219 lines
8.2 KiB
Perl
219 lines
8.2 KiB
Perl
.TH Introduction "Expert Advice"
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.NA Expert "Advice to expert Empire players"
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.LV Expert
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.ce 3
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\*(iFDefense Against Nuclear Attacks
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Through the Denial of Information\*(pF
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by Tom Tedrick
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.s1
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A very good defense against nukes is to make
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it as difficult as possible for other players to find out
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where your country is, and thus to make maps of it.
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.s1
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Here are some simple steps that you can follow:
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.in +\w'MM)\0\0'u
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.s1
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.L 1)
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Shoot down all planes that fly over your airspace.
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It helps to have numerous airfields,
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say one airfield for every 25 sectors or so.
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Every airfield should be within interception distance
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of several other airfields,
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so that it is more difficult for an enemy to destroy or capture it.
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If an airfield is detected and nuked,
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you still have backup airfields.
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Every important sector should be within interception distance
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of several airfields.
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.s1
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.L 2)
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Seal off all entrances to your inland seas by building
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bridges and laying mines
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(so no enemy ships can penetrate the area for mapping purposes).
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.s1
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.L 3)
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Sink all surface vessels and submarines near your coastline.
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Have large fleets of destroyers posted around exposed coastal areas
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covering all sea sectors where enemy subs
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might try to sneak in for mapping purposes.
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Usually two fleets of 30 destroyers each are enough.
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Navigate the whole fleet one sector, stop and look for subs,
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navigate one more sector, stop and look for subs, and so on,
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until the fleet has made a circle and is back in its starting position.
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Sink any subs you find, of course.
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.s1
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There is a maximum number of around 30 ships that can be in a
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fleet if you want to maneuver the whole fleet by fleet name
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(see \*Qinfo fleetadd\*U).
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.s1
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.L 4)
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Establish alliances under the condition that secrecy is maintained
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with respect to map information.
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Thus other allied countries can serve as
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a buffer zone against enemy countries.
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Many players are willing to be good allies.
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.s1
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.L 5)
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Destroy or capture nearby radar stations.
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.s1
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.L 6)
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Destroy or capture enemy air bases
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within range of your country.
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Until enemy technology gets high enough
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to launch against any target world-wide,
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they will often try to get someone to let them have an airbase
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hidden near your country and launch nuclear strikes from there.
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I've always been able to find these if I worked at it.
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.s1
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.L 7)
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Use psychological warfare.
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Nukers get tired of nuking you if it seems to have no effect.
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For example, have numerous false capitals, so that when,
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after great efforts, they manage to find
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what they think is your capital, and nuke it, only to
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discover that it was a fake, they will get discouraged.
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These fake capitals are also very useful as backups in case your
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real capital is discovered and destroyed.
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.s1
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When an enemy gets close to doing real harm,
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a counterattack can often divert attention away from the current attack.
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Psychologically, attackers seem to underestimate the harm
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they are doing to you if you don't give out any information about how
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you are being affected,
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and they seem to overestimate the danger to themselves
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from your counterattack.
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.in
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.s1
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.ce 3
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\*(iFShip Networks and the Art of
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Transferring Supplies\*(pF
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by Tom Tedrick
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.s1
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Build large quantities of ships.
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When they're 100% efficient,
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load them with military and food (and civilians) if possible.
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Load guns and shells if you have them,
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but since they tend to be scarce, only a few ships will have them.
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Navigate them one by one as far as they will go.
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Leave only one ship in each sector
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(this makes it difficult for an enemy to sink very many of them,
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due to mobility restrictions
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and the problem of locating and identifying them one by one).
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On your maps, mark the ship number in the appropriate sector.
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Each sea sector thus has at most one ship number.
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.s1
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Unless there is something in particular you want to do with
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a particular ship, leave it sitting in its sector indefinitely.
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.s1
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As you build more and more ships,
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move them out one by one.
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If you leave ship \*(iFX\*(pF
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in a sector that already contains ship \*(iFY\*(pF,
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ship \*(iFY\*(pF should have full mobility by then.
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Navigate ship \*(iFY\*(pF as far as it will go,
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then leave it sitting until a new ship comes along.
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.s1
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Every ship in the network is now likely to be within range of
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some other ships in the network.
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If a ship requires any supplies,
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you can load them on a ship in a harbor,
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navigate it out, transfer the cargo via tend,
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navigate the tended ship,
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transfer its cargo, and so on,
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until you reach the any ship in the network.
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If you need military for assaulting or boarding,
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guns and shells for firing, torpedoing or laying mines,
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or if you simply want to move stuff into a distant harbor,
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you can do it using several tend and navigate operations.
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.s1
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This has been particularly useful for sinking subs.
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I don't have enough guns and shells
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to keep all of my 100 or more destroyers fully armed,
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but when one of the unarmed destroyers spots a sub,
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I can arrange to transfer guns and shells to it from a loaded
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ship (or from a harbor).
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.s1
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It's a very simple system from the player's standpoint,
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because all the player has to do is build the ship,
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navigate it, mark its number on the map,
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and forget about it until a use for it arises.
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As more ships are built,
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the network automatically expands without requiring any planning.
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You don't have to keep anything in memory,
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except the ship number on your map.
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If any enemy surface ship gets trapped in the network,
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it's quite likely you can capture it,
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even if all you have is cargo ships
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(battleships, landing craft, and carriers could take some work though).
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If an enemy sub is spotted by your destroyers,
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you can almost always sink it.
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If a convenient target for an assault appears,
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you can get the necessary military there.
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.s1
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.ce 3
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\*(iFSome Tricks to Use When Fighting\*(pF
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by Various People
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(Mostly by Tom)
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.s1
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The trick for boarding destroyers:
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you need a bunch of cargo ships,
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both to make several boarding attempts and to tend military.
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When you try to board a ship, both the attacker and defender
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lose the same amount of mobility.
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First you have to get the destroyer's mobility to be negative.
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Then you just keep trying to board it from one ship after
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another until you win.
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That's where my ship network method comes in handy.
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I usually have swarms of ships I can surround enemy ships with.
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.s1
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If I have planes, my normal method is to take a sector I can see,
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put enough military to hold it,
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designate it \*Qe\*U if it has lots of food,
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or maybe something else if there is a reason.
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Then get information about the adjacent sectors
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and take the most promising one.
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Without planes it's more of a struggle.
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Anyway, I kind of zig-zag into the country taking the most
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interesting sectors, ignoring the others.
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This really seems to freak people out,
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when an enemy takes a path right through the heartland.
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.s1
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I would use planes (so having numerous airports
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each with a fair supply of fighters, spread around
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your country, would be the best countermeasure),
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ships (having forts loaded with guns and shells
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covering all coastlines helps a lot;
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also having destroyers and subs spread around your coastal
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waters in order to spot and counterattack enemy
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ships, also have bombers to bomb enemy ships, and
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radar stations to spot them is useful).
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.s1
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I would invade by land, firing from forts,
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(mainly you need to counterattack actively when the enemy takes any
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sectors in your area, also forts with guns and shells help a lot).
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I would capture islands and build bridges to get into your country
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(so watch all offshore islands with bridge span range).
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.s1
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Have a lot of shells in warehouses ready to be moved to
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the front (you can move four for no mobility cost).
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.s1
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Bombing enemy ships spotted by radar seems to work pretty
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well for the most part.
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If he has an aircraft carrier you can torpedo it.
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.s1
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You never know exactly what may happen,
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sometimes you get lucky when you think it's hopeless.
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Even if a plan has only a small chance of working,
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sometimes it's worth a try,
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especially if the enemy has to actively do something to stop it.
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.in 0
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.s1
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You should always have at least two capitals sectors, in case you
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lose one.
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.s1
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Just a tip on empire tactics: mobility is the key
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to dealing with many empire problems. Its often the
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bottleneck which interferes with various things, and
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the decisive advantage that gives victory to the attacker.
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.s1
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.s1
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.SA "Overview, Novice, Hints, Introduction"
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