Curriculum
Course: Advanced
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Video lesson

Final push, betrayal timing & closing the game

  • Win condition: 80% of non-irradiated land; fallout from nukes shrinks the effective map and can lower the total tiles needed
  • At 60%+, expect all remaining players to form an anti-leader coalition; anticipate it rather than react to it
  • Use nuclear strikes to fragment large opponents rather than slow tile-by-tile pushes for faster land gain per gold spent
  • Betray timing: betray a former ally when they are already weakened, distracted on another front, or have low troops
  • Never betray into strength; wait for a moment of maximum vulnerability
  • Betrayal carries a 50% defense debuff for 30 seconds and marks you a traitor; plan your assault to capitalise on this window
  • Manage multi-front wars using alliance buffers: keep at least one ally as a border buffer so you are never fighting on all sides
  • In team games: the comms player decides when to betray and coordinates the whole team simultaneously; unilateral betrayals lose games
  • Use fallout strategically: bomb corridors near your border to create tile-free buffer zones opponents cannot push through
  • Frontliners in endgame: fullsend using boat-banked troops when the team has built 2x troop cap; one decisive slam often ends games
  • If the enemy team starts a hydro push in the final phase, donate immediately rather than trying to defend with SAMs
  • Final 5%: the map is usually contested by 2-3 players; negotiate a temporary non-aggression window if needed, then break it last