- Risk: Global Domination - Countries & Continents Map Pack Crack 2016
- Risk: Global Domination - Countries & Continents Map Pack Crackers
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This guide will help you learn the basics of the game and help you beat multiple levels of '6-player AI matches' including but not limited to Beginner, Easy, Medium and Hard.
Starter Strategy Guide
Introduction and Settings
Hello and welcome to this guide. This guide is for everyone who is just starting out their RISK journey and wants to win some low level matches. We will be using the following settings for this guide.
Also we will be filling all 5 remaining spots with bots, cz more kills = more fun!
If you win the game, which you will, it means everyone else dies!
Game Basics
With blizzards on the game opens up to a lot more choke points than just Siam-Indonesian Australian choke point. I should probably tell you what choke points are, but before that you need to understand the continental bonus points.
Continents
The map is divided into 6 continents, if a player owns all the territories inside a continent, they get extra troops in the next turn. As a beginner, you want to own as many continents as possible so that you get more troops, and more troop = more chance at winning the game.
Border Fortifications
The territory on the borders of each continent, which gives you access to the adjacent continent are the most important territories and are often well guarded if a player owns the entire continent. Border Fortifications are very effective against bots and beginner level players.
Choke Points
When a continent has just one or two border territories, they can be considered as a choke point as the entire army has to funnel through that one choke point to pass to the next continent. The most famous choke point in the game is the Siam-Indonesian choke point.
As you can see, if a player gains control over the entire Australian continent, and stations their entire army at Siam, other players will have no access to the continent till they defeat that army.
Other Continents have such important border territories too, eg. South America has two- Brazil and Venezuela (Tip: If you can't see territory names, zoom in with mouse scroll).
Initial Deployments
As a beginner, you should aim at controlling the continents with lesser choke points first, fortifying your border territories and building your way up from there. For this reason, Australia and South America are excellent for beginners to aim for.
Unluckily for us, AIs had already started aiming for Australia but we got a decent hold on South America, remember to always group up your starting picks in 2 or 3 areas, that way,
- You won't die if one of your areas is conquered (so don't clutter only in 1 area).
- You have territories who have got each other's back because they are close together (so don't go for more than 3 areas or else all your picks will be far apart).
Here is how we got our starting picks going.
Next step is to deploy your remaining army.
For this step identify your first attacks. Remember our aim is to take over Australia and South America. For this reason, I would have to conquer three territories, Brazil, Indonesia and East Aus. But if we divide our army for all three, we may lose all of them. We need to sort them in importance and concentrate on 2 of them.
- Conquering Brazil gives me the entire South America.
- Player at Brazil can attack each of my territories in South America.
I deploy an additional 6 armies at Argentina to attack Brazil, we will also add our first deployments into this when the game starts.
And the remaining 8 in Western Australia.
This is how the first view of my game looks like.
Starting the Game
Usually the AI will attack your territories having 1 army deployed, that is fine, because those territories are like baits so that we can use our larger armies to get back at them.
When your turn arrives, as planned, let's deploy all our new armies at Argentina and do the attack Argentina > Brazil.
In Australia we do the second attack, West Aus. > East Aus.
As expected we win both these attacks, now we have control over the entire South American Continent, we use the fortify command to send half of our remaining army to Venezuela, and just like that, we will be getting +2 extra army deployments from the next turn. We will be concentrating on Australia from the next turn.
In the next turn we deploy our army at Guinea and attack Indonesia and get back Siam which we just lost (yea, the AI attacks you too, you know), And then use the Fortify stage to send our army at East Australia to seal the Siam choke point.
- Conquering Brazil gives me the entire South America.
- Player at Brazil can attack each of my territories in South America.
I deploy an additional 6 armies at Argentina to attack Brazil, we will also add our first deployments into this when the game starts.
And the remaining 8 in Western Australia.
This is how the first view of my game looks like.
Starting the Game
Usually the AI will attack your territories having 1 army deployed, that is fine, because those territories are like baits so that we can use our larger armies to get back at them.
When your turn arrives, as planned, let's deploy all our new armies at Argentina and do the attack Argentina > Brazil.
In Australia we do the second attack, West Aus. > East Aus.
As expected we win both these attacks, now we have control over the entire South American Continent, we use the fortify command to send half of our remaining army to Venezuela, and just like that, we will be getting +2 extra army deployments from the next turn. We will be concentrating on Australia from the next turn.
In the next turn we deploy our army at Guinea and attack Indonesia and get back Siam which we just lost (yea, the AI attacks you too, you know), And then use the Fortify stage to send our army at East Australia to seal the Siam choke point.
This is the base map where you should aim to reach in the first 2-4 turns. After this, you will be gaining +4 armies every turn plus a bunch more for territories gained, also remember, to have these chokes reinforced if you decide to move forward, and/or get attacked on them.
Expanding the Chokes
Now that your starting plan is secure, you want to expand the choke points outwards, If you see the difference between our Australia and South America regions, you will notice that we have used Siam as a choke for Australia but it is outside Australia, we can do the same thing for South America, this serves multiple purposes.
- If your choke point gets attacked and conquered, you still have the entire continent intact for the next turn.
- Your opponents cannot conquer the entire continent without taking over the choke point.
- It gives you extra scouting on which of the territories you can attack in the future.
So for the next turn we will be attacking Brazil > North Africa and Venezuela > Central America.
Also remember, if you have at least one winning attack per turn, you will get a card, if you have 3 or more cards, remember to click on them and check if you get any matches (the game auto-matches for you) this gives you extra armies to be deployed.
Now our plan 1 was to get Australia and South America, our next plan is to get the entire Southern Hemisphere, which means we conquer Africa next. try to build up your army at North Africa (usually after you get your first card match deployments, an then take entire Africa in one clean sweep).
The African Sweep
It goes from North Africa > Congo > South Africa > Madagascar > East Africa.
If you did not take over South America initially you can also take the entire South America in one sweep Brazil > Argentina > Peru > Venezuela or vice versa, depending on where you enter from).
The Southern Hemisphere
Entering Northern Hemisphere
Risk: Global Domination - Countries & Continents Map Pack Crack 2016
Now that you have control over the entire Southern Hemisphere, you will be getting +7 extra deployments each turn, remember to keep the choke points secured with army, The easiest route to the Northern Hemisphere is to take over North America, as it has three choke points, Greenland at Europe entrance, Alaska at Asian entrance and Central America which we already control, try to take over Northern America in 1-3 turns, and bolster the choke points, if you have control both of the choke points at Europe and Alaska, you can move the army at Central America forward.
Remember to use balanced blitz, the approximate rule is, try to attack armies which are half the size or less than you; and if you are unsuccessful at reaching the next choke point, use the fortify option to enhance your previous choke point to be safe.
As the game moves forward, you will have multiple chokes to take care of, remember to watch out for all of them You will have an unnecessary fight back challenge if your opponents break one of them.
But it wouldn't be the end of the world if that happens as now you have grown large enough to comeback from any situation.
Killing Your Opponents
Now you have grown large enough to have information about almost all the territories, aim for killing your opponent i.e. reducing the territories they control to 0. If you are on a marching spree, try not to leave opponents on one territory as someone else will kill them and get their cards.
If you have 5 or more cards, you most definitely have a match in there, just click on them.
If you kill an opponent mid-battle, and the total count of cards you have go above 4, you will get extra troops in the the middle of the march, use these troops to go even further than you planned.
Also, as already mentioned keep checking your cards and see if you get some matches and extra troops. You should now try to take over Europe and then Asia. If you are close to winning the game, use the army at your choke points to finish off the last of the opponents.
Win
Win and feel good about yourself. Maybe increase the the difficulty level of bots and try again, or go out there and try to beat the new people who haven't read this guide yet.
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World domination (also called global domination or world conquest or cosmocracy) is a hypothetical power structure, either achieved or aspired to, in which a single political authority holds the power over all or virtually all the inhabitants of the planet Earth. Various individuals or regimes have tried to achieve this goal throughout history, without ever attaining it.The theme has been often used in works of fiction, particularly in political fiction, as well as in conspiracy theories (which may posit that some person or group has already secretly achieved this goal), particularly those fearing the development of a 'New World Order' involving a world government of a totalitarian nature.[1][2][3][4][5]
Social and political ideologies[edit]
History[edit]
Historically, world domination has been thought of in terms of a nation expanding its power to the point that all other nations are subservient to it. This may be achieved by establishing a hegemony, an indirect form of government and of imperial dominance in which the hegemon (leader state) rules geopolitically subordinate states by means of its implied power—by the threat of force, rather than by direct military force. However, domination can also be achieved by direct military force. In the 4th century BCE, Alexander the Great notably expressed a desire to conquer the world,[6] and a legend persists that after he completed his military conquest of the known ancient world, he 'wept because he had no more worlds to conquer',[7] as he was unaware of China farther to the east and had no way to know about civilizations in the Americas.[8] However, with the full size and scope of the world known, it has been said that 'world domination is an impossible goal', and specifically that 'no single nation however big and powerful can dominate a world' of well over a hundred interdependent nations and billions of people.[9]
An opposite view was expressed by Hans Morgenthau in 1948. He stressed that the mechanical development of weapons, transportation, and communication makes 'the conquest of the world technically possible, and they make it technically possible to keep the world in that conquered state.' He argues that a lack of such infrastructure explains why great ancient empires, though vast, failed to complete universal conquest of their world and perpetuate the conquest. 'Today no technological obstacle stands in the way of a world-wide empire,' as 'modern technology makes it possible to extend the control of mind and action to every corner of the globe regardless of geography and season.'[10] Morgenthau continued on the technological progress:
It has also given total war that terrifying, world-embracing impetus which seems to be satisfied with nothing less than world dominion.. The machine age begets its own triumphs, each forward step calling forth two or more on the road of technological progress. It also begets its own victories, military and political; for with the ability to conquer the world and keep it conquered, it creates the will to conquer it.[11]
In the early 17th century, Sir Walter Raleigh proposed that world domination could be achieved through control of the oceans, writing that 'whosoever commands the sea commands the trade; whosoever commands the trade of the world commands the riches of the world, and consequently the world itself'.[12] In 1919, Halford Mackinder offered another influential theory for a route to world domination, writing:
Who rules East Europe commands the Heartland:
Who rules the Heartland commands the World-Island:
Who rules the World-Island commands the World.[13]
Risk: Global Domination - Countries & Continents Map Pack Crackers
While Mackinder's 'Heartland Theory' initially received little attention outside geography, it later exercised some influence on the foreign policies of world powers seeking to obtain the control suggested by the theory.[14] Impressed with the swift opening of World War II, Derwent Whittlesey wrote in 1942:
The swift march of conquest stunned or dazzled the onlookers.. The grandiose concept of the world domination became possible as a practical objective only with the rise of science and its application to mechanical invention. By these means the earth's scattered land units and territories became accessible and complementary to each other, and for the first time the world state, so long a futile medieval ideal, became a goal that might conceivably be reached.[15]
Yet before the entrance of the United States into this War and with Isolationism still intact, U.S. strategist Hanson W. Baldwin had projected that '[t]omorrow air bases may be the highroad to power and domination.. Obviously it is only by air bases .. that power exercised in the sovereign skies above a nation can be stretched far beyond its shores.. Perhaps.. future acquisitions of air bases .. can carry the voice of America through the skies to the ends of the earth.[16]
Some proponents of ideologies (anarchism, communism, fascism, Nazism, and capitalism) actively pursue the goal of establishing a form of government consistent with their political beliefs, or assert that the world is moving 'naturally' towards the adoption of a particular form of government (or self), authoritarian or anti-authoritarian. These proposals are not concerned with a particular nation achieving world domination, but with all nations conforming to a particular social or economic model. A goal of world domination can be to establish a world government, a single common political authority for all of humanity. The period of the Cold War, in particular, is considered to be a period of intense ideological polarization, given the existence of two rival blocs—the capitalist West and the communist East—that each expressed the hope of seeing the triumph of their ideology over that of the enemy. The ultimate end of such a triumph would be that one ideology or the other would become the sole governing ideology in the world.
In certain religions, some adherents may also seek the conversion (peaceful or forced) of as many people as possible to their own religion, without restrictions of national or ethnic origin. This type of spiritual domination is usually seen as distinct from the temporal dominion, Pope although there have been instances of efforts begun as holy wars devolving into the pursuit of wealth, resources, and territory. Some Christian groups teach that a false religion, led by false prophets who achieve world domination by inducing nearly universal worship of a false deity, is a prerequisite to end times described in the Book of Revelation. Retropie rom collection torrent. As one author put it, '[i]f world domination is to be obtained, the masses of little people must be brought on board with religion'.[17]
In some instances, speakers have accused nations or ideological groups of seeking world domination, even where those entities have denied that this was their goal. For example, J. G. Ballard quoted Aldous Huxley as having said of the United States entering the First World War, 'I dread the inevitable acceleration of American world domination which will be the result of it all..Europe will no longer be Europe'.[18] More recently, Geert Wilders argued in 2012 that 'Islam is an ideology aiming for world domination rather than a religion',[19] and in 2008 characterized the 2008 Israel–Gaza conflict as a proxy action by Islam against the West, contending that '[t]he end of Israel would not mean the end of our problems with Islam, but only.. the start of the final battle for world domination'.[20]
See also[edit]
- Global governance, the political interaction of transnational actors.
- Hyperpower, a state that dominates all other states in every sphere of activity, and is traditionally considered to be a step higher than a superpower.
- List of largest empires by maximum extent of land area occupied.
- Mad scientist, a fictional archetype of a scientist, engineer, or professor who is considered 'mad' and often depicted as having a desire to 'take over the world'.
- Singleton (global governance), a hypothetical world order in which there is a single decision-making agency (potentially an advanced artificial intelligence) at the highest level, capable of exerting effective control over its domain.
- Superpower, a state with a leading position in the international system and the ability to influence events in its own interest by global projection of power.
- Technocracy, a form of organizational structure or system of governance where decision makers are selected on the basis of technological knowledge.
- Whig history, a school of historiography which claims that the world is moving towards increased liberty and enlightenment.
References[edit]
- ^Camp, Gregory S. (1997). Selling Fear: Conspiracy Theories and End-Times Paranoia. Commish Walsh. ASINB000J0N8NC.
- ^Berlet Chip; Lyons, Matthew N. (2000). Right-Wing Populism in America: Too Close for Comfort. Guilford Press. ISBN1-57230-562-2.CS1 maint: multiple names: authors list (link)
- ^Goldberg, Robert Alan (2001). Enemies Within: The Culture of Conspiracy in Modern America. Yale University Press. ISBN0-300-09000-5.
- ^Barkun, Michael (2003). A Culture of Conspiracy: Apocalyptic Visions in Contemporary America. University of California Press; 1 edition. ISBN0-520-23805-2.
- ^Fenster, Mark (2008). Conspiracy Theories: Secrecy and Power in American Culture. University of Minnesota Press; 2nd edition. ISBN0-8166-5494-8.
- ^Green, Peter (2007). Alexander the Great and the Hellenistic Age. London: Phoenix. p. 23. ISBN978-0-7538-2413-9.
- ^Eric Donald Hirsch, William G. Rowland, Michael Stanford, The New First Dictionary of Cultural Literacy (2004), p. 144.
- ^Geoffrey Bruun, Millicent Haines, The World Story (1963), p. 474.
- ^The Atlantic Community Quarterly (1979), Volume 17, p. 287. At the time, the source specified that there were about 140 nations and about four billion people.
- ^Politics Among Nations: The Struggle for Power and Peace, 4th edition, New York: Alfred A. Knopf, 1967, pp. 358–365.
- ^Politics Among Nations, pp. 369–370.
- ^Sir Walter Raleigh, 'A Discourse of the Invention of Ships, Anchors, Compass, &c.', The Works of Sir Walter Ralegh, Kt. (1829, reprinted 1965), vol. 8, p. 325.
- ^Sir Halford Mackinder, Democratic Ideals and Reality: A Study in the Politics of Reconstruction (1919), p. 186.
- ^Sloan, G.R. 'Sir Halford Mackinder: The heartland theory then and now', in Gray C S and Sloan G.R., Geopolitics, Geography and Strategy. London: Frank Cass, pp. 15–38.
- ^Derwent Whittlesey, German Strategy of World Conquest, (Essex: F. E. Robinson & Co, 1942), p 13.
- ^Hanson W. Baldwin, United We Stand! Defense of the Western Hemisphere, (New York & London: Whittlesey House, 1941), p 189, 222.
- ^Buddy Selman, Because God Made a Promise to Abraham (2011), p. 262.
- ^J. G. Ballard, Prophet of Our Present. Review of Aldous Huxley: An English Intellectual by Nicholas Murray. The Guardian, 13 April 2002.
- ^Wilders, Geert (14 September 2012). 'DECKER: 5 Questions with Geert Wilders'. The Washington Times (Interview). Interviewed by Brett M. Decker.
- ^Geert WildersSpeech at the Four Seasons, New York (25 September 2008).
External links[edit]
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