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This element of the game allows the player to increase total production without enlarging the labor force (which would require raising the food supply, which might or might not be an economic alternative). Each higher level of productivity (which has a particular technology as prerequisite) requires a unique type of luxury to maintain that productivity advantage each turn. Labor has four different levels of productivity.
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Increasing the food supply demands semi-finished materials in order to improve grain farms and cattle ranches or build ports and expand the road network for free land transport and/or the merchant marine for moving fish from ports. Therefore, enlarging the labor force depends not only on providing two units of fabric to welcome each new citizen but also on the increase of the food supply. Note that the population equals 248 and that the 64 workers produce 124 units of labor, instead of just 64.Įvery worker, ship, and army unit requires one unit of food ( wheat or meat, in equal proportions overall, with meat from either cattle or fish) every turn. Labor productivity and food supply File:Productivity - Imperialism II game.JPGįour different levels of worker productivity.
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Which semi-finished material should the workers produce?
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The game presents the player with an economic problem that is composed of three allocative dilemmas plus the necessity to supply food for workers and military units plus the necessity to finance scientific research. What should the Merchant Marine transport? The economic aspect Allocative dilemmas File:Transportation - Imperialism II game.JPG The game however focuses on the economic aspect with concepts of variable worker productivity, variable terrain productivity, labor allocation, resource allocation and logistics. Imperialism II is a turn based 4X game, where you have to "eXplore, eXpand, eXploit, and eXterminate" in order to achieve victory. Since 2001 Ubisoft has owned the rights to the Imperialism trademark, but it reportedly let them lapse around 2005.
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In Imperialism II, the player starts as ruler of a 16th century European country, and must build an empire so as to control more than half of the Old World.
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It is the successor to the 1997 game Imperialism.
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Imperialism II: Age of Exploration is a turn-based strategy computer game developed by Frog City Software and published by Strategic Simulations, Inc.