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Then, too, you’ll think you have the timber situation well in hand until it becomes apparent that, no, 15 timber per turn is not enough to provide for your vastly expanding merchant fleet.
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They suddenly aren’t inconsequential at all when you start conquering provinces in bunches and need to build lots of forts in a hurry. They appear to become almost inconsequential once steel is developed. Early on, copper and tin are crucial: all the good military units require bronze. Of course, they have to be fed….) A fully colonized New World tribe must be defended like the rest of your territory, but in return it provides an inexhaustible market for finished goods from the capital, which usually means your money problems are over.Īnother cool dynamic is how specific resources wax and wane in importance over the course of the game. (This can be terribly abused by the player who times things such that she conveniently gets control of all those regiments of native cavalry while the Swedes are still struggling to outfit their harquebusiers. A difference that I found interesting is that Imp II allows minor nations to be left intact, traded with, and eventually subsumed within the Great Power’s empire. Nice article, Tom! I especially liked the contrast with Civ and Col.