Then Trade Empires, neatly combining popular elements of Civilization, Caesar III, Knights II, and Railroad Tycoon! The "First Nations" get stronger in time, if they survive. Soon came Imperialism 2: six Great Powers in 1502, with most of the Minor Nations in the "undiscovered" New World, with untold luxuries and riches. Rule the world without firing a shot-if your diplomacy is good enough (helped by intelligent production and trading with subsidies and bribes). 1997 saw a new turn-based strategy game " Imperialism": seven Great Powers and sixteen Minor Nations start after the Battle of Waterloo.
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