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Imperialism II: Age of Exploration
Holy Bismarck, Batman! It's More Expansionist Than the Original!
By Robert Coffey and Terry Coleman

Imperialism II: Age of Exploration
Genre: Turn-Based Historical
Release Date: Q2 '99
Developer: Frog City
Publisher: SSI
www.ssionline.com

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Parchment Plus
Gamers who desire grand strategy gaming face a tough decision this year: Figure out which of the tangled mass of Civilization titles is most worthy of attention and play it, or forgo the confusion and just play Imperialism II. In this instance, the simpler choice may turn out to be the better one.

Brave New World

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When England's Not an Island
For those unfamiliar with the title, the original Imperialism offered the usual mix of expansion, exploration, and exploitation typical of the genre, with the added fun of being loosely set in the period that spanned from the beginnings of the Industrial Revolution to the ascension of Teddy Roosevelt and Otto von Bismarck. While Imperialism II retains its predecessor's classic style of gameplay, the designers of the game have introduced so many additions, changes, and modifications that in many ways it's more of a new game than a sequel.

When you start Imperialism II, one of the most basic changes immediately becomes apparent - or should that be un-apparent, since fully half of the randomly generated map is now shrouded in black. In order to emphasize the sense of exploration and discovery appropriate to the game's time frame - from the 16th to the 19th century - everything except the Old World portion of the map is hidden until you, acting as ruler of one of the Old World nations, discover and explore the New World. Certainly, this use of fog of war is a lot more realistic - especially in a psychological sense - than the "Is there a tree beyond the next pixel, because I forgot to bring the map from the orbiting starship?" so common in recent tactical strategy games. Besides, Columbus thought he found Cathay, not a new continent; you should experience the same potential confusion and sense of wonder when playing the game.

This, however, brings up one of the few flaws in Imperialism II: The Far East is conveniently ignored, even more so than in many Western civilization-centered histories (no wonder Nehru felt compelled to write History of the World from a different perspective). You don't worry about trading with China or trying to muscle in on Venice's spice trade through Arabia; they simply don't exist. Maybe they'll magically reappear in Imperialism III?

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