                         Introduction : Expert Advice

NAME
   Expert - Advice to expert Empire players

Level: Expert

                       Defense Against Nuclear Attacks
                      Through the Denial of Information
                                by Tom Tedrick

A  very  good defense against nukes is to make it as difficult as possible for
other players to find out where your country is, and thus to make maps of it.

Here are some simple steps that you can follow:

 1)  Shoot down all planes that fly over your airspace.  It helps to have  nu-
     merous  airfields,  say  one  airfield for every 25 sectors or so.  Every
     airfield should be within interception distance  of  several  other  air-
     fields,  so  that it is more difficult for an enemy to destroy or capture
     it.  If an airfield is detected and nuked, you  still  have  backup  air-
     fields.  Every important sector should be within interception distance of
     several airfields.

 2)  Seal off all entrances to your inland seas by building bridges and laying
     mines (so no enemy ships can penetrate the area for mapping purposes).

 3)  Sink  all surface vessels and submarines near your coastline.  Have large
     fleets of destroyers posted around exposed coastal areas covering all sea
     sectors where enemy subs might try to  sneak  in  for  mapping  purposes.
     Usually  two fleets of 30 destroyers each are enough.  Navigate the whole
     fleet one sector, stop and look for subs, navigate one more sector,  stop
     and  look  for  subs, and so on, until the fleet has made a circle and is
     back in its starting position.  Sink any subs you find, of course.

     There is a maximum number of around 30 ships that can be in  a  fleet  if
     you want to maneuver the whole fleet by fleet name (see "info fleetadd").

 4)  Establish  alliances  under the condition that secrecy is maintained with
     respect to map information.  Thus other allied countries can serve  as  a
     buffer zone against enemy countries.  Many players are willing to be good
     allies.

 5)  Destroy or capture nearby radar stations.

 6)  Destroy  or  capture enemy air bases within range of your country.  Until
     enemy technology gets high enough to launch  against  any  target  world-
     wide, they will often try to get someone to let them have an airbase hid-
     den near your country and launch nuclear strikes from there.  I've always
     been able to find these if I worked at it.

 7)  Use psychological warfare.  Nukers get tired of nuking you if it seems to
     have no effect.  For example, have numerous false capitals, so that when,
     after great efforts, they manage to find what they think is your capital,
     and  nuke it, only to discover that it was a fake, they will get discour-
     aged.  These fake capitals are also very useful as backups in  case  your
     real capital is discovered and destroyed.

     When  an  enemy  gets close to doing real harm, a counterattack can often
     divert attention away from the current attack.  Psychologically,  attack-
     ers  seem  to  underestimate  the harm they are doing to you if you don't
     give out any information about how you are being affected, and they  seem
     to overestimate the danger to themselves from your counterattack.

                         Ship Networks and the Art of
                            Transferring Supplies
                                by Tom Tedrick

Build  large quantities of ships.  When they're 100% efficient, load them with
military and food (and civilians) if possible.  Load guns and  shells  if  you
have  them, but since they tend to be scarce, only a few ships will have them.
Navigate them one by one as far as they will go.  Leave only one ship in  each
sector (this makes it difficult for an enemy to sink very many of them, due to
mobility  restrictions and the problem of locating and identifying them one by
one).  On your maps, mark the ship number in the appropriate sector.  Each sea
sector thus has at most one ship number.

Unless there is something in particular you want to do with a particular ship,
leave it sitting in its sector indefinitely.

As you build more and more ships, move them out one by one.  If you leave ship
X in a sector that already contains ship Y, ship Y should have  full  mobility
by  then.  Navigate ship Y as far as it will go, then leave it sitting until a
new ship comes along.

Every ship in the network is now likely to be within range of some other ships
in the network.  If a ship requires any supplies, you can load them on a  ship
in a harbor, navigate it out, transfer the cargo via tend, navigate the tended
ship,  transfer its cargo, and so on, until you reach the any ship in the net-
work.  If you need military for assaulting or boarding, guns  and  shells  for
firing, torpedoing or laying mines, or if you simply want to move stuff into a
distant harbor, you can do it using several tend and navigate operations.

This  has been particularly useful for sinking subs.  I don't have enough guns
and shells to keep all of my 100 or more destroyers fully armed, but when  one
of  the  unarmed  destroyers  spots  a sub, I can arrange to transfer guns and
shells to it from a loaded ship (or from a harbor).

It's a very simple system from the player's standpoint, because all the player
has to do is build the ship, navigate it, mark its number on the map, and for-
get about it until a use for it arises.  As more ships are built, the  network
automatically  expands without requiring any planning.  You don't have to keep
anything in memory, except the ship number on your map.  If any enemy  surface
ship  gets  trapped in the network, it's quite likely you can capture it, even
if all you have is cargo ships (battleships, landing craft, and carriers could
take some work though).  If an enemy sub is spotted by  your  destroyers,  you
can almost always sink it.  If a convenient target for an assault appears, you
can get the necessary military there.

                       Some Tricks to Use When Fighting
                              by Various People
                               (Mostly by Tom)

The  trick  for  boarding destroyers: you need a bunch of cargo ships, both to
make several boarding attempts and to tend military.  When you try to board  a
ship,  both the attacker and defender lose the same amount of mobility.  First
you have to get the destroyer's mobility to be negative.  Then you  just  keep
trying to board it from one ship after another until you win.  That's where my
ship network method comes in handy.  I usually have swarms of ships I can sur-
round enemy ships with.

If  I  have planes, my normal method is to take a sector I can see, put enough
military to hold it, designate it "e" if it has lots of food, or  maybe  some-
thing else if there is a reason.  Then get information about the adjacent sec-
tors and take the most promising one.  Without planes it's more of a struggle.
Anyway,  I  kind  of zig-zag into the country taking the most interesting sec-
tors, ignoring the others.  This really seems to freak people out, when an en-
emy takes a path right through the heartland.

I would use planes (so having numerous airports each with  a  fair  supply  of
fighters, spread around your country, would be the best countermeasure), ships
(having forts loaded with guns and shells covering all coastlines helps a lot;
also  having destroyers and subs spread around your coastal waters in order to
spot and counterattack enemy ships, also have bombers to bomb enemy ships, and
radar stations to spot them is useful).

I would invade by land, firing from forts, (mainly you need  to  counterattack
actively  when  the enemy takes any sectors in your area, also forts with guns
and shells help a lot).  I would capture islands and build bridges to get into
your country (so watch all offshore islands with bridge span range).

Have a lot of shells in warehouses ready to be moved to  the  front  (you  can
move four for no mobility cost).

Bombing  enemy  ships  spotted by radar seems to work pretty well for the most
part.  If he has an aircraft carrier you can torpedo it.

You never know exactly what may happen, sometimes you get lucky when you think
it's hopeless.  Even if a plan has only a small chance of  working,  sometimes
it's worth a try, especially if the enemy has to actively do something to stop
it.

You should always have at least two capitals sectors, in case you lose one.

Just  a tip on empire tactics: mobility is the key to dealing with many empire
problems. Its often the bottleneck which interferes with various  things,  and
the decisive advantage that gives victory to the attacker.

SEE ALSO
   Overview, Novice, Hints, Introduction

