Post by Cobra5 on May 6, 2004 15:30:24 GMT -5
Here's info on some possable advanced tactics. Everything in this game is possable... in fact, players who think outside the box and come up with their own plans will probably be better off... but here are some things players could try doing.
[/li][li]Spies- Sending a spy to another country can benifit you by allowing both the stealing of information, and/or sabotage. You must choose where/what exactly to send the spy to- labrotories, military instilations, government centers... its up to you. Although, the higher the security, the more dificult it will be for the spy, of course.
You can give your spy orders to be extra careful, or to run some risks and perhaps attain more valuable information. If caught, he will be reported to the nation's leader. What they do is up to them... but you better start comming up with some good excuses.
Asking a spy to sabotage something usually involves misinformation. For example, reporting false findings to a research project or giving incorect orders to a military unit.
[/li][li]Arms/Technology trade- You can sell a tank without selling the plans on how to build it. Let's say, for example, Danination discovered an ultra-strong alloy for use as armor material. They build a tank out of it. These tanks are very strong- and selling them may be a big money maker. So Danination could sell these tanks to Midgard, for example, and not the plans on how to produce the specific alloy. After all, if Midgard could produce these tanks on their own, why would they need to buy them from Danination?
Similerly, Danination could sell an advanced powerplant or just about anything else to another country.
The reverse is also true... you could sell someone your scientific findings. So you could sell the plans on making the super strong alloy or the Fusion plants without actually selling him a tank or a reactor.
[/li][li]Traps- Some nations who prefer defense may like to set up traps for invading nations. Minefields, triggered landslides, wired bridges... all are similar.
However, what exactly happens from the trap is random. The enemy may bypass it without even knowing its there- they may notice it and defuse it- it may even be set off by your own people, say... civilians. So its not a good idea to leave traps laying there unless you know someone is coming.
To place traps, you don't have to name a specific region (you can if you would like). You could just say "My northern border" or "Around my cities" or "My whole country" or anything else. The outcome of the traps will be random. But if they are successful, they not only damage troops, but greatly slow their movments.
Traps are free, but take time to set up.
[/li][li]Trade routes- If you set up a trade route with another country, then every turn you send/recieve materials to/from them. Lets say Midgard and Lutassat set up a deal with eachother. Lutassat will send Midgard 5 oil every turn, and Midgard will send 10 heavy combat tanks and a shipment of 100 Midgardian assault rifles in return. Now, every turn, these trades are automatically handled for you.
If, however, Danination decides its running a little low on oil, he can roll an army up to the trade route. He can choose to simply destroy the supplies, or try and steal them (which has a lower chance of success but has obvious advantages).
Trade routes must start and end on a city, but can travel through any kind of terrain, including water.
One-time trades, like research or a single shipment of weapons, for example, dosn't need a trade route and can't be intercepted unless the enemy knows exactly when and where the trade is taking place.
[/li][li]Spies- Sending a spy to another country can benifit you by allowing both the stealing of information, and/or sabotage. You must choose where/what exactly to send the spy to- labrotories, military instilations, government centers... its up to you. Although, the higher the security, the more dificult it will be for the spy, of course.
You can give your spy orders to be extra careful, or to run some risks and perhaps attain more valuable information. If caught, he will be reported to the nation's leader. What they do is up to them... but you better start comming up with some good excuses.
Asking a spy to sabotage something usually involves misinformation. For example, reporting false findings to a research project or giving incorect orders to a military unit.
[/li][li]Arms/Technology trade- You can sell a tank without selling the plans on how to build it. Let's say, for example, Danination discovered an ultra-strong alloy for use as armor material. They build a tank out of it. These tanks are very strong- and selling them may be a big money maker. So Danination could sell these tanks to Midgard, for example, and not the plans on how to produce the specific alloy. After all, if Midgard could produce these tanks on their own, why would they need to buy them from Danination?
Similerly, Danination could sell an advanced powerplant or just about anything else to another country.
The reverse is also true... you could sell someone your scientific findings. So you could sell the plans on making the super strong alloy or the Fusion plants without actually selling him a tank or a reactor.
[/li][li]Traps- Some nations who prefer defense may like to set up traps for invading nations. Minefields, triggered landslides, wired bridges... all are similar.
However, what exactly happens from the trap is random. The enemy may bypass it without even knowing its there- they may notice it and defuse it- it may even be set off by your own people, say... civilians. So its not a good idea to leave traps laying there unless you know someone is coming.
To place traps, you don't have to name a specific region (you can if you would like). You could just say "My northern border" or "Around my cities" or "My whole country" or anything else. The outcome of the traps will be random. But if they are successful, they not only damage troops, but greatly slow their movments.
Traps are free, but take time to set up.
[/li][li]Trade routes- If you set up a trade route with another country, then every turn you send/recieve materials to/from them. Lets say Midgard and Lutassat set up a deal with eachother. Lutassat will send Midgard 5 oil every turn, and Midgard will send 10 heavy combat tanks and a shipment of 100 Midgardian assault rifles in return. Now, every turn, these trades are automatically handled for you.
If, however, Danination decides its running a little low on oil, he can roll an army up to the trade route. He can choose to simply destroy the supplies, or try and steal them (which has a lower chance of success but has obvious advantages).
Trade routes must start and end on a city, but can travel through any kind of terrain, including water.
One-time trades, like research or a single shipment of weapons, for example, dosn't need a trade route and can't be intercepted unless the enemy knows exactly when and where the trade is taking place.