The single biggest thing to remember when playing this game is to be flexible. Every situation is different, so no one approach will work every time. A few basic ideas to keep in mind:
- Do the math. Combat values and production are all based on simple math formulas stated in the rule book. It helps if you can get the numbers in your favor.
- Use your fighter planes to scout your frontiers as much as possible. You can not know too much about what is happening around you.
- Use your bombers to slow your enemy and weaken his forces. Take care not to lose too many in the process as they are expensive to replace.
- Go for as many cities as you can defend. The question is not so much if you can take a city, but if you can hold it. Sometimes it can be better to let your opponent get a city and attack as soon as possible so his forces will be weaked by the defenses.
- Get up to tech level 4. Levels 3 and 4 are the most important, but none of them are useless by any means. Any advantage is a good one, but empires that dont get to level 3 fast will rarely last very long. For more on tech levels check out the tech page, and don't get too far behind in the arms race.
- Diplomacy can be crucial. Even if you dont set up treaties you can send messages and possibly buy time to gain an advantage. You may not need to form an alliance with someone, but it is usually a good idea to make friends with one of the players near you early on.
- Production in your cities will probably change throughout the game. Before you go making lots of tanks, consider your income and what you are trying to accomplish. With 3 factories in each city, assuming you have the income to support building anything, in two turns you can build 6 infantry at a cost of 6 production points for an attack value of 12 and a defense value of 18. Producing tanks will only make 3 at a cost of 15 production points for an attack value of 18 and a defense of 12. Artillery is a great way to boost your army's effectiveness without spending a bundle by having one factory building them. They boost your attack value and add anti-aircraft power which can be critical. Just consider what your empire's needs will be and plan your production by what you hope to accomplish. Also plan on letting production run on automatic for the most part because it will take a lot of orders if you want to shift it around, and there are never enough orders to do everything.
As for the units, I have a few pointers about them that you might want to consider:
- Infantry are the basic building block of your army. Cheap and effective, they will and should make up the majority of your army. Unfortunately for them, they are also the most expendable so I would not plan a career here if you are looking forwards to retirement.
- Trucks have two main uses as scouts or making mechanized infantry units. Some players use them to advance quickly and capture territory early on in the game, which is probably the best use for them at first. Later in the game when you can support a higher production rate, combining your trucks and infantry is a very effective way to cause havoc in your opponent's interior by capturing rails or lightly defended cities.
- Engineers are most useful at higher tech levels. They are not good fighters and vulnerable to air attacks, so either hide them inside a city or plan on making more of them. They are best for searching ruins to look for research points or production points, but finding something each turn is not guaranteed. Keep searching ruins until the game tells you that they are obviously empty.
- Artillery is what I call the poor man's tank. Cheaper than tanks, they have the same attack value and less defense but include anti-aircraft capability. I combine them with my infantry whenever possible. Cheaper than tanks, I believe that the infantry provide the defensive value if you are attacked.by land units. These are great to have if you are taking the combined arms approach to conquering your nice neighbors.
- Tanks are the most powerful land units in the game. As such, they are also the most expensive. If you decide to use them I suggest keeping a lot of infantry with them as they are easier to replace.
- Ships can be useful if you have a coastal position. Capitol ships can be very effective in bombarding opposing cities to make them easier to capture. If you have transports they had better be escorted if you plan on them getting to the other player's beaches. They are essentially defenseless and will only make good coral reef if they are not protected.
- Fighters are most useful as recon scouts. They enable you to see what is happening around the map. It would be almost impossible to do very well without doing some recon flights fairly often.
- Bombers are self explanatory. Most effective on small units in the open, they start to have trouble on large formations with or without artillery or on units in major terrain like forest. Large formations are more effective, but like a navy an air force is expensive and time consuming to build and they dont actually capture any land. I would not make these a priority as it will probably be easier to capture them than to make them until much later in the game.
As with any list of opinions, eveyone who plays will have something else to say or add. This list is by no means exhaustive and will be updated as time goes on or as I get good suggestions in the guest book (hint hint). |