Article: A telescope is a pricey but integral part of observing Mars, so you should put a good deal of thought into choosing one. As a general rule, you should be focused on finding a telescope with good optics and a sturdy mount that moves smoothly. With this in mind, read reviews online and look for beginner telescopes that have these features and have good ratings. While any telescope can facilitate your observation of Mars, there are three kinds of telescopes on the market to choose from. These three types use different optics to enhance distant objects and make them look larger to the eye. The options are:  Refractors, where you have a lens at the front of the tube; these are popular and low-maintenance, but can be expensive depending on the model. Reflectors, which gather light with a mirror at the back of the tube; these are less expensive but require more adjustment when used. Compound telescopes, which use a combination of lenses and mirrors. As a general rule, the bigger the telescope, the better. Look for telescopes with a higher aperture, which refers to the diameter of its light-gathering lens or mirror. Opt for a telescope with an aperture of 4 inches (10.2 cm) or more, which can pick up greater detail on a planet or other celestial body. If you opt to buy them, color filters can add a lot to your experience of viewing Mars. These filters screw onto the tip of your telescope and work by controlling the type and quantity of light that your eyes receive by either reflecting or transmitting it. Some specific filters that might enhance your Mars observation are:  Orange (#21): increases contrast and penetrates clouds and haze Red (#25, #29): enhances surface details Yellow (#12, #15): brightens desert regions, darkens blue and brown features Green (#57): darkens red and blue features Blue (#80A, #38, #38A): shows clouds and darken reddish features
Question: What is a summary of what this article is about?
Research telescopes. Choose from 3 types of telescopes. Look for a telescope with a higher aperture. Purchase color filters.

Problem: Article: While powerful, the dogs will not be hard to defeat with a team of 6 Pokémon. The dogs, however, do not want to be caught, and will try to run from your the moment you  encounter them. This makes them slippery and difficult to get a hold of permanently. Any damage you do to a dog will last. If you run into them once and bring them to half health before they run, they will still be at half health the next time you see them. If you do not get the first turn the dog will likely run away before you do anything. To prevent this, make sure your opening Pokémon has enough speed to attack first. You can attach "Quick Claw" to ensure that your Pokémon attacks first as well. The go first, your speed rating needs to be higher than the dog's:   Suicune has a speed rating of 85.  Entei has a speed rating of 100.  Raikou has a speed rating of 115. Some Pokémon, such as Wobbuffet, have an ability named "Shadow Tag" that prevents a Pokémon from escaping at any time. Other Pokémon can use abilities like Mean Look, Block, and Arena Trap that keep the dog in place as long as the Pokémon is still in battle. Attacks like Wrap and Fire Spin do damage over a few turns and will keep Pokémon from running. They will last for 3-5 turns before needing to be re-applied. These effects are often difficult to land, but when successful they will keep the dog from fleeing and make your capture balls more effective. Try moves like:  Sleep Spore Paralyze Poison. This obnoxious attack shared by Entei and Raikou forces you to run away from the battle and the dog to disappear. While there is not a lot you can do to avoid it, putting the dog to sleep or paralyzing it will prevent it from using Roar against you. The attack "Taunt" will negate the effects of Roar, but you need to use it your first turn to be effective. If you kill the dog you will be unable to capture it ever again. Use quick, effective moves like False Swipe and Night Shade to get their health down without causing massive damage. Don't ever gamble with a big attack -- if they run before you capture them they will reappear with the exact same health they left with. This means you can take your time. Every time a ball misses the Pokémon becomes a little easier to capture, so don't be disheartened if the first few fail. You can put the animal back to sleep or paralyze it to make capturing even easier.  You will likely need 50 or more Ultra Balls to succeed. You would rather have them, after all, than run out of them when you need them. Timer Balls, which gain power the longer the battle goes on, reach their peak performance after 25 turns. Use your Ultra Balls to weaken the Pokémon, then launch your Timer Balls later in the battle to use them effectively. Using the Master Ball is the simplest way to catch a difficult Pokémon because it is impossible to miss. Once you've met the dog, forget about trapping it or lowering its health -- immediately throw the Master Ball. This is a guaranteed method of catching your legendary dog. Remember, however, that you only get one Master Ball in the game. That said, this is one of the perfect places to use it.
Summary: Know that the Legendary Dogs are some of the hardest Pokémon to catch. Make sure you get to attack first by upping your Pokémon's speed. Use blocking attacks to immediately prevent the dog from escaping. Put the dog to sleep, freeze it, or paralyze it to make it easier to catch. Try to prevent the dog from using Roar. Weaken the dog until it has less than 10% of its health left. Use as many Ultra Balls as you can to capture the Pokémon. Alternatively, use your Master Ball on the very first turn.

However, as the game progresses, it becomes harder and harder to give advice. As an example, if your opponent builds three stables you should make a lot of pikemen to counter cavalry. But the number of strategies you can use at this point is so large that it's impossible to say that something is wrong to do. The later units become more gold-demanding (especially artillery), so an extra plantation is a good idea. Also, you should be exhausted for natural resources at this point, so if you still have villagers hunting half-across the map, pull them back and build a mill instead. If you're low on wood, consider some extra gold and use the market to buy wood. But it's not cost-effective, so only buy wood when you need it badly (for buildings or ships). With units, you should be able to find an alternative without a wood-cost. Be offensive with the placement of your fortress, but don't overreach yourself. If you can't back up your fortress with forces at a few moments notice you risk losing it. Remember that units not fighting are a waste and that upgrading units is more effective when you already have them. Likewise, don't upgrade units if you don't have any. Beyond the Fortress Age, the idea of the game is to basically keep producing troops and tech-ing up. Cards are your friends. Your card shipments are incredibly useful. Somethings such as forts and military units have to wait for there are many more useful shipments. Increasing your speed time of infantry and cavalry is very useful and needed. Make a deck that suits you but have many essential cards such as crates of wood, food, or coin or many improvements to give you an advantage against your opponent.
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One-sentence summary --
Try to respond to your opponents' building and counter his units. Try to macro up regardless. Get your fortress up as soon as possible. Do not feel limited by a population cap of 200.