Your Queen wants you to help the Humans! You'll need to take out the Cyth & Tarth before kissing the Humans good bye.
* Attack the Cyth quickly. The Tarth have weaker ships and can wait. * Praise the Humans often to achieve the necessary pact with them. * A well protected sea platform in High seas will produce an excellent amount of power, trade, food or research and can be easily defended in this territory.
Campaign #2: "Second Stage: Quellis Two"
The Cyth, who have your Queen, begin with an established colony. To get and keep the required territory so you can get your Queen back, follow these hints:
* Set your southern borders at Floating Hills and Moska Prairie.
* For fast striking ability send troops across the ocean to the Cyth held lands beyond.
* Try to gain a pact with the Uva Mosk for extra support.
Campaign #3: "Third Stage: Shyph Zaht"
You've got your Queen back! Now take out the Cyth and show them who's boss...
* Move troops north quickly to contain the Cyth threat.
* Try to capture land bridges north to control the Cyth's ability to attack.
* Sea units are less important because there is little water. Many of the naval technologies do not need to be researched immediately.
Campaign #4: "Fourth Stage: Tak Tarrall"
You have until turn 30 to take the shrine from the Tarth, then hold it for another 30 turns! Look out for the Cyth. They know of their last defeat at your hands, and are rather miffed about it...
* Build housing units immediately to spur population growth.
* Research Fusion Cannons rapidly, the Tarth will win in 29 turns!
* Transfer as many colonists as possible to Damp Paws Bog ASAP.
Campaign #5: "Fifth Stage: Nayz"
Time for the ChCh-t to do what the ChCh-t do best - steal resources!
* Scrap all unnecessary troops in the beginning. They drain your food and money reserves.
* Attack the Cyth and drive them back, sending your colonists to populate their cities.
* Try to contain the Tarth at Glee Snow Peaks.
* If you send spies through a Maug colony, make sure to set them at 'No Mission'. Even with your pact, the Maug will still capture your spies. After all, why would you need to spy in your friend's territory?
Campaign #6: "Sixth Stage: Xythra"
Ah, the grand finale. You have all the techs, so go get 'em!
* Power must be obtained as soon as possible to power the advanced units and buildings you can build immediately.
* Don't build the higher tech buildings until you can support them.
* Attack the Re'Lu early, or else.
Cyth:
Campaign #1: "Initial Meditations"
It starts. You have a full plate, Veil Lord. With the needed Tarth pact, driving the Humans off this world and having fun kidnapping the ChCh-t Queen, we thought you could use these tactics...
* Start trying to win the Tarth over in your favor early on in the game by transferring cheap units to them and sending praise as early and often in the game as possible.
* Get an edge on your opponents by buying units from the Skirineen as early as possible. The Humans will build up fast so send a spy over to poison their land right away.
* Good early techs in this scenario include flak (the ChCh-t will send countless missiles) and shockwave projector.
* Build shipyards and airports. Your shipyards should be producing lots of AAVs.
* Do not to wipe out the Humans before you get ChCh-t landing. After getting a pact with the Tarth this should be your second priority.
Campaign #2: "A Gathering of Lesser Minds"
This is your basic bloodfest - the ChCh-t enter the fray at turn twenty hell-bent on getting rid of you. Use those first twenty turns wisely because after the Uva Mosk form an alliance with the ChCh-t, things can get hairy.
* As with all Cyth games crank up those taxes!
* This is an icy world, keep an eye on your food.
* Get Flak soon, the Uva Mosk will be pelting you with pesky siege cruiser missiles later that will be tough to stop. * If you can, try to get rid of the Uva Mosk as soon as possible by buying units from the Skirineen and attacking early. They become your biggest problem later in the game.
* The ChCh-t just might take out the Re'Lu by themselves. Let them.
Campaign #3: "Winds of Futility"
You need to drive everyone off of this world without using any aircraft. Needless to say, but we will anyway, don't bother with building Airports or Flak launchers.
* Drive your colonizer down to the bottom of the map as soon as possible. You may want a unit or two to accompany it, since the AI is doing the same thing and will try and attack you early in order to expand.
* Get on the shore to build seaports. This is more of a precautionary measure to stop the AI from expanding into the ocean.
* Don't bother trying to take over any of the AI's territories on the top of the screen too early on. All three races have at least two Anti-matter defense forts. Concentrate on building up and fast in the lower portion of the map. If you don't head down there early enough, the AI multiplies like rabbits and it will be tough to overcome them to say the least. Do not, however, leave your top territory without protection.
Campaign #4: "Stitching Old Wounds"
You need to form an alliance with the Maug or the Tarth then kill off everyone else. The Humans and Re'Lu have a military pact already. The trick with this campaign is that the Humans come down early and aggressively so be prepared to see them soon.
* Start right away trying to get on the Maug or Tarth's good side (i.e. send them praise, give them units, etc). A colonizer is a good cheap way to get them to love you faster. Plus if you place it in the mountains to the north of you, you're providing a buffer between yourself and the Humans.
* Metal is a big problem here. Build a surface mine right away and keep it full of labor. The best place to land is the territory to the right of your landing sites. There is an iron bonus square and it's next to water allowing you to build a shipyard.
Campaign #5: "Fools Look Up"
You must hold two shrines for five turns.
* Use missiles to locate the shrines quickly and cheaply.
* Don't waste any energy using the colonizers to look for the shrines. Expand quickly and towards the Maug.
* If you can you should attack the Maug early to break their barriers.
* Getting rid of the Maug early on altogether is a good idea. The Tarth always have an early game advantage so wait until you're a little higher on the tech tree to attack them. * As with all Cyth games, crank taxes and take advantage of being able to visit the Skirineen often
Campaign #6: "Final Meditation"
You must find the three shrines and hold them for eight turns. The computer becomes mighty hostile awfully fast here so be prepared to defend your shrines until the bloody end.
* You start with all techs but think before you plunk down just anything. And by gum, keep upgrading until you can't upgrade anymore! Upgrading is an excellent way of getting to the good buildings cheaply. Most buildings don't take more than a few turns to upgrade. * Remember you can't upgrade forts at all so you may want to start off by building a nice Anti-matter defense to keep those nosey ChCh-t at bay while you're preparing to strike. * Another good building to start with is a Cloning Center, but make sure you can counteract the morale hit!
* Although you do have every tech, still build a University early on for electronics. Upgrade it immediately. * Build seaports!!! You will need them. * Again, being the Cyth don't forget to crank taxes and visit the Skirineen early on to gain an advantage over the other races.
Humans:
Campaign #1: "Mission Barradica"
This game is a good old-fashioned fistfight with one exception; you must have 5000 iron in your possession by the time you conquer the races. If you think getting the iron might present a problem consider the following:
* Research technologies like molecular bonding and subspace scanner that allow you to upgrade mines.
* When you conquer a territory that you don't want to colonize, transfer the iron back home before moving your troops out.
* When you first land, colonize Vi'le Hover Peaks, it is a mountainous region (meaning high iron) and is right next to Human Landing.
* Lock your factories and mines on 'iron production.' Make sure you have collected enough iron by locking out the 'iron to steel' tasks on factories. Also, increase iron production in your mines by locking out endurium production until you've reached your quota.
* If you are having trouble with the other races make pacts with them. Each victory pact means one less race to conquer.
* You might think about shutting down your seaport at the beginning. That way your energy drain will be a less while you are trying to increase your population.
* Consider making units like planes and AAV's that can be used in land or water.
Campaign #2: "Operation Tayva"
In this game you are given a decent sized starting force but only have 55 turns to hold three shrines. With this in mind, you need to hit the Tarth early.
* You start off knowing the location of two shrines which means only one thing - The Tarth already have them. That leaves only 1 for you to find. Remember that hidden shrines don't show up unless you are in that territory. * Given that one of the shrines is on an island, consider making air and sea units for the takeover. But remember that air units cannot claim territories.
* If you have trouble beating this one, learn from the past. If it takes all your turns to find the shrines remember where they were. * It makes the game much easier. * Don't forget that the ChCh-t will show up to help out.
Campaign #3: "Outpost Tobra 9"
In this game you must build four additional City Centers for a total of five. There are also a few drawbacks: you must have 10,000 credits in your treasury; and you can't research Metallurgy (the foundation technology for advanced resource production).
* Since you are close to the other colonies, make sure your territories are well defended.
* Consider making pacts with the other races which will keep them off your back until you can plop down your City Centers.
* If obtaining the credits is a problem, raise taxes, but make sure you have Art or extra museums to calm the angry colonists. Also, try airports and factory upgrades early on.
* Although you can obtain metallurgy from a technology pact, that is probably not the way to go. You can never be sure what direction those darn Aliens are going and they might have already researched it prior to the pact. Be prepared to deal with our old "friends" the Skirineen on this one. Be sneaky!
Campaign #4: "Operation Kagg-Tt"
In this scenario you must capture and hold three research facilities. Since it's on an icy world, wood will be harder to get, but at least you start with a museum and surface mine. Use what wood you have to build houses and get your population to maximum.
* If energy is a problem in the early game, shut down buildings that are not needed, like the museums (until culture drops) and training centers (If you move out your troops at once).
* It's expensive to maintain such a large force. Fortunately, it is enough to take out ChCh-t landing and you have enough money at the start to support them for a few turns. Move all your units to ChCh-t Landing and set up shop there. Take advantage of this well developed territory.
* Since you already know where everything is and what needs to be done, have your scouts try the dangerous 'steal technology' mission. If they're caught, they won't be a drain anymore and if they're not, you get a new tech!
Campaign #5: "Assignment Jaytan"
What makes this map different than usual is the required pact with the Tarth.
* Start sending them praises early on and propose less difficult pacts like non-aggression first. Remember, only do 1 per turn. If you bug them too much they may get annoyed. * Although you are only required to make a military pact, don't stop till you get a victory one. The Tarth military is the strongest of all the races and the technologies you can give them (or get from them) will make the task easier.
* Since this is a fistfight, concentrate on the things necessary for a strong army. Money, metals, and advanced technologies like Fusion Cannons, Power Cells and disrupter beams. * The world may be too large for effective air strikes but if you take over an enemy area and put in a fuel depot your planes can be quite effective.
Campaign #6: "Objective Xythra"
Well, here it is - the big showdown. In order to learn the secrets of the ancients, you must hold the three shrines. The good news is you have all the technologies! The bad news is you are practically broke and have no resources.
* First order of business, get food! Starving colonists get angry quickly and eventually die.
* Temporally shutting down your defense fort will solve early energy problems. Remember to turn it back on. * Build low level buildings and upgrade when you have limited resources like in the early part of this scenario. Better to have a factory, a mine, housing, etc., then to blow it all on one building - no matter how advanced.
* This is an Alien world which means low iron but ultra high endurium. Immediately lock the colonists off iron production.
* This is one time when you should wait to build a university. After all, there is nothing left to research! You will need one eventually, though, for electronics. Be sure to lock out research so colonists will only produce electronic parts.
* Since you possess Orbital Surveillance you won't need to waste time looking for the shrines.
* Forget about pacts and alliances. This is the final battle (and the bad guys won't listen to you, anyway).
* Since you will have to build a seaport anyway (for units to hold the sea shrine), consider constructing a sea platform in Beggars Sea. This way you can have colonists to produce from the shrine, defenses, and lots of trade.
* Keeping an army maintained is always expensive, even with transporter technology, remember to either colonize territories you take over or to demolish everything. Doing so will net you cash. * Also, transfer needed resources back to home if an occupied territory has them. With transporter technology (given in this scenario) it's almost free!
Maug:
Campaign #1: "The Great Battle of Too-Roo"
You need to capture the Cyth shrine and hold it for 12 turns or drive them from this planet. This is certainly the most difficult level one campaign game because the Maug can't reproduce without technology. You must research Cloning right away in order to expand and grow.
* This is most definitely a race of technology. If the Cyth get supernovas spy jets before you, you're doomed. Build more than a few tech labs than usual but watch your energy.
* Keep your cloning center in one territory and transfer colonists from there in the beginning.
* Try to penetrate the Cyth from the right side of the map.
* Make flak the second technology researched. As you will see, the * Cyth love using missiles in this game.
Campaign #2: "The Greater Battle of Too-Roo"
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You may have noticed that the five shrines you need to hold for eight turns are not with you on your three territory island. You need to build shipyards and seaports right away to find them. This being an icy world, wood will be sparse so check those resource squares and be picky about where you plunk those surface mines.
* Get shockwave projector and underwater tracking as soon as possible in order to build the subs that will find the water shrines. Use planes and missiles to locate shrines on islands.
* Just because you're on an island, don't think that you're isolated form the computer. Be prepared when the Uva Mosk and Humans come down and pay you an early visit.
Campaign #3: "The Illustrious Conflict of Phoryx One"
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You need to do two things in order to win this scenario: 1) Get a military or victory pact with the Re'Lu; and 2) Build five city centers and hold them for three turns. Remember Aircraft and missiles aren't any use here so don't bother with them. The Re'Lu aren't exactly loving you here so remember to keep piling on the gifts of trade and praise. Once a turn will usually do, but they will love you a whole lot more when they're watching you kick someone's butt. (See next tip)
* Many times the way people lose this scenario is because the AI is so efficient at building city centers quickly. That's why a good strategy would be to take out either the Humans or the Cyth right away - before concentrating on building city centers and grab as many of their goodies to help you along. * Don't forget to use those devastating Maug spies to sabotage buildings.
Campaign #4: "The Crusade of Mighty Retribution"
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This is probably one of the toughest campaign levels. It may be a struggle to stay alive until the Uva Mosk arrive. Streamline your territories as soon as possible.
* One of the best strategies in this scenario is to pull all your resources together in two territories: Not Normal Wood and Maug Landing.
* Build up these two territories but leave the mines planted everywhere else. Make sure to grab all the resources you can from the remaining two territories. Or just grab the population before you abandon them in order to expand the main two territories faster. You can resettle those lesser territories again later when you're stronger.
* The Cyth come up early and often. Be ready to defend by turn 10-15.
* Morale is one of your biggest problems early on. Use all resources to bring it up.
Campaign #5: "The Grand Conflict of the Paddra Three Shrine"
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You need to take the island shrine and hold it for fifteen turns. It's a race against the clock because the computer can win this game by holding the shrine very early, so don't squander your beginning turns.
* The Tarth come by early, probably by turn ten, to check you out. Be ready for them.
* The ChCh-t most definitely will get to the shrine before you. Be ready to relieve them of it with airplanes and AAVs. Once the ChCh-t find the shrine, you will have only ten turns to take it away or lose the game. * Build airports and shipyards right away.
* You will need lots of metal here and if you can keep your mountain territory out of the Tarth hands, you should have no problem building it up. But remember to keep this territory well defended.
Campaign #6: "The Magnificent Maug Conquest of Xythra"
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You need to hold three shrines for five turns or destroy all the other races. Because everyone has every technology and are at such close proximity, things tend to get explosive quickly. Choose your beginning buildings carefully and remember to upgrade whenever you can.
* Since you have orbital surveillance you can see where all the shrines are. Don't rush down to capture them right away, you'll end up spending too much precious early game time defending the territories. Concentrate instead on building your forces steadily and quickly. Then take the shrines away from the computer.
Early on you will quickly see that the ChCh-t are your biggest problem. Try to weaken them early and keep it up.
* The territory just to the right of your landing site is the best to expand to. It will give you the precious metal bonuses you need.
Re'Lu:
Campaign #1: "A Minor Struggle at the Quellis System"
This level has a 'manifest destiny' victory condition, which means that you will have to make five city centers.
* This will not be an offensive war for you, so colonize territories that are geographically easier for you to defend. * Glorious Savannah appears to be a resource bonanza but look again. Because of the wasteland squares it is impossible to build a City Center!
* Research technologies that will improve metal production and transportation. * Re'Lu scouts have an incredibly effective special mission - subvert morale. If you send enough scouts out to subvert your enemies, their production (which equals competition to you) will grind to a halt. The Cyth, however are practically immune to this so you might consider trying to get an alliance with them.
* The closer you get towards completing your goal the more nervous your opponents will get. Think about building all four of your centers at once: this way they will have less time to thwart your plans. You could also construct them within one turn of completion and then pull your workers off so the City Centers so they are all done at the same time.
Campaign #2: "The Phoryx Diversion"
This Scenario has the same victory conditions as Re'Lu Campaign #1 where you had to establish five City Centers. The following those strategies will also work here. Luckily, this is a volcanic world making the metal and energy requirements easier.
* This isn't an offensive war for you, therefore colonize territories that are geographically easier for you to defend. * Research technologies that will improve metal production and transportation. * Use the Re'Lu scout mission of 'subvert' to slow your opponents, and try to get that pact with the Cyth.
* Additionally, you must make a victory or military pact with the Maug so send praise and propose treaties. Work your way up through lesser pacts. It's more difficult but worth it in the end.
* In Deadlock II, "the enemy of my enemy is my friend." Since no one likes the Cyth much anyway, attack them even if it's just with cheap units like colonizers. The other races will be impressed and this might make establishing treaties easier.
Campaign #3: "Distractions at G'Goora"
This is a tough nut to crack. You have 60 turns to kill the other races AND have a surplus of 900 steel, 300 endurium and 175 triidium all while defending yourself on this forsaken rock you share with the Tarth.
* The Humans and Tarth start in at you pretty early. Prepare for them with laser defenses.
* If you're having trouble beating this game, don't concentrate on either the time limit or the metals you need to collect. Just kill, kill, kill.
* Once you've perfected killing off the other planet scum, it will be easier to go back and get metal quotas filled. * Don't make the common mistake of zipping up the tech tree toward endurium mining and triidium mining right away. First, get the basics covered. 60 turns IS enough to do this. Just use your spies and command corps effectively early on. (See race tips)
Campaign #4: "Unfinished Business at Phoryx"
This is your basic rock 'em, sock 'em, kill 'em all. Or just grab all three shrines and hold them for fifteen turns. You share an island with the Tarth and are separated by a river from the Humans.
* Let the computer find all the shrines for you * Take out the Tarth early on. They will settle just below you, so use spies to take them out.
* The Humans may offer you a pact after you've slapped the Tarth around. Accept it...why not? Then backstab them when you're strong enough to take the shrines they so graciously found for you.
* Unless you are insanely short of cash do not destroy the territories you've conquered. The Humans will be your biggest foe in this game and are spread out like the plague all over the north.
Campaign #5: "Some Sport at Jaytan"
This is a landlocked conquest game where the AI multiplies like flies. It's a good idea here to try and forge a pact with a neighbor while you are building up.
* Spread yourself out. Try to hog all the territories behind your landing site to the north west corner.
* The Cyth will attack you first, so you'll need to decide early on if you will try to make nice with them or kill them off. You don't want to be the meat in a Human-Cyth sandwich!
* Don't forget to use those spies, especially on those pesky Humans.
Campaign #6: "Inevitably, Xythra"
On this alien world you start with all the techs in the race to grab the three shrines and hold them for five turns. But your immediate worry is the Cyth who share a rocky island with you in the south.
* This is an alien world meaning that it is endurium rich. Don't waste your time digging for iron.
* Again as in all level six campaigns you start with all technologies. Be careful of what you decide to build and don't squander your beginning resources by constructing third level buildings that could be upgraded cheaply and quickly.
* On this map you will see that you and the Cyth share one shrine. * Grab it and expand your territories all the way up to the shore. * As you can see the rest of the shrines are in the sea or across the ocean.
* Wood especially will be a problem in the beginning so again plan carefully.
Tarth:
Campaign #1: "Soggy Bashing"
'Tarth smash other 'puny races!'
* Since you are on a world made up mainly of water, let your tech tree reflect that. Research technologies that will better your sea and air force.
* Use your colonizer to build a settlement directly to the north. * The metal bonus there will help out quite a bit.
* Remember, sea platforms are great for trade and put fuel depots on them to increase your air striking capabilities.
* As with any scenario, a friend means never having to say, "Attack!" A victory pact gives you one less enemy so you might want to kiss up to your opponents.
Campaign #2: "Old Buildings - New Buildings"
You need to hold three shrines for five turns. The ChCh-t arrive at turn 30 with a massive force so be prepared. They are also allied with the Humans against you.
* Energy will probably be your biggest problem in the beginning. Make sure you build a nuclear plant early and in the most beneficial spot. Research nuclear fusion first so that you can upgrade your nuclear plants early. * Sniff out the shrines on land first by using a couple colonizers. Be aggressive about your land search for shrines. Let the ChCh-t find any sea shrines, then repay them by beating them up and taking any that they found. Bwah-hah-hah!
* The ChCh-t will attack you soon after landing. Be prepared because the planet will suddenly seem a lot smaller. A few turns before the ChCh-t arrive buy up all the armor from the Skirineen and place it in any shrine territory you hold. The morale hit, if it happens, will only last a few turns and you need to hold on to your shrines. You may want to do all your Skirineen shopping at once so buy up any energy you can get as well. * Build shipyards - you will need them.
Campaign #3: "Bug Squishing"
Find and hold the one shrine in ChCh-t land for ten turns which is trickier than it sounds. The ChCh-t start off very well established and we all know how fast they grow. You need to know how to manipulate sea platforms in order to succeed here.
* Due to circumstances beyond the Tarth's control, you are unable to let your Sea Colonizers build platforms in La'ke waters or Sea #10. * Either disband or build a settlement with your colonizer immediately.
* You start with the first two levels of technology so research advanced structures immediately. * You should start this game by hitting end turn immediately. Both of your houses will be upgraded to apartments on turn two. * Populate your Sea Platforms quickly by dragging colonists from Tarth Landing. It is much faster than waiting for them to grow by themselves.
* Once you have taken a ChCh-t territory on the main land you are home free. As you may find out, you should do this earlier rather than later.
Campaign #4: "Us Be Friends"
This game is a shoot 'em up with a twist - you have to establish at least a military pact with the Humans or Maug.
* Try to go for the victory pact instead of stopping with the military. Shared technologies, among other things, will strengthen you and your allies.
* Begin by proposing pacts and sending praises. Flattery will get you everywhere.
* Most races hate the Cyth so attacking them will bring you favor.
The computer will more than likely expand into the sea. Be prepared for water based attacks. * Colonize Prism Highlands, its metal bonuses will help you on this mineral poor world.
Campaign #5: "Fetch!"
This is probably the most challenging of all the campaigns. You start with a decent sized force but only have 45 turns to wipe out the Cyth. Thank goodness you start with all first level technologies.
* Move your land units down and take over Woody Plains, the territory west of Cyth landing. Set up camp there. Don't move your planes, as they will crash.
* While your troops are moving down, begin researching a neutronic fuel. Then you can build a fuel depot in Woody plains allowing your airplanes to travel the map.
* Save the game early and often. The biggest obstacle is the turn limit. If your plan of action goes awry, go back a few saves and try something different.
Campaign #6: "Old, Old Place"
It's all comes down to a final Shrine War Ubergeneral. Good thing you have all the technologies at your disposal.
* Build lesser buildings and upgrade. No need to waste all your resources on a single building, no matter how advanced.
* Good news! Take a look at the map, you can see where all the shrines are. Make use of this information when planning your strategy.
* Since this is the big one, the other races will not be as quick to make pacts with you so don't even try.
* Be sure and lock your colonist on to endurium production. This is an iron poor, endurium rich world.
* Even though you have nothing left to research, universities are still necessary for electronics production. Lock research at zero to make sure you aren't wasting labor.
Uva Mosk:
Campaign #1: "12th Day of Punuuta Ni"
In this, the first of the Uva Mosk campaigns, you must capture five shrines for eight turns.
* As with all shrine war games, the second time you play is easier because you will know where the shrines are. This will eliminate the need for searching.
* A victory pact with either of the races means one less enemy! Praise them. Offer pacts. They might just fall in love.
* If you would rather make war than love, remember a defeated opponent cannot hold a shrine. Beating up the Humans and Maug will win the game (and you don't even have to search for them).
* Did you know that Shrines will give you a new technology? If you can wait to claim the one to the north, it will give you a technology that might have otherwise taken much longer to research.
* Build a strong defense against the Humans. * Attacking the Maug early helps to kill their chances of gaining those killer techs.
* Try to hold the middle of the map. Leave the outer swamps to the rest of the races. This will slow their colony growth.
Campaign #2: "45th Day of Punuuta Ni"
A simple objective: take the planet as your own while being careful of the Re'Lu. The chances that they will ally with you are slim to none.
* Make Ouch Bog your eastern border. Further and you open yourself up to attack on many fronts. * This is all out war but you can still have allies. A victory pact effectively reduces your enemies by one.
* Everyone hates the Cyth. So attacking them will make friendly relations with the others easier.
* The Cyth should be your first target since they are closer and will probably expand in the direction of your settlement.
* The ChCh-t are fast breeders but have weak units. Be aware of this, they might make useful allies or a good second target.
Campaign #3: "3rd Day of Garumi (The Iva Chini Day Conflict)"
Time to use the Uva Mosk's 'Shaman Dance' to help you get the edge over the other races. With having to build five city centers, you're the best race for the job.
* Attack the Humans fast. They are close and you will need their lands to build sufficient city centers to win. * Keep the Re'Lu happy so you can obtain a victory pact with them to make things easier. * Do not destroy the Human colonies. Instead move your colonists into them and try to build up a large population quickly. * The closer you get to victory, the more paranoid, thus likely to attack, the other races get. Consider pulling colonists off your city construction sights until you can complete all City Centers at once.
Campaign #4: "34th Day of Braask Ni"
This scenario asks you to capture and hold five shrines for eight turns.
* Shrine wars are always easier the second time around so if you have trouble with this one, make a note of where they are for the next time you play it.
* Build defenses. The other races are pretty smart and will leave you alone if they can't win. However, they are always up to something so keep an eye on them.
* Try to kill off the new arrivals as quickly as possible so they don't have the chance to build up and start their offence against you.
* This is a metal poor world. Keep this in mind when planning your strategies.
Campaign #5: "15th Day of Batu Ni (The Equinox Crisis)"
Ahoy matey! This map is on a water world! Surfs Up!
* Sea platforms are a great source of income. Take them over when you can. Often times they are not defended as heavily as land settlements so it might be prudent to attack them first.
* The Tarth and Humans are pretty put out with you by this time so pacts might be hard to come by. Prepare to fight this one out.
* Since it is a water world, research technologies that benefit your navy like shockwave projector and zero friction hulls.
* Shockwave carriers allow your planes to refuel so consider employing an air force with these units.
* Use AAV's to take out sea traffic and let you establish a solid beach head in enemy territory so that you can begin to build a ground force to destroy your rivals.
Campaign #6: "47th Day of Punuuta Bach"
This is the big one Grand Hortus! Win the world and the secrets of the ancients are yours. To help out, all the technologies are yours - except time dilation.
* Even though you can't research anymore you will still need electronics. Make sure you have research locked out in your learning buildings.
* In similar fashion, lock out iron in your mines. This particular world has crummy iron production, but check out that endurium!
* This is the final struggle so don't expect any alliances with the other races. They want to share even less than you do.
* Instead of wasting all your resources constructing a high tech building, build low and upgrade, especially in the early game.
* Think globally but act locally, like any good environmentalist!