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Worlds Smartest Tiberian Sun -AI Coach
2026 TIBERIAN SUN UPDATE
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TIBERIAN SUN AI COACH

Nod Units -6: https://tiberiansunguide.wixsite.com/tiberiansunguide/nod-units-6
GDI Units -6: https://tiberiansunguide.wixsite.com/tiberiansunguide/gdi-units-6
Shared Units-5: https://tiberiansunguide.wixsite.com/tiberiansunguide/shared-units-5
Nod Structures-4: https://tiberiansunguide.wixsite.com/tiberiansunguide/nod-structures-4
GDI Structures-4: https://tiberiansunguide.wixsite.com/tiberiansunguide/gdi-structures-4
Shared Structures-4: https://tiberiansunguide.wixsite.com/tiberiansunguide/shared-structures-4-1
New Hotkeys & Gear: https://tiberiansunguide.wixsite.com/tiberiansunguide/hotkeys
CALLING ALL PRO PLAYERS.
CAN YOU HELP TRAIN THE AI? SPEAK WITH THE TIBERIAN SUN AI COACH.
LET IT KNOW YOUR SUGGESTIONS IF IT MAKES A MISTAKE TRAINING YOU.
KAIZEN BOT IS THE WORLDS SMARTEST TIBERIAN SUN AI CHATBOT COACH. CREATED OCTOBER 8TH 2025, HERE IS A SAMPLE RESPONSE THAT PROVES KAIZEN BOT IS SMARTER THAN CHATGPT IN TIBERIAN SUN STRATEGIES ON CNCNET.ORG
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CREATED IN COLLABORATION WITH CNCNET.ORG
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KAIZEN BOT VS CHATGPT
THIS IS ONLY ONE EXAMPLE QUESTION THAT SHOWS KAIZEN BOT IS SMARTER THAN CHAT GPT AT TIBERIAN SUN
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QUESTION: GIVE ME VERY STRATEGIC ADVICE AS NOD VS GDI IN TIBERIAN SUN VS GDI THAT HAS EMP CANNON. NO PLANES CAN BE USED
CHAT GPT REPLY (SHORTENED FOR YOU): In Nod vs GDI with an EMP Cannon and no planes, spread units to avoid EMP, use many small squads to harass, scout EMP early for range and cooldown, build two refineries, hit support buildings, slow tech, and bait EMP on weak units, attacking elsewhere when it fires. Flank with terrain, keep fast or cloaked commando/engineer to capture or destroy EMP, use artillery/rockets from afar, scatter and repair if EMP hits, push during cooldown targeting power and production. Separate power/factories so one EMP can’t kill all, use mines/chokepoints to slow armor, keep hidden production, army of skirmishers, mid-range rockets, stealth, artillery, and one engineer/commando. Feint and flank, trap retreats, force repairs, and once EMP is down strike multiple targets at once, split forces, exploit cooldowns, and maintain constant pressure to win.
KAIZEN BOT REPLY: (Automatically shortened by kaizen bot): Counter EMP Cannon Tactics: - Artillery Deploy/Undeploy: Your Artillery can deploy/undeploy to avoid EMP shots - time it right! - Subterranean APC Rushes: Surface between Construction Yard and War Factory with 5 Rocket Infantry - they destroy Tiberium Refinery in 7 shots - Target Power Plants with Turbines: Hit Power Plants with 2 Turbines first for maximum power loss (200 total) Advanced Nod Combinations: - 2 SubAPC + Engineers: First APC with Cyborg Commando + 4 Rocket Infantry destroys MCV, second APC with 3-4 Engineers steals War Factory while GDI focuses on first attack - Spread Artillery Formation: Don't cluster - spread them far apart so EMP can't hit multiple units Economic Warfare: - Control Tiberium Fields: Starve GDI of money for long-term victory - Target Refineries: 2 Artillery + SubAPC + 5 Rocket Infantry ($4000) can destroy a Refinery effectively Key Nod Advantage: - Stealth Technology: Use stealth to position before GDI can react - Underground Movement: SubAPCs bypass GDI surface defenses entirely Pro Tip: If GDI bunkers hard with EMP, expand economy and wait for your moment - don't waste units on fortified positions! Need specific unit combinations or timing details? Read more here and here
NO ONE HAS TIME TO READ THE
LONG CHATGPT RESONSE ORIGINAL VERSION BELOW
Core principles (apply every stage)
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Avoid clumping. EMP is area/effect-based — spread forces in small groups, stagger advances, and never move your whole army through one chokepoint.
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Mobility > single super-blob. Use many fast, cheap strike groups that can harass and withdraw; force GDI to choose targets instead of frying your entire army.
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Economy redundancy. Build at least two refineries/harvest routes and stagger collectors so an EMP or raid on one doesn’t collapse your income.
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Scout constantly. Locate the EMP Cannon early. You must know its position and cooldown rhythm to exploit windows after it fires.
Opening (0–6 minutes)
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Build: single refinery + 1–2 light harass units + 2 vehicle factories (or equivalent) so you can pump multiple small squads.
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Harass GDI harvesters and engineers to slow their tech; even cheap repeated raids force them to build defenses around resources and delay the EMP.
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Get map control of Tiberium nodes near the EMP cannon so you can threaten its flanks.
Midgame (6–15 minutes)
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Hit-and-run teams: 3–5 small squads that can strike the EMP cannon’s support (power, radar, prep buildings) and retreat. Use terrain to approach from unexpected angles.
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Bait cycle: Send a cheap sacrificial squad to trigger the EMP; when it fires, your main groups are already split and can immediately press elsewhere (or converge to kill damaged units while EMP is recharging). Note: don’t bait with your last expensive units.
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Engineer/assault priority: Keep at least one cloaked/fast commando or engineer-ready unit to capture or snipe the EMP if it becomes lightly defended. If capture is possible, do it when the cannon is offline.
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Artillery & indirect fire: Use long-range saber/rocket/artillery units to chip at the EMP support buildings from outside its optimal engagement zone. Force GDI to defend rather than attack.
If they use EMP on your base/units
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Immediately disperse surviving units; pull to repair yards; move damaged units behind static defenses.
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Use fast repair/maintenance or mobile repair-capable units to recover high-value pieces while keeping them spread.
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Counterattack during its cooldown — it’s expensive and usually has a long reload; time your full push to that window.
Base & defense setup (as Nod)
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Decouple critical structures — separate power plants & command/production so a single EMP or strike can’t chain-fry everything.
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Build small walls/chokepoints and mines on obvious approaches to slow GDI’s armored pushes.
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Keep 1–2 hidden production bays or forward rally-points to rebuild quickly after a strike.
Unit composition & roles (no planes)
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Fast skirmishers / bikes / light tanks: primary harassment, bait, and flanking.
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Medium-range anti-armor squads / rocket units: finish armored threats after EMP or when they’re distracted.
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Stealth/assassin unit (if available): snipe engineers, artillery, and the EMP Cannon itself when exposed.
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Artillery/rocket for siege: softens defenses and forces them to relocate the EMP or its escorts.
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One engineer/commando kept alive for grabs or demolition after EMP is down.
Tactical combos & micro
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Split & converge: send two or three small teams from different directions; force them to choose which to EMP. Converge on the one they didn’t EMP.
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Feint + main strike: feint at the EMP then push a different base quadrant. EMP crews will often rotate and create exploitable gaps.
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Mine/road traps: mine the expected retreat paths for their heavy armor. A disabled heavy is easy pickings.
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Attrition play: keep forcing them to repair and rebuild the EMP escorts — the cannon is costly; out-investing it and out-producing is a win.
Endgame push
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After you bait or destroy the EMP, immediately mass in multiple small columns and strike multiple critical targets simultaneously (power + production + radar). The EMP is often the linchpin; once it’s gone or offline, you can crush GDI’s centralized hold.
Quick checklist before any major push
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Are my forces spread? ✔
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Do I have a bait squad**? ✔
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Is an engineer/stealth unit ready to exploit an offline EMP? ✔
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Do I have redundant income if they hit my base? ✔
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