
1.Always overestimate your enemy.Nothing can be worst than facing a force
stronger than expected.
2.You should have a triple superiority over the foe (this is the essential
military rule).
3.Keep a strong intelligence service to surveil your enemy (eg,spies and dip-
lomats).This is needed to avoid a par.1 situation.
4.Infantry is the backbone of any armed forces.Good artillery,naval and air
forces may act decisive (and they do),but they can't withstand an attack by
a superior (in attack rate) weapon.
5.Do not give any knowledge to your allies because: a) your allies can 
simultaneously turn hotile; b) the allied nation can contact with your enemy
or any other nation that will be able to further advance the scientific tree
using the technology you presented with your ally.
6.Before the war begins,develop your nation into a powerful scientific,
financial and industrial machine.This is necessary to deal with the high 
war's demands.
7.Units of each of the three services should collaborate with each over,so
that one weapon compensates the weak points of another.
8.Maintain a veteran army.The veteran effects aren't very strong on low-per-
formance units such as fanatics; they increase with the weapon's strength.For
example,a veteran battleship has an impressive attack and defence rate of 18.
Usually only barracks are built; this appears to be a mistake,though.Veteran 
naval and air units represent a very big threat and are really devastating 
weapons.
9.I don't agree with you in the pure air-superiority role of fighter.The 
fighters can also be very useful in the ASW,COIN,anti-artillery roles and may 
be used to sink transport vessels.
