving Orders
53861 Tip 1 Alliances and Pacts
53862 Tip 2 Intervention in Minor Nations
54857 Battle Reports
54858 About Battle Reports
54859 Displayed Information
54860 Giving Orders
55857 Tactical Battles
55858 About Tactical Battles
55859 Displayed Information
55860 Giving Orders
55861 Tip 1 Using the Toolbar
55862 Tip 2 Tactics on the Battlefield
56857 Council of Governors
56858 About the Council of Governors
56859 Displayed Information
56860 Giving Orders
56861 Tip 1 Votes from Owned or Colonized Provinces
56862 Tip 2 Votes from Provinces in Other Countries
57857 Status Screens
57858 About Status Screens
57859 Displayed Information
58857 The Deal Book
58858 About the Deal Book
58859 Displayed Information
58860 Tip 1: Overseas Profits
58861 Tip 2: The Credit Limit
59857 Terrain Map Briefing #3
59858 Orders for Prospector and Engineer
59859 How to use your Miner
59860 Making Plans for the Future
60857 Terrain Map Briefing #4
60858 Orders for your three Civilian Units
60859 Making Plans to Attack
61857 Terrain Map Briefing #5
61858 Attack on Haxaco
61859 New Plans for Civilian Units
61860 What to do with new Resources
62857 Preferences Briefing #1
62858 Introduction
62859 Tactical or Strategic Battles?
62860 Minister Briefings
64641 ($2,000) A connected Depot here will gather the following resources:
64642 ($3,000) A Port does not require connecting rail, and provides additional fish:
64643 ($5,000) A level one fort here will protect army units.
64644 ($7,500) A level two fort will increase protection of armies in this province.
64645 ($10,000) A level three fort provides maximum protection for your troops.