A classic case of winning on a bad map. DarkPhoenix has the clear advantage here with his homeworld adjacent to my tenth planet. My original pop trick was done with 21,20, 21,21, 22,23, and 21,24. This gave me a good economic base. I did as little colonization and terraforming as possible, instead trying to hit BR4 before DarkPhoenix could react. I allowed him to nuke my builder at 21,20, but hit BR4 the next turn. Overbuilding at 21,21, which he had not explored, I quickly made my way towards his home system and nuked him with little resistance.