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	<title>The Daily Imperialist &#187; Strategy and tips</title>
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	<description>Everything and anything about Imperialism 1, Imperialism 2, and Trade Empires</description>
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		<title>Strategy guides and manuals</title>
		<link>http://thedailyimperialist.net/strategy-guides-and-manuals</link>
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		<pubDate>Tue, 29 Sep 2009 22:38:17 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Imp 1]]></category>
		<category><![CDATA[Imp 2]]></category>
		<category><![CDATA[Strategy and tips]]></category>
		<category><![CDATA[Trade Empires]]></category>
		<category><![CDATA[manuals]]></category>
		<category><![CDATA[strategy guides]]></category>

		<guid isPermaLink="false">http://osiran.com/imperialism/?p=83</guid>
		<description><![CDATA[<a href=http://thedailyimperialist.net/strategy-guides-and-manuals><img src=http://osiran.com/imperialism/wp-content/uploads/2009/09/Imp1_guide_cover.jpg class=imgtfe hspace=10 align=left width=100  border=0></a>Imp 1
<p style="padding-left: 30px;">Manual in PDF format  Download</p>
<p style="padding-left: 30px;">Strategy Guide</p>
<p style="padding-left: 30px;"></p>
<p style="padding-left: 30px;">Paperback, 240 pages
Publisher: Prima Lifestyles
ISBN: 0761510915</p>
<p style="padding-left: 30px;">This guide includes maps, strategies, hints, tips, and walkthroughs.</p>
<p style="padding-left: 30px;">See it on Amazon</p>
<p style="clear:left;">

Imp 2
<p style="padding-left: 30px;">Manual in PDF format Download</p>
<p style="padding-left: 30px;">Strategy Guide</p>
<p style="padding-left: 30px;">Imperialism II: The Age of Exploration
Official Strategies ...<p><strong><a href="http://thedailyimperialist.net/strategy-guides-and-manuals">Read more...</a></strong></p>]]></description>
			<content:encoded><![CDATA[<h3>Imp 1</h3>
<p style="padding-left: 30px;"><strong>Manual in PDF format </strong><a href="http://www.mydatabus.com/public/dminoz/Imperialism1Manual.pdf" target="_blank"> Download</a></p>
<p style="padding-left: 30px;"><strong>Strategy Guide</strong></p>
<p style="padding-left: 30px;"><img class="alignleft size-full wp-image-84" title="Imp1_guide_cover" src="http://osiran.com/imperialism/wp-content/uploads/2009/09/Imp1_guide_cover.jpg" alt="Imp1_guide_cover" width="114" height="140" /></p>
<p style="padding-left: 30px;">Paperback, 240 pages<br />
Publisher: Prima Lifestyles<br />
ISBN: 0761510915</p>
<p style="padding-left: 30px;">This guide includes maps, strategies, hints, tips, and walkthroughs.</p>
<p style="padding-left: 30px;"><a href="http://www.amazon.com/gp/offer-listing/0761510915?tag=bechamporg-20&amp;camp=14573&amp;creative=327641&amp;linkCode=am1&amp;creativeASIN=0761510915&amp;adid=0VFZ0S3MEAEYTZ1NK1MQ&amp;" target="_blank">See it on Amazon</a></p>
<p style="clear:left;">
<hr />
<h3>Imp 2</h3>
<p style="padding-left: 30px;"><strong>Manual in PDF format</strong> <a href="http://www.mydatabus.com/public/dminoz/Imperialism2Manual.pdf" target="_blank">Download</a></p>
<p style="padding-left: 30px;"><strong>Strategy Guide</strong></p>
<p style="padding-left: 30px;"><img class="alignleft size-full wp-image-85" title="Imp2_guide_cover" src="http://osiran.com/imperialism/wp-content/uploads/2009/09/Imp2_guide_cover.jpg" alt="Imp2_guide_cover" width="116" height="140" /><em>Imperialism II: The Age of Exploration<br />
Official Strategies &amp; Secrets<br />
The Official Guide for the Perplexed,</em><br />
by Michael Rymaszewski with David Chong</p>
<p style="padding-left: 30px;">Paperback, 263 pages<br />
Publisher: Sybex<br />
ISBN: 0782125549</p>
<p style="padding-left: 30px;">This detailed guide reveals essential strategies and secrets for more than 40 unit types and 100 technologies from 300 years of history. Readers will learn the best techniques for beating each scenario, including the strategic use of pirates and spies. Written with the support of the game&#8217;s designers, this invaluable guide reveals secrets found nowhere else. If you want to get the most out of playing the game, this book is a must.</p>
<p style="padding-left: 60px;"><strong>Reader comments</strong><br />
&#8220;Superb strategy guide. I&#8217;m one of those people who buys every strategy guide for every game I have worth playing. The guide for Imperialism II is one of the very best I&#8217;ve read. It contains very helpful advice on sound strategies covering each aspect of the game and has a very helpful section outlining research options. Highly recommended.&#8221;<br />
&#8220;Best true strategy guide in some time. I was pleasantly surprised by the information content, analysis, and true strategic content in the strategy guide. At a time when few strategy guides for war and strategy games are worth buying, this is a strong exception.&#8221;</p>
<p style="padding-left: 30px;"><a href="http://www.amazon.com/gp/offer-listing/0782125549?tag=bechamporg-20&amp;camp=14573&amp;creative=327641&amp;linkCode=am1&amp;creativeASIN=0782125549&amp;adid=0YKK516E6Q720NFS8EXN&amp;" target="_blank">See it on Amazon</a></p>
<p style="clear:left;">
<hr />
<h3>Trade Empires</h3>
<p><img class="alignleft size-thumbnail wp-image-86" title="te_cover" src="http://osiran.com/imperialism/wp-content/uploads/2009/09/te_cover-150x150.jpg" alt="te_cover" width="150" height="150" /></p>
<p style="padding-left: 60px;">There was/is no official guide to Trade Empires &#8212; but Steve King has put together a comprehensive guide.</p>
<p style="padding-left: 60px;"><a href="http://www.mydatabus.com/public/dminoz/TradeEmpiresPlayersGuide1.pdf" target="_blank">Download PDF</a>.</p>
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		<title>Ed Randtke&#8217;s Imp1  guide</title>
		<link>http://thedailyimperialist.net/ed-randtkes-imp1-guide</link>
		<comments>http://thedailyimperialist.net/ed-randtkes-imp1-guide#comments</comments>
		<pubDate>Tue, 29 Sep 2009 11:22:23 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Imp 1]]></category>
		<category><![CDATA[Strategy and tips]]></category>

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		<description><![CDATA[<p>This guide is based on version 1.1.7 of Imperialism</p>
<p>This game has probably stolen more time from my life than any other                  game I’ve played. That is saying a lot considering that the       ...<p><strong><a href="http://thedailyimperialist.net/ed-randtkes-imp1-guide">Read more...</a></strong></p>]]></description>
			<content:encoded><![CDATA[<p><em>This guide is based on version 1.1.7 of Imperialism</em></p>
<p>This game has probably stolen more time from my life than any other                  game I’ve played. That is saying a lot considering that the                  other games I play often like pool, chess, etcetera, are, for me at                  least, very time consuming. Grades did suffer. I blame it (the game)                  that my grammar am bad, and my spelling is less then stellar.</p>
<p>This game has gotten (from what                  I’ve seen) zero recognition despite being a thoroughly well                  programmed game. This guide is basically meant to be one last nod, an                  epitaph perhaps, as it drifts into oblivion. As for the guide, a lot                  of the information can be found in the manual I think.</p>
<p>Some background information for first time players &#8211;</p>
<p>This game is meant to be played                  using the European scenarios, but you should probably do a random map                  on the introductory difficulty for your first game. The computer                  players are incompetent, to say the least, but they have a habit of                  ganging up on humans; new players, as a result of their slow start,                  are especially at risk.</p>
<p>The manual is your best crutch when                  you don’t know the game mechanics. If you don’t have yours,                  you’re screwed. My best advice is to expand the lumber mill                  early, as wood is used for EVERYTHING early on. Don’t be afraid                  to place bids for lumber instead of trees; two trees produce one                  lumber, so buying lumber will save you valuable shipping space. As an                  added bonus, this will improve your relations with other great                  powers. More on this later.</p>
<p>Here is the plan for building up a decent country.</p>
<p>1. <em>Get an engineer to build a port or depot over in a big forest</em>.                  Ports cost more, but get you wood faster as you don’t have to                  build connecting rail from your capital like you must do with depots.                  They also get you more food that will be valuable later one, though                  not so valuable now.</p>
<p>2. <em>Expand all of your industries</em>. I once thought that you                  should only expand the industries that your country is strong in,                  i.e. if your country has lots of timber you should concentrate on the                  lumber yard/furniture expansion, but the early expansions cost so                  little that it really is no trouble to expand them.</p>
<p>3. <em>Expand the merchant marine/build a navy &amp; trade</em>. This                  is tough, because the cheap ship, the frigate, is worthless, yet it                  takes 5 guns to build the useful ship of the line. Not only that, but                  building them expends wood that you need for expanding the merchant                  marine. The navy takes precedence over the merchant marine, however your country will                  suck without an initial expansion of the merchant marine. Don’t                  bother selling commodities the first few turns; the price will get                  driven up due to low supply in a year or two. Two or so ship of the                  lines should keep other powers from gang-raping you before you’re on your feet.</p>
<p>4. <em>Always expand labor</em>. Period. Even if you have nothing for                  them to do, you should still be hiring new workers as well as                  training them. You should also recruit some regular soldiers and                  invade some nearby minor nation with resources that you need. This                  will familiarize yourself with the battle system and battle books while giving your                  army some needed experience and giving you control of a market (you                  have to take the capitol to control the market) so you can sell                  commodities you produce every turn.</p>
<p>Those are the only vital things that come to mind. Don’t be                  confused by the numbering; these can be done in any order. I’ve                  numbered it so I can quickly filter through it.</p>
<p>Don’t forget diplomacy, either.                  It is often much easier to build a trade consulate and grant                  subsidies to control a market rather than invading. Subsidies also                  let you buy raw materials, taking pressure off of your transportation                  network. Speaking of which, don’t worry too much about the network. It is easy to expand the network, and it isn’t                  under much pressure early on. In fact, don’t worry much about                  anything. Even if your workers have nothing to do because you                  didn’t import any raw materials, you will have plenty of time to                  catch up to the computer. Just worry about finding out the game mechanics.</p>
<p>Now, on with the real guide.</p>
<p><strong><em>Trade Markets</em></strong><br />
This game is all about gaining control of trade markets. The best                  indicator of the strength of a great power is the number of trade                  markets they control. All attributes on the statistics screen such as                  military might, diplomatic strength, and even minor things like                  transportation either affect the number of trade markets one controls                  or are effected by the number of trade markets one controls.</p>
<p>There are basically two ways to                  control a trade market: declare war on and take the capital of a                  minor nation (I don’t think great power capitols will buy goods,                  though I tend to leave great powers standing as they may be future                  allies against the dominant great power later, so I wouldn’t                  know), or simply establish a trade consulate in a minor nation.                  Diplomacy is faster, although in my opinion somewhat less effective                  than the sword (just like in real life, but not).</p>
<p>There are advantages to both. The                  advantages and disadvantages of a military coup are rather extreme,                  so I’ll explain that first.<br />
With a military takeover, you risk                  loosing troops, which isn’t a big deal, but you also loose                  respect among other minor nations, making them less likely to trade                  with you, which is a big deal. That is probably the biggest                  disadvantage to a hostile takeover, as being ostracized by the other minor nations kills you twice by forcing you to subsidize                  trade more to retain control of minor nation markets and by limiting                  your ability to sell finished goods to get money (yes, this is                  actually redundant, but I must emphasize this). Also, the markets you                  take by force will only buy goods at their starting rate i.e. 900 for                  furniture et cetera instead of the usually inflated price of goods.                  Taking a market by force takes time to do as well. It takes a couple                  turns to build the attacking force. The bare minimum attacking force                  (there can be quite a bit of variation) would be along the lines of                  two infantry, one light cavalry, one light artillery, and one heavy                  artillery since you start with it. This is quite a lot early on in                  terms of lost labor, and even this force needs experience to have a                  50/50 chance against a minor nation capitol even at lower difficulty                  settings, and you will have to personally command them to keep them                  from loosing. Having extra light artillery works wonders, though.</p>
<p>The advantages of a hostile takeover                  are tremendous, however. Despite what I said about loosing trade, the                  hostile takeover is extremely cost effective. You put some money and                  resources up front for the takeover and building of depots, rail and                  transportation and you get the resources of the minor nations land                  permanently. Another great thing about taking a minor nation is that                  they develop factories. This is not obvious because no extra                  buildings develop in the town, but you will notice the change in the                  transportation screen. Since the factories don’t show up on the                  map, it makes the resource rich provinces less of a target to other                  great powers (humans only, of course). It is kind of funny when you                  ship in four or five units of furniture from a province just to sell                  it back to their original capitol. (It still buys goods after being                  taken. Very nice.) Obviously getting furniture for free is a lot                  better than having to pay for mere trees. Another big advantage that                  isn’t obvious until the end of the game is that you get the food                  of a province after you fight for it. It doesn’t seem like much,                  but I have kicked myself after getting a colony and realizing I                  didn’t have enough food to expand my work force. It pays in the                  end when you have 600 expert workers and are trying to build up                  masses of (un)trained workers in anticipation of new military                  technology. A cool incentive to military takeover is the fact that                  taking a minor nation’s capitol (either directly from the minor                  nation or from another great power) lets you recruit soldiers with a                  starting experience of 1 medal (out of four). This is nice at the end                  of the game when the turnover rate for soldiers is, to say the least, extreme.</p>
<p>Taking control of a minor nation by                  diplomacy is much easier and much faster. You simply establish a                  trade consulate and raise subsidies until you are the minor                  nation’s most favored trade partner. This is uberschnell, which                  is the claim to fame for this method of taking markets; one turn and five hundred dollars later, you have a market.                  Doing diplomacy, as opposed to military coups, keeps your                  relationships with other minor nations high, and also improves your                  diplomatic strength, which is important if you are trying to                  &#8220;steal&#8221; a council of governor victory early on, as diplomatic strength translates to minor                  nation votes. The relationship with the market you control will                  improve significantly due to your dominant trade status with them,                  allowing you to invite them into your empire as a colony. This gives                  you the guard troops of the former country, which can be obscenely                  large for the random worlds at higher difficulty settings. The first                  country to capitulate to you gives you two clipper ships as well.<br />
The only disadvantage to a colony is                  you have to use up merchant marine and money to get the resources,                  but this is can also be an advantage if you are low on                  transportation. Merchant marine is cheaper than transportation in                  terms of resources early on anyway, so this isn’t a big deal.</p>
<p>Both methods have practically                  identical ends; you get to move troops through the provinces and get                  free resources. Because of this, it really doesn’t matter which                  way you take a country. Just make sure you get the capitol so you                  have a place to sell your finished goods. Also note that while there                  aren’t any critical disadvantages to diplomatic absorption of                  markets, there aren’t many incentives to diplomatic takeovers                  either. Two clippers’ Pathetic. I wish you could declare war on colonies.<br />
A side note for both of these methods:                  You probably won’t be able to take over trade markets with your                  military in the higher difficulties in random worlds. You probably                  don’t want to anyway. You see, the brilliant strategy behind the                  computer’s declarations of war involves randomly selecting a                  trade market and declaring war on whoever controls it. If you control                  a bunch of markets, declarations of war will swamp you. This gets                  exacerbated by not having a lot of arms (which is common on higher                  difficulty levels). I’ve lost games because of it.</p>
<p>As for diplomacy, I often get a minor                  nation liking a rival great power and me. For some reason, they tend                  not to join either of us, and we have a form of dual ownership of the                  country. It is really cool to see, although it is kind of annoying                  when the other great power doesn’t develop the minor nations                  resources they control in a timely fashion.</p>
<p><em><strong>Civilians &amp; Specialists</strong></em></p>
<p>What I used to do is build only one miner, one engineer, et cetera.                  This is stupid. Go all out and keep building these things even if                  there is only a slight demand for them. You can never go overboard                  with these guys since you can send them back into the work force.                  Once I had 30+ prospectors sweeping Africa for oil. I always have at                  least 5 to 10 foresters and ranchers for the European scenarios. If                  you have a large labor pool, hiring lots of them can’t hurt you,                  as their cost is practically nothing when compared to the cost of                  getting the expert laborer in the first place. Two paper is not that                  bad, and after your country gets underway, the money is chump change.</p>
<p>You have to balance your civilians                  with your labor, though. If you have civilians sitting around doing                  nothing and have a labor shortage, send them back into the labor                  pool, even if it is clear you will need them in the near future. An                  experienced worker makes 4 units of work a turn. In one turn, they                  can repay the paper cost for their recruiting. In two more turns,                  they can more than repay the monetary cost for their recruiting.                  Often I disband civilians only to rehire them a couple turns later.                  The experienced worker is often far more valuable than the specialist                  is. The perfect example of this is you have an engineer who can’t                  build a port because you are poor. Also, you have a labor shortage                  but can’t bring in a new worker because you can’t spare the                  shirt and chair. Just disband him. Building the new port wouldn’t                  help since you don’t have the labor to take advantage of the                  resources. The extra labor will accelerate your growth and ultimately                  let you get the port out quicker and have a stronger country for it.</p>
<p><strong><em>Military strategy/tactics</em></strong></p>
<p>You should get a good navy off the bat. Even if you have an                  unbeatable army, you will still lose wars because of crap navies.                  Every time I have lost this game it was because of my ignorant                  snubbing of navies. They take precedence over everything. Getting                  taken off the sea early on is brutal, and pumping arms into ships to                  increase your diplomatic strength is cheaper than making a land army.                  You should build whatever ship has the greatest range of the era.                  Later in the game you will need an army, but remember the navy comes                  first. There is no real strategy for navies. Usually naval wars are                  just an arms race with ships. Spread your ships everywhere. This lets                  you capture merchants from your opponents quickly even if you are                  forced into war. Instead of having to send your ships all the way                  over to the other country’s port to blockade, you can intercept                  next to the various ports they are trading with. If someone blockades                  your harbor, then do not send all your ships back home; the opponents                  grouped navy will destroy them. Blockade their harbor and they should                  send their navy in piecemeal against your grouped navy. If they                  don’t, you are at least even. If you get blockaded heavily, you                  may want to consider not offering goods or bids to save your merchant                  marine. Also, if one of the seas around one of your trade partners is                  heavily patrolled, don’t trade with them. You lose access to                  resources but save merchant marine. I know it’s obvious, but I                  find myself ignoring this all the time. For some reason I think that                  even though the last 5 shipments of wool or whatever have been sunk,                  maybe the next one will make it. That is a waste of ships. You have                  to know when to give it up.</p>
<p>One thing that is hard to deal with is                  having the ports that your engineers built become blockaded. Once                  again, I’d just blockade the other countries main port. That is                  more damaging than just losing some resources.</p>
<p>A problem with spreading out your                  ships is they get killed by groups of ships roaming about. This                  shouldn’t happen unless you are fighting the computer or are for                  some reason not blockading their harbor, though, so it isn’t an issue.</p>
<p>Another sea strategy is to keep your                  ships grouped at all times. You will generally not lose many ships                  because of their tremendous group firepower, but you will not be able                  to guard your resources as well or attack as quickly. If all you care                  about is keeping your ships alive, then you might want to keep them grouped, although the resources lost                  through blockades will probably outweigh the saved ships. Also, it                  takes forever to attack a port on the other side of the map from your ships.<br />
If you haven’t noticed, tactics                  in land battle are pretty simple. However, strategies build around                  the tactics, so they are actually kind of important.</p>
<p>All of the units have a damage rate                  (ranged and melee), absorb rate (I personally think the value on the                  chart is misleading), movement rate, and most importantly, a priority level.</p>
<p>The damage rate is about the same for                  all units. Yes, this is a lie, but damage seems pretty irrelevant in                  my experience. The other factors are all more important.</p>
<p>The most important factor is priority.                  Because defending artillery gets extra range, the attackers must get                  hit before even being in range to hit enemies. Priority lets you send                  light cavalry (high priority) in front of cannon to draw fire from                  your light artillery (high priority, but not as high as light cavalry), which can then shoot up the                  opposing artillery unmolested. The big advantage to high priority                  armies is that they get to reinforce/attack before low priority                  armies. In other words, an army of 2 light cavalry and 3 light                  artillery can attack a province before the reinforcements of 6 heavy artillery arrive. The                  artillery will still reinforce, but it occurs in a different battle                  in which the light units are defending. From experience I can tell                  you that despite the superior numbers of the heavy artillery, they                  will get cut to pieces by the light cavalry alone. Remember, in                  fights, the defenders move first, so the cavalry and light artillery                  will run up and dice the slow units before they even fire a shot.</p>
<p>This leads to one of the few strategic                  elements of war in imperialism: DO NOT ATTACK WITH HEAVY                  INFANTRY/HEAVY ARTILLERY.</p>
<p>That’s it. Those units are great                  on defense, though, so do make some. The idea is to make death squads                  of light units so you can run rings around enemy units. With light                  units, you can attack a province before it is reinforced, which lets                  you not only have an easier battle taking the province but nets you loads of free kills on the reinforcements                  since your fast units move at the beginning of the battle. Heavy                  units with support from light units are more dynamic on offence,                  although I never find myself needing them.<br />
Also, don’t take provinces you                  don’t need when attacking a great power. It just spreads your                  soldiers thin. The only times I ever take a province is to get much                  needed resources or to take control over a key province. Think                  Alsace/Lorraine; if you take a province that reduces your border size, you get more soldiers in each province. This also                  makes it cheaper to build forts. Speaking of which, don’t ignore                  the forts. They let you win battles you shouldn’t win. Build                  them on the border with great powers that you can’t invade and                  in your rich provinces on the sea. Eventually you will want them everywhere.</p>
<p>This information is pretty pathetic,                  and probably self evident, but hopefully I have got you thinking                  about army construction as opposed to mindlessly cranking off 20                  heavy artillery.</p>
<p>A very effective trick once you have                  unlimited resources and some experience with the game is to build up                  units in anticipation of a technology upgrade. For example, the                  Bessemer converter lets you recruit and upgrade awesome sharpshooters                  and worthless scouts. If you build up 40 or so light infantry before the technology is introduced,                  you can upgrade them all on the turn that you get the technology                  while everyone else is recruiting them. You will get them one turn                  early! If you remember to declare war early, you can wreak havoc for                  one turn! The most effective upgrade is to level 3 artillery. If you                  are loaded on gas and arms, the upgrades will make your military                  invincible for a turn. I fought thirty or so battles once after                  pulling this trick with level three light artillery and won them all.</p>
<p><strong><em>Alliances, public relations, and some economics</em></strong></p>
<p>Be careful who you ally yourself with, as you don’t want to get                  dragged into a war. Good allies are countries that share borders with                  a country that is a threat. That way, if you get dragged into war,                  the dangerous border countries will be tied up fighting your allies.                  Prussia and Italy can gang up on France for example. Or France can                  ally with A-H if the Huns have a solid alliance with the Russians. An                  Italy-Turkey alliance blows.</p>
<p>Also, an alliance is worthless in my                  opinion if it isn’t put to use. Get a couple of nations together                  and beat down on the less popular, weaker nations. It kind of reminds                  me of high school. My favorite target is France.</p>
<p>You’ll notice that the computer                  players have different strategies. I Didn’t notice this until I                  started playing as Italy every game. Try playing as one of the                  wannabe Great Powers (Italy and the Ottoman Empire) and just watch                  the computer go at it. I think Britain is the best computer player;                  its diplomacy is awesome. If you’re playing against the                  computer, you should take their strategies into account when making                  alliances (i.e. ally with Britain fool!).</p>
<p>An alliance is usually built on good                  relations. To get these you need to trade with a great power. This                  means you’ll actually want to subsidize great powers. Normally a                  great power only sells crap like clothes. But if you put out a bid                  for steel for several turns, great powers will start offering you                  steel. These subsidies let you get first dibs on the steel, since                  once there is steel up for bid other great powers will want it. Also,                  if you are not a great power, like Italy, you shouldn’t act like                  one. Put your raw materials up for sale if you can’t process                  them. It gets you cash and improves relations. Subsidies I think help                  computer great powers buy from you. Alliances will naturally stem out                  of trade relations.</p>
<p>©Ed Randtke 2002<br />
<a href="mailto:ed_randtke@hotmail.com">ed_randtke@hotmail.com</a> if                  my strategies don’t work (very likely)</p>
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