Intelligence Briefs: Fascists

This Articles of War document was decrypted and translated as a study model for Echo Cluster strategists. These intelligence briefs describe employable tactics and complementary ship combinations for the eleven races.

The underlying purpose of the this series is to encourage commanders to consider what happens before the game transitions to the end game. We often build our fleets with one thing in mind: maximum power, all the way — hooyah! Beyond theory, the majority of actions which lead to victory are done within the first forty to sixty turns; moreover, eight races have their best chance of winning if they gain a significant advantage before the transition to the final slog. Those first fifty turns can be used for more than just building ships and whipping the local indigenous populations. It’s the perfect time for Tech 1-9 to go forth and shine.

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So You’re Doomed. Now What? (A Guide For The Hopeless)

First things first: We’ve all been there. It’s not just you.

The nature of the game is, one person wins. That generally means nine or ten lose — and don’t fool yourself: Unless you’re in the Victory Countdown, second place is just First Loser. All things being equal, nine games out of ten, you’re going to end up in a completely hopeless position. It sucks, but what are you gonna do about it? Cry a little?

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