Fist of all, all way's make a bank first to speed up the process. Then make a forge. Set spawn to repeat and turn on Power. The make a generator and then a Armory. Set the Armory to Power. Unleash a couple A 25 Romans and turn on Rally to defend yourself for bit. Then fully upgrade all of your buildings(you will have to spawn more A-25's while your upgrading.) OK so now that you have upgraded you can now attack. Leave some defense behind. When you in take some Gladiators with you. Also bring some anti tank units with you. And some airborne machines to stop the Black queens. No bring in some firepower. You may have to repeat the process a few times. Keep doing it until they go down. Arsenal Strike Now make a bank, then an outpost, and two armories. Set both of the armories on the men. No set up some defenses and upgrade you buildings. When they all done move in with some tanks. Leave a few tanks behind to guard also. Take in a lot of infantry with you.they should be taken down easily if you overwhelm the enemy. Keep spawning Arsenal until they go down.
be a communist, get a hospital, set it to manpower. get an outpost and dont hold them, just send them. it isnt infinite. you will have to take 3-5 second breaks every now and then before you build more but its great for dual rushes, like if you get a friend to go air with a scout rush and u tank rush :P im not playing colony much anymore though... not at all. i was a rank 10 :P
Mission 5....I found a build with a near 100% win rate there.
First, build a bank. Then, build a spec ops, and set it to gather influence. Next, build a generator. I THINK you should have 70/70 in cash and energy by the time they attack, modify those 3 buildings so you get to around that, not more or less. Wait for the air units to move ahead and shoot a single missile at them. Wait for the base to clean upt he stragglers of those and the marines they send, then send another missile to kill the tanks. Deploy a pride to kill the stragglers.
Keep making prides and missiling their strikes as you get 2 treasuries and a solar grid. If you survived until here, you're pretty much good...get the special forces for the medics that come with it. Your forces can hold off minor advances pretty easily, a bunch of prides can kill chronites by retreating before they get in range, but sometimes they'll pool together and send a large attack...phantoms are a problem. Just missile them.
When you have stockpiled enough resources, start missiling. Send out missiles approx. so that you'll use up all your resources, don't just autobuild one of the missiles. At the same time, send your forces forward...you should win.
My tactics are (actual for first version of monarchy, but i dont like monarchy): Plenty of hover tanks with chance to win at start Goverment: Capitalist first build bank, never mind to upgrade it, capitalism gives you enough money for build. so next build hospital. now there are two ways, if it is earthquake or your ally agrees to cover you vs air, build 3-4 medics, while making medics build outpost, when medics are finished (of course on rally point) make 4-10 chronite tanks and place it to front of meds with space (long circa as lenght of one tank) and move first tank line, then handle medic line to be covered, but not too far to healing. the second way is to dont build nothing, just set both buildings to auto manpower or make some tanks and meds just for defense. anyway while rushing enemy or defending base make tier 2 of outpost and of hospital (dont forget set it to auto manpower after upgrade), make an armory and set it to plan: reserve energy, upgrade barracks to arsenal and you can start making hovers. this time you will not have enough manpower, so when you will have circa 80$ destroy bank and built hospital>war sanctum>auto manpower. this way you will have reagents to a looot of tanks, if enemy has air forces, there is no problem to make queens too. but make too second line (keep it covered by hovers still with space equal to lenght of tank) of medics. you can make it for influence if you need it promptly, but it is too good when you have a lot of free manpower (ad making black queen), you can set both sanctums to auto meditecmaking. when you gain 80 influence (thats why i dont as much like making scramble rescue teams) build Sphinx, which is useful vs air. well thats all about capitalist ground :-)
Oldschool Spec-ops tactic - "MISSILES HUH?!" Goverment: Capitalist requires medium skilled ally to cover base against enemy missles and to get you time for collect reagents (in my experience is best ally with 3x ops+1x sanctum spamming medics, saints and sphinxs) build bank1, build bank2, upgrade bank1>treasury1, upgrade bank2>treasury2, build & upgrade generator>grid, build SPEC OPS set it to AUTO INFLUENCE. every time when enemy passes any expensive units, or plenties of units or at best base spam missle into it. 2x missle can destroy group of a25-prides without healer 3x missle can destroy unhealed party of hover tanks/black queens/a25-Gladiators, 6-8x missle can destroy party of sphinxes healed by plenty of medics and it damages base for 500. when you get 35 influ make pride if you are under attack or farsniper if you are in peace =)
thats all of old capitalist meloun. i too like very much to do air as capitalist, but that tactic isnt best yet O:-)
A strategy that i havent lost 1 game with is this. Be a Monarch build a treasury then war sanctum send out a sphinx followed by medics then when you have a barracks up send em out followed by a sniper spam. I havent lost once with that.
1.Be monarchy 2.Build bank 3.Build another bank 4.Upgrade one bank 5.Build spec ops 6.Build another spec ops 7.when enough money, destroy banks and replace them with spec ops. 8.By this time your ally is probbably out of resources so make your army fast!i would prefer prides because they are missile resistant compared to far snipers they are very reliable.