1997 · Strategy · PC
Imperialism (1997) is Frog City Software's turn-based strategy game in which a 19th-century great power builds an industrial economy and empire to be voted, or fought, into ruling the world.
In a randomly generated world the player picks one of seven great powers and starts ruling in 1815. Once a decade every provincial governor in the world meets in the Council of Governors, and a two-thirds vote makes one power world ruler; minor nations favour powers that have treated them well in trade and diplomacy, while great powers back strong militaries. Without a majority, the power with most governors behind it wins in 1915. Historical scenarios let players lead Britain, France, Austria-Hungary, the Ottoman Empire, Russia and Prussia or Germany, Sardinia or Italy, starting in 1820, in the revolutionary year of 1848 or in 1882 as the arms race toward the First World War began.
Each turn decisions are made on five screens: the map, where specialists such as prospectors and engineers work and armies move; transport, industry, trade and diplomacy. The economy is the heart of the game. Timber from forests becomes lumber for transport, factories and ships, furniture to recruit workers or sell, and paper to train workers, educate soldiers and qualify specialists, while iron and coal make steel. Great powers often buy raw materials from minor nations and sell finished goods back, earning money and goodwill. Research boosts production or upgrades the military, battles can be fought by the player or the AI, and up to seven people can play over a network.
Frog City Software developed it for Windows and Macintosh, and Strategic Simulations published it in 1997, with a tutorial, five difficulty levels and later fan-made editors and mods such as a world map. According to former Frog City staff, its sales were unexpectedly strong: in December 1998 CNET Gamecenter's Barry Brenesal called it a "sleeper hit" and "extremely successful for a turn-based strategy title", still selling past 100,000 copies. It outsold its original sales goal more than seven times over and passed 300,000 copies by 2007. Macworld's Michael Gowan wrote that "while it lacks tactical realism, this sim provides strategy buffs some compelling management challenges".