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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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Hey man, and a good game, from the sounds of it! If it was me, I'd hang on to those AA's at least in the short term, but definately proceed with the all-out war that you've outlined. You've got twice the number of bases he has, and a LOT more productivity thanks to your heinous industrial might. Crank out a horde or three of the best troops you've got and hammer the base with the HSA until it falls. Don't think about the losses you're taking, cos more than likely you'll take a LOT of losses, but the upshot is, once you get the HSA away from him, you'll be able to get to almost instant tech pairity if you build a big supply of probes to bring with you on the attack. The turn after the base falls, fan out in all directions and probe him for all he's worth! Then, immediately upgrade your defending troops to fusion reactors and you'll stop taking such frightful losses.
Sounds like you've already got him on the ropes though....twice as many bases, and an industry that he can't touch. Once the HSA base is in your hands, his chief advantage is gone (immunity to your probes), and all that should be left is the mop-up.
Just make sure though, that when you move against him, you bring an overwhelming number of troops, cos if he's got a better reactor type than you, the only way you'll beat him is with swarm.
Also, if you're not actively at war with him yet, you might want to build a TON of probe foils and just park them in and around his coastal bases....that way, when you take his HSA base, you can start the probe-onslaught the same turn, and possibly upgrade your surviving troops right then and there (depending on what techs you get).
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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Good point 'bout Zak being your only real competition....I guess I was thinking in terms of "after the fight." If you take the HSA base, and then probe him, you'll net yourself a scad of new techs, which will bring you up to par with him to finish the fight, and once you twist Zak's arm to get every last tech he's got, you'll be that much closer to a Transcendent victory when you cash your AA's in.
Of course, you're quite right. At this point, you can win militarily just by braining Zak, and if that's the plan, then cash 'em in, hope for Chaos and/or Fusion, and bust him all the harder! 
-=Vel=-
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cbn
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Newfoundland but soon to be Calgary, Canada
Aug 2000 time: 01:43
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Hi guys
Skanderbeg-- good suggestions for later but at the time of my last post I had neither Industrial Auto nor orbital whatever for PBs. I do have them now
Ogie-- I so wanted to become governor but the Uni had the Empath guild so although I had him about 2-1 in cities, the guild balanced this and he was slightly larger pop in his cities so I was about 10 votes behind. Neither Roze nor Lal would even talk to me as we stay in vendetta except to declare their desire to crush me. My rep was faithful and I was running Demo/Planned/ nothing at the time.
More generally
Since Roze would not talk trade or accept gifts I finally said heck with it and went Fundy. I actually probed away three techs from her (that felt really good) and took a seabase. I then cashed all my AAs netting air power so I delayed invasion plans while building aerocomplexes. Since then I have popped and cashed 2 more AAs and taken two fairly new Uni seabases. Since spoils of war are ON I got techs that way as well. I got chaos, fusion and Industrial Auto in the last 10 turns.
Its now 2249 and although I haven't invaded nor infiltrated the Uni yet nor killed the hunter seeker I think this should end up being a routine military win from here on out.
The Uni has 10 bases on its own continent and no more that I can find. Based on the units Zak is using we seem to be at military parity tech wise
Roze is infiltrated and has 4 bases on a small island. She has no techs that I do not have now.
Lal is up to 4 bases ( all size 1 or 2)on the outer reaches of my landmass-- connected by a 3 square wide isthumus-- One needlejet makes that area a killing zone for the probes he keeps sending. A 3 rover, 1 probe task force just took his capital and could eliminate them at leisure. Right now i'm hoping to get him to submit and vote for me for governor.
As for Domai
I founded a few new cities, mainly as needlejet ouposts and with a few captures am up to 31 bases. About 20 of these are size 7s tasked to building crawlers. I am now running a +4 industry and with a crawlered mine or 2, most of the size 7s can build a chaos fusion jet in one turn. While I worry about being PB'd since I don't have infiltration-- it would not be a killer since my cities have minimal overlap.
Once I get some crawlers out it will be time to go kill the uni. As it stands my missle boats are bombarding his bases while the "obsolete" missle fission reactor jets are being used to plink away at infrastructure boats and colony pods. Successful invasion seems to be inevitable.
I think I panicked a bit when I got a sense of how large the Uni tech lead was and saw Zak was building the SuperCollider. I had played Domai before and had always managed to close the tech gap much earlier. In retrospect, this game is textbook Domai. Even though I am still second on the power graphs, the gap is closing, and I have the sense that victory is now inevitable.
So thanks for the tips and next time I won't worry so much when Domai is so very far behind in the tech race. Its just that I know if I was playing Zak with the tech lead he had-- poor Domai would have been eating needlejets and Zak would now be enjoying the fruits of all that carefully prepared infrastructure.
[This message has been edited by cbn (edited January 18, 2001).]
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