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myrddn

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136

Jul 3rd 2019, 2:54:06

H3h3h3h3h3

myrddn

Member
136

Jul 3rd 2019, 2:51:54

LMAO

myrddn

Member
136

Jul 1st 2019, 7:02:06

What is GID?

myrddn

Member
136

Jun 28th 2019, 7:59:51

LMAO 20 YEAR COMEBACK

myrddn

Member
136

Jun 28th 2019, 7:59:11

lma0

myrddn

Member
136

Jun 26th 2019, 0:45:51

NOOB

myrddn

Member
136

Jun 17th 2019, 14:10:40

FUKKKKKKKK HALP STOP CRASHING TECH PRICES FFS

myrddn

Member
136

Jun 16th 2019, 10:58:34

why dafuq do tech prices keep crashing.. smh

myrddn

Member
136

Jun 5th 2019, 4:30:59

1. Start by doing the usual monarchy/indy, found else where on this board.
***NOTE*** The best start-up there is no matter what others say. Also don’t
destroy the res / bus buildings you conquer just keep them. (This applies to
Res / Bus / Farms / Indys and CS’s).

2. Now you need to stay monarchy/indy for quite some time, actually you
need about 600 Construction Sites or 100 Buildings Per Turn (remember that
Dict has –30% BPT). That is a lot, so you need to use as many turns as
possible making CS’s.
***NOTE*** Indy government peek in the middle of a reset, no strategy is
better until the techers start arriving at that time.

3. Use some of your surplus money on bus/res tech so that they are around
150% or so.
***NOTE*** Res/Bus tech is the first tech you should buy anyways so
nothing new in this.

4. When your BPT is starting to look like 90 - 100/turn, start stockpiling
money, just sell some units (jets, troops, tanks & turrets). You need that
money for converting into a pounding casher. Also you might want to consider
not grabbing until you are done converting.

***NOTE*** Don’t sell more stuff than absolutely necessary, just calculate
how much it cost to destroy a building + building 1 * how many acres you
have – you CS.

5. Switch to Dictatorship once u have 500 CS, then destroy 100 buildings and build 50 res & 50 bus, keep doing this until you
don’t have any more acres.
***NOTE*** If you have 102 BPT destroy 102 and build 51 res and 51 bus, but
I would recommend stopping at 100 BPT. The reason for not destroying all
your buildings right away is that they will still produce stuff for each turn you
make a building. No need to through away money/units.

6. When you have converted all your acres, you will need to have your Res /
Bus Tech at 175-180 at all times, so use money there primarily.
***NOTE*** Weapon’s Tech is important too.

7. Start grabbing again.
***NOTE*** ONLY GRAB REPS, they are almost always cashers (they got
the buildings you want), and they have –15% military strength, so combined
with your +20% you have a +35% advantage >]. Hit republics that are 1/3 of your
own NW size, to gain maximum land, while still being bottom feeding. You
could most likely have a fluff load of jets, because no-one hits Dicts. I know
this because last reset I was Dict/farmer and I was hit 1 time through the
whole reset.

***FINAL NOTE*** At no point in time is this strategy weak and if war comes
in the middle of the reset, just stay indy and convert to Dict. Then you have
yourself a mean killing machine :)

You should be able to get a TON of land, and finish within top 50 if you play
this right.

myrddn

Member
136

Jun 5th 2019, 4:30:42

All farmers should follow the monarchy start up

Farmers are excellent fighters, and with the new 225% agricultural techs they will be a force in terms of networth gaining.
If you ran an industrialist before, then this is the strategy that I recommend you play this round. If food hits
higher than 6 (and it will) you will have an awesome netgaining strat and unrivaled fighting country.
The main idea: To produce food and then sell it on the market at high prices. The money you gain will be used to purchase tech and
military units. Also you can always sell 100% of your food so you are not limited by the 25%
market restrictions.

The strat:

Ok, do the normal 100 turn startup. Once you get the money back from selling your first batch of units, then you will want to explore
and build mostly industrial complexes. I recommend building enough farms to keep your
food-flow positive. Once you hit 1000 acres you should start attacking for land, as it will be more
profitable than exploring. If you have an extra turn here and there and don't have enough to
build a round of industrial (usually while you are waiting to recover readiness) then you should build
construction sites. Building construction sites, or getting to 100 builds per turn is not as crucial for a farmer as it is for a casher or
techer. This is because food is produced every round regardless of what you do with your turns.
Therefore you can afford to spend all of your turns attacking and grabbing and not have to have as
many builds per turn as those other 2 strategies require. I normally suggest building around 10 or so construction sites per day, most
of them which you can build while waiting to regain readiness. If near the end of your turns
you have not built your 10 cs for the day I recommend filling out your remaining turns filling up your
quota. You can always build more but this is the minimum I suggest.

You should continue to build industry and sell the max units you can at the end of every day.
Once agricultural tech becomes available for less than 3000 per point it is time to shift to farmer. From here on out build only
farms. Try to get your tech as high as you can (it will reach 225%). Sell all your food at the end of every
day. I recommend keeping the industrial complexes you have, there is no real reason to tear them
down since you will get some good units out of them (shift some production to spies, and the rest to whatever you like). In the
beginning you will need to sell a few units to finance construction, but as you make more and more
food you will shift to becoming a food-seller only. Remember the importance of agricultural tech!
Having 200% ag tech means your land is acting like it is actually double in size!

Since you can afford to use all of your turns to build, I recommend switching to dictator once you are able to build 50 or more
buildings per turn. Dictator has a big military and spy advantage, and coupled with networth of a food
country makes for an awesome and deadly fighter. You can easily overcome the construction speed
penalty since you can afford to spend all of your turns building, unlike a techer or casher.
I consider this strat the new successor to the old industrialist. It is the ideal war strat in my opinion, and a great netgaining strat.

1

myrddn

Member
136

Jun 5th 2019, 4:30:25

A spy country will need special attention. Everyone who did play one before knows how difficult it is to maintain a good SPAL. Spies are just to expencive.
But that is a situation we need to deal with from now on.

Play the 100 turn start up and tay playing this until you have 300 construction sides.
Then it will be time to switch to Dictator to get the extra spy bonus.
At the begining of this game we will not need the work of the spies as much. Make shure you keep your SPAL low so you will not loose to much money each turn.
I think a good SPAL to keep until we start working on spying is around 30. Dont let it come much higher, because it will realy make it hard for you to build your country.
We will need a lot of tech to maintain the costs of your country.
Make shure you buy a lot of tech at the end of each day.
Concentrade on residence, business tech first. Later on make shure you also max the other tech levels. First of all comes the spy tech after business and residence.

Positive thing about a high tech level is that you will do great in time of war. It can be a pain for the enemy to kill you off :)

If you play this way it should be not needed to switch to a tech strat.

But thinks maybe develop different and then we will be so flexibel to change the strat.

A spy country needs to have a high SPAL and a high NW. A spy country with a SPAL of 400 and an NW of 2 Mil is maybe good if you are looking for targets in the lower NW areas, but if you try to run after the big guys it is sucks.
To explain this: To do high damage you need to have a lot of that what you wanne destroy yourself. If you steal tech you will be able to take out more tech of your enemy if you have a lot of tech yourself. If you take out troops or buildings it is the same thing. (not pop though)

WHAT YOU NEED TO LOOK OUT FOR !


make shure you produce a lot of troops, turrets and tanks.
REASON: Your defence will be strong and you should have enough power to landgrab smaller countries. Jets are not that important for us.

make shure you by a lot of tech after you finished your turns. (residence, business, spy,.......)

Only build Indusrial, CS at the beginning.

Later on we can get some business, residence and farms
(we can buy food with the money we gain by selling army)
1

myrddn

Member
136

Jun 5th 2019, 4:29:04

First thing you do is sell all your troops on the purchases screen.
Then you change your tax rate to 34%, and set spy production to 100%.
The more often you sell spies as you go, the better.

Turn 1) build 5 industry
Turn 2) build 5 industry
Turn 3) build 5 industry
Turn 4) build 5 industry
Turn 5) build 5 industry
Turn 6 - 8) Build Construction Sites
Turn 9) build 5 industry
Turn 10) build 5 industry
Turn 11) build 5 industry
Turn 12 - 17) Build Construction Sites
Turn 18) build 7 industry
Turn 19 - 24) build construction sites
Turn 25 -28) build 32 industry
Turn 29 - 34) build construction sites
Turn 35) explore - after this point your strategy will vary somewhat from mine because you will not get the same amount of acres exploring as I did. If you don't have enough to build what I am suggesting, then explore one more time. If you have 1 or 2 land left over after building everything, build construction sites with it before continuing with the strat.
Turn 36) build 10 industry
Turn 37) build 10 food
Turn 38) build construction site
Turn 39) build construction site
Turn 40) explore
Turn 41 -43) build 30 industry (again, this number maybe a tiny bit different depending on number of CS build with your extra acres)
Turn 44) build construction site
Turn 45) build construction site

don't forget to be selling spies the whole time. :)
Remember to sell spies as often as you can.
Turn 46) explore
Turn 47 -48) build industry
Turn 49-51) build construction sites
Turn 52) explore
Turn 53-54) build industry
Turn 55-61) build construction sites
Turn 62) explore
Turn 63) build industry
Turn 64) explore
Turn 65-66) build industry
Turn 67) explore
Turn 68-69) build industry
Turn 70) explore
Turn 71-73) build industry (got lucky on the exploration. Lots of land. :)
Turn 74-75) build construction sites (After turn 75, sell all spies and switch to 100% troop production)
Turn 76) explore
Turn 77-78) build industry
Turn 79) build construction sites
Turn 80) explore
Turn 81-82) build industry
Turn 83-90) build construction sites
Turn 91) explore
Turn 92) build industry
Turn 93-96) build construction sites
Turn 97) explore
Turn 98) build industry
Turn 99) build construction site

At turn 99 I like to stop and build up turns for the next day and shoot out of protection with a bang. :)
Turn 100-104) Build Construction Sites
Turn 105) explore
Turn 106) build industry
Turn 107) explore
Turn 108) build industry
Turn 109) explore
Turn 110-111) build 5 farms, rest industry
Turn 112-114) build construction sites
Turn 115) explore
Turn 116) build 5 farms, rest industry
Turn 117-119) build construction sites
Turn 120) explore
Turn 121) build industry
Turn 122-125) build construction sites
Turn 126) explore
Turn 127) build industry
Turn 128-130) build construction sites
Turn 131) explore
Turn 132) explore
Turn 133-134) build 5 farm, rest industry
Turn 135-139) build construction sites
Turn 140) explore
Turn 141) build industry
Turn 142) explore
Turn 143) explore
Turn 144-145) build 5 farm, rest industry
Turn 146-151) build construction sites

At the end of this day, whichever turn it may be, save one turn so that you can sell max amount of troops on the market.
If you have any extra acres from the day before, build up your construction sites so that they are divisible by 4. Example: 60 CS is good, because it is divisible by 4. If you have 58 CS, and 4 free acres of land, build 2 more CS, so that your new CS total is divisible by four.

Always make sure you grab your freebies at the top of the page. :)
For the rest of your turns, this is what you should do.

1) Explore (if you don't get enough land on your one explore turn to build your max potential, explore again)
2) build industry (if you are in the red for food, build 5 farms, and the rest industry)
3) build 4 construction sites

Repeat this until all your turns are done. You should be building about 25-27 buildings per turn now. If you don't have enough money to build the industry, build 4 construction sites. I am still in the green for cash, and it helped me make enough to build industry again when this happened to me.

If you hadn't already sold troops yesterday, do so today. Sell at $-2 of whatever the current price is, or even $-3 if you are really paranoid. Make sure you save a turn at the end to sell your troops if you haven't already done so.
Build 8 construction sites
explore
build 3 farm, rest industrial
explore
build industrial
explore
build industrial
explore
build 4 construction sites
explore
build 5 farm, rest industrial
explore
build industry
explore
build 4 construction sites
explore
build indy
explore
build 5 farm, rest industrial
explore
build industrial
explore
build 4 construction sites
explore
build industrial complexes
explore
explore
build industrial complexes
explore
build 5 farm, rest industrial
explore
explore
build industrial complexes
explore
build 10 farm, rest industrial complexes (hit a drought reducing food production. Needed more farms)

You may have to build more farms than me at times. Depeneds where you are at. Always try to stay in the green for food production. As well, we will start land grabbing on day 7, so please have your offensive slots filled by that time. Only make the offers at this point, don't accept them. Just leave them until the end of day 6. That is when you will accept them. As well, your defensive slots should already be filled and accepted.

You may have noticed that I had explored twice in a row whereas you did not need to in order to build the max amount of buildings per turn. This is because I encountered some bad exploration (a 14 and a 15 acre) when I should have gotten 25. If this happens to you, don't worry about it. This is a guideline. Just try to stick to it as close as you can, and you'll do fine. :)
build 8 CS from leftover land from day before.
(Be careful with this. Make sure you have enough food to support this move. You should be ok because of the 10 farms built at the end of your turns from yesterday. Go to the status page and see if you are loosing any food, and check your food stores. If you don't think you can support this, explore until you can maximize your buildings per turn, build 10 farms and put the rest into industrial complexes. Then build the construction sites.)
build 8 CS again (same as above)
explore
explore
build industry
build 4 construction sites
explore
build industry
explore
explore
build industry
explore
explore (got a really low amount of land that time :( )
explore
build industry
explore
build 5 farm, rest industry
explore
explore
build industry
explore
explore
build industry
explore
explore
build industry
explore
build 10 farm, rest industry
explore
explore
build industry
explore
explore
build industry
explore
explore
build industry
sell max amount of troops and turrets on your last turn, at 3 dollars below current cost. I sold troops at $100 just to make sure they'd sell. We're going to save our jets for land grabbing tomorrow. :)

Today we will start land grabbing. The best targets are retal targets, and they are posted in the defence board. I highly recommend taking those first. If you do, make sure you do a news search to make sure the retal hasn't al

myrddn

Member
136

Jun 5th 2019, 4:28:35

The idea: You cover your land with only research labs, spend 2/3 of your turns
producing tech, and sell it at the end of the day in order to buy food and military.



The strat: Do the normal monarchy startup. After you sell your first batch of units, use half
your turns to build construction sites. Use the other half to explore and build
industrial complexes. Sell the max number of units you can at the end of the day.
Switch production so you are making more jets because you will start landgrabbing
soon.

Once you see many people starting to get around 1000 acres it is time to stop
exploring for land and start landgrabbing. Switch to tyranny (all techers should
ALWAYS be tyranny). Remember to build construction sites with the first 1/2 of
your turns every day. Continue to sell units at the end of the day to finance
construction.

Once you get to around 3000 acres, concentrate on getting to 400 total construction
sites (or 100 builds per turn, whichever comes first). Keep selling units each day
and start to stockpile the cash, you will need it to convert your buildings. Once you
reach 100 builds per turn it is time to switch from industrialist to techer.



The switch: Tear down 100 industrial complexes, then build 100 research labs. If
you do this on a turn by turn basis (DON'T TEAR DOWN ALL YOUR
INDUSTRY AT ONE TIME) you get the most production you can out of it while you
still have it ..
Eventually your country should look about like this:

2500 labs
100 industrial complexes
400 construction sites.

always try to keep at least 5% of your land covered with industrial to make spies.
From here on out you should only make labs and some occasional industrial
complexes for spies. If you get other buildings from landgrabs tear them down and
build labs in their place. Labs work in a special way such that they make more tech
if they cover a higher % of your lab, so you want as little mixing as possible.

Remember with this strat eventually you will lose money per turn. That is the way
the strat is designed. The cash you make from tech sales will more than make up
for it, so don't panic if you start losing money each turn.

From here on out your goal should be to get really fat and build labs on all your land.
You should try to research between 1/2 and 2/3 of your turns, and I would start by
researching residential and business first, and then weapons/miltary.

***IMPORTANT***
Don't fall into the trap of researching too much and not growing fast enough. Some
players have a tendency to be too land thin and research all their turns because you
can get a lot of networth and catapult into the top 10. However these countries tend
to finish poorly because they do not have enough land. Your goal should be 30,000
land in 6 weeks.

The techer can no doubt be one of the most powerful strategies. It is probably a
good idea to play every 12 hrs and sell your tech at the end of each 12 hr period.
This is due to the new 25% market good restriction (as opposed to 33% before.)

When you are a Techer you need to be a Tyranny. Tyrannies only use one turn to
attack and therefore attacking right out of protection becomes twice as profitable!
Do not wait for people to even get to 1000 acres as a Tyranny, just hit the fattest
guy you think you can to get land. I got 200 land + buildings with 3 hits starting at
turn 101 right out of protection! that is and average of 66.6 acres for one turn (plus
buildings that you capture that you don't have to build yourself!) That is WAY
better than exploring.

You should attack the very first turn of the day and build your 20-30 CS's getting your
readiness back up. You will have lots of turns to build CS's as the Tyranny will
have restricted money for a while - you may even have undeveloped land - don't
worry about it - KEEP GRABBING! NEVER stop You will be able to convert fast
to labs and build on it later - but never stop attacking! Your money will catch up
soon enough.

And I would suggest that techers buy their oil and food since their tech production
is somewhat dependent on the percent of buildings that are labs. So, you don't want
other buildings like oil rigs, farms, etc cluttering things up any more than absolutely
necessary. Only Labs, and Construction sites.

myrddn

Member
136

Jun 5th 2019, 4:28:05

Indy to techer to casher strategy
by Beltshumeltz of The Devil's Advocates
Published by Tumi of LCN


Disclaimer: Author - Note, I am a very poor writer in english, since it's not my first language, so bear with me :P

Also, note that I wrote this strategy around 9 months ago, and since that time I have learned a lot about the game, and have perfected my casher strategy by a lot. However this is a copy of the strategy I wrote 9 months ago, and I don't plan to update it for the public. This strategy still is one of the best you can find publicly on the net, so I hope it helps you.

If you want to become a great player, you will need 2 things. The first one is a good basic strategy like this one. The second thing is a lot of will (and free time) to practice is and to learn to optimize your gameplay. Reading this strategy is only half of what you need to do to become a great player.

General: This is one of the easiest and most poweful strategy to use. Most 1A winners have used this one. Most of the people that you see getting 30 to 70 million NW in tournaments use this one. Even a NEWBIE could get 30m NW in tourney, or 60m NW in 1A on his very first try with this.

A good thing with this is that you will start very poweful from the beginning. However, this period that you will spend in the top 3 in tournaments, or in top 100 in 1A only last about 72 hours :) As soon as you prepare to switch to casher, you will drop fast... But it's worth it, since (in tourney) 1 week later you will be at the top again, and will spend the rest of the reset in that position, beating all the industrial with ease.

Things to remember: I did not take random events into account when I wrote this. So if an earthquake destroys some of your buildings, either rebuild them and keep on following my strategy, or modify my instructions to fit your country's production.

Publisher's note: Underlined text indicates links in-game and italic text important notes or selections. They're there to easen up your reading.



[ 1st part - industrial phase | 2nd part - techer phase | 3rd part - casher phase | 4th part - regaining rank | 5th part - stockpiling ]



1st part, the industrial phase, from turn 0 to 300
In this phase its extremely easy to follow my instructions, however it is also important not to mess up. If you lose 1 turn now doing something you shouldn't do, thats 20m $ less at the end. So follow my instructions carefully.

Step 1 - Go to your main menu, and click on country management. Set the following options: Tax rate at 70%, production at 100% spies. Don't change your government, stay Monarchy. Then click on purchase, then on sell military. Sell your 100 troops.

Step 2 - Build 1CS (see list of stands for)

Step 3 - Go back to country management and set tax rate to 35%. It will stay at 35% for the rest of the game.

Step 4 - Build 39 more CS. You might need to build 10 or less at a time since you are low on cash, but be sure to build exactly 39 more CS. You are done with building CS for a couple of turns now as you have 40 of them now.

Step 5 - Build 15 industries. As you see, from now, you are producing spies. Every single turn from now on, you will click on purchase, then on sell military and sell all your spies. If I tell you to build 60 industries, it means build 15 industries, sell spies, and repeat this 3 more times.

Step 6 - Build 45 industries. Remember to sell spies every turn!

Step 7 - From now on you will do the following until turn #75 (you can see how many turns you played by clicking on status). So do this: Explore one turn. Sell spies. Click on build, check if you have enough money to build 15 industries. If so, build them, then repeat the operation. If you didn't have enough money to build 15 industries, then explore once more, then sell spies and build the industries (or repeat this operation until you have money for 15 industries).

NOTE - To make sure that you don't run out of food, when you start running low build 10 farms and 5 oil rigs, instead of 15 industries, but only one time. Be sure to spend one turn doing this even if you don't run low on food, just to make sure that you'll have the oil rigs when out of protection.

Step 8 - I hope that you stopped doing #7 at turn 75. If you didn't, well just start this all over again and follow this more carefully next time, LOL. Right now you should have around 250 industries, maybe more... Some free land, and 40 CS. Sell the rest of your spies.

Step 9 - Go to your main menu, then country management, and switch production to 100% jets.

Step 10 - Similar to step 7. See if you have enough money to build 15 industries. If not, explore once. However, if you still don't have enough money, build 4 CS. Repeat this step until that you have 20,000 jets or more (check your status every couple of turns. You must stop doing this step as soon as you get your 20k jets.)

Step 11 - If its not turn 100 yet, build CS until it is. Then click on market, then sell goods. Sell 5000 jets. When your jets sell and that you have over 50 turns ready to use, continue with the next step. Note- If you ever run out of food, you have the choice to either buy it from the public market, or to build one turn of farms.

Step 12 - Build as many industries on your free land as you can. However be sure to build only full turns of buildings. Which means that if your BPT is of 16, do not ever build less than 16 at a time.

Step 13 - Go to your scores list (be sure to wait till it's updated). Find the fattest target and landgrab it with all your jets (using a SS). As long as you get more than 50 acres per attack, its ok.

Step 14 - Build the land with industries (if you don't have money to build all the land, don't worry about it. Just build as much as you can). Then, build 4 CS. If you failed your landgrab, however, just build 4 CS at a time, until your readiness is at 99 or 100%.

Step 15 - Repeat step #13 and #14 until you have spent 2/5th of your available turns.

Step 16 - Switch production to 100% turrets.

Step 17 - Open your latest scores list in a new window. You will only landgrab people from this old scores list, since that you aren't producing jets anymore. Landgrab the fattest person in the old scores list with all your jets, using a SS.

Step 18 - Build the land if you got the money, then 4 CS, as usual.

Step 19 - Repeat step 17's landgrab part until you have 12 turns left or less.

Step 20 - Now find another fat target from the scores list. Send a PS, with 3/4th (not more!) of your jets.

Step 21 - Build then land, then build 4 CS. But be sure to keep one turn for step 22!

Step 22 - Sell 1/4th of your jets, and 1/4th of your turrets on the market. Now wait till the military sells and that you have about 70 turns available again.

Step 23 - Switch production to 100% jets.

Step 24 - Build your free land with industries.

Step 25 - Go to your scores list and landgrab the fattest target with a SS, then build the land with industries, then 4 CS.

Step 26 - After 2/5th of your turns, switch production to 40% jets and 60% turrets.

Step 27 - Repeat step 26 until you have 2000 acres, and be sure to get there before you run out of turns.

Step 28 - Find a fat target in your scores list and send 3/4th of your jets on a PS. Build the land. Sell military on the public market. If you have any free money at this point, buy yourself a couple of tanks.

Step 29 - Build CS, and only CS. Build them all your turns, then sell military on the market. Once you get to a total of 160 csites and about 10million bucks, skip to step

Status at this point - About 300 or less turns played. 2200 acres or so. 160 CS. 1.5m+ NW. Still high ranked.



2nd part, the techer phase
Step 1 - Tear down any buildings other then CS, industries or tech labs, 45 at a time, then rebuild the free land in research labs.

Step 2 - Start tearing down industries 45 at a time, then rebuild the land in research labs. Do this until you have less then 100 industries left.

Step 3 - Switch production to 100% spies. It will stay this way until the end.

Step 4 - From now on, whenever you run low on food, buy it from the public market. Same thing for oil, buy it as you need it. Your land should now include 160 CS, about 2000 research labs and 100 industries.

Step 5 - Start researching residential and buisiness technologies equally at once. Get both techs up to 160%.



3rd part, the casher convertion
Note - Its very important that from this point forward, that you play only when you have 50 or more turns available at once.

Step 1 - Switch government to republic.

Step 2 - Spend 3/5th of your available money to tear down research labs.

Step 3 - Build the free land equally in residence and enterprise zones.

Step 4 - Repeat step 2 until you have 0 research labs left. Congradulations, you are now a casher and hopefully you didn't lose too much rank in your switch. However, getting back in the higher ranks in the hardest part of this strategy.

Note - Since the rest of this strategy is harder to predict on a turn per turn basis since you will often fail landgrabs, I will not list it in numerical steps anymore.



4th part, getting your rank back
This is the only part that is pretty different from a tournament then from a standard or FFA game. I will start with how to do it in tournament. You should read it even if you use this for another game. At the end of this file, I will write how to modify this strategy for other games.

Getting your rank back - Tournament edition

Click on search. Type in two digits, which will give you a list of 25 possible targets. Find one that has 2.5 times more networth than you have of jets. Landgrab him once. If you can't find anyone with first search, type in another two digits and try again until you do. Use of common sense is preferred.

Then build the land in the following ratio: 47.5% residence, 47.5% enterprise zones and 5% industries. Since you will have gained unwanted buildings, if you get over your 5% ratio of industries, just stop building industries for a while. If you get other types of buildings, just tear them down if you have no more land to build on and your readiness is low, or if you just failed a landgrab and need something to spend turns doing. Basically, just adjust your land as needed.

After every landgrab, spend money on res and bus tech to keep them at least at 150%, preferrably a bit higher, at all time, and spend the rest of the money to buy jets. When you get to the last 2/5th of your turns, save the money until the last turn. Then spend it on turrets and tanks. At all time, keep 2/10th as many tanks as you have turrets. Also, keep about the same amount of jets and turrets on logout.

Things to remember:

1 - If you fail attacks too often, start hitting smaller targets.

2 - Always check your target's news to see if they have been hit in the last 24 hours. If so, dont hit them unless you are sure of getting a lot of land.

3 - On your last few turns, send all your jets on a PS. Or better yet, send 2 PSs on smaller targets with 50% of your jets on each.

4 - Get some land, and lots of it. If you get landgrabbed too much, then just keep a higher ratio of res and bus technology. Try to get as much land as possible before the last week of the game. By this time, you should be back in top 10. When you reach 15,000 acres or when there are less than 5 days left for the reset start stockpiling.



5th part, Stockpiling
This is pretty much the easiest part. From now on, you use the cash utton every single turn. It's also time to get more tanks and turrets. Maybe troops as well, it's your choice. Since you won't attack anymore, sell 1/4th of your jets everyday. Buy as many turrets and tanks as you feel that you need, but do not buy too much! It cost maintenance so if you have too many units now, you will gain considerably less money at the end.

Also, max these techs a bit. Start by maxing residence and business to their max (180%) [Publisher's note: 178% is enough]. Then get weapons tech a bit over 120%, then military cost to 87%, and SDI to about 40%. This is just to ensure that you won't get suicided on in the last week.

Now calculate how much money you have turns to cash until the end of the reset (you get 63 turns a day in tourney). Any money that you would have gained above 2billion bucks needs to be spent on either food at 4$ or less (preferable) or on getting more weapon, sdi, conditionning, medical, warfare, and military cost techs.

Cash until there are 24 hours left to the tournament.

If you are 101% sure to be able to login 2 hours before the end of the reset and to stay online for 2 hours straight then do this: Sell all your food, oil and 1/4th of your tech. Food at 2$. Sell oil 1$ lower than the current price. Sell tech at 600 to 800$. In general, undercut the current prices by 25-50 bucks, but not under 500.

If you aren't 100% sure of being able to login 2 hours before the end, then just skip this part.

Now, it's very important that you use a calculator for this. You need to understand that:

1 troop = 1 NW
1 turret or jet = 1.1 NW
1 tank = 4 NW
1 tech point = 4 NW
Now if you had 87% military cost tech or so, go to your purchase market. Buy every military unit in it. And I *do* mean every. If you don't have enough money to buy everything in it, then just buy what is better for the bucks, keeping the net value of each unit in mind. [Publisher's note: That means you first of buy all the troops, then tanks, then jets and then turrets, until you have no more money.]

If you bought all that you had on your private market then go to the public market. Spend all of your money on either military units or tech, considering that you want to have the most net value for the money.

If you didn't sell your goods earlier, then click on purchase, then on sell military and sell all your food. Then spend the money on military.

If you did sell your goods earlier, then logout and 2 hours before the end login again. If your food and tech sold, great, you are lucky. Spend the money purchasing military from your private market which should be resplenished some by now. If you have money left, spend it on the public market for whatever has more net value for the money.

If your goods didn't sell yet, then you are doomed to log in your country every minute or so to spend money if it ever sells. If you don't have time for this, be damn sure to log in 10 minutes before the end of tourney to spend any money you might have, or it's lost money.

End of Tournament strategy.



Finishing in Standard and FFA
If you played this strategy in a standard game or in FFA, then do almost the same.

However, in 1A, when you start landgrabbing as a casher, after each landgrab build 4 CS. And try to save 8 or 12 turns at the end to build more CS everyday. Stop building them once you get 300 to 450 CS, depending on your confidence to finish well (if you think you'll get 30k or more land before the last 3 weeks of the game, then go for 450 CS. Once you are done with your CS, continue the strategy as planned. Some people might enjoy getting some military cost, conditionning, SDI, warfare, and weapon tech earlier in standard though. It's up to you.

To find targets, you can either click on search and type in 3 or 4 digits, or you can use the Gamerstown's Country report engine if your alliance has Gamerstown account (and if this is for 1A only). Attack with all your jets, people who have 2.5 times more networth than you have of jets. If you got some weapon tech, keep it in mind. If you have some troops and tanks (lots of them) then send a small portion (1/3 to 1/2) of these units as well when you landgrab.

Also in standard, you should start getting troops and more tanks than in tournament. I will leave this to your discretion since there isn't a huge difference.

Also stop landgrabbing either 3 weeks before the end, or whenever you get 40k acres (if you feel safe enough to get more land before the end go for it, but it's risky. However regardless of this, you must stop grabbing 3 weeks before the end). Then start stockpiling. In standard however, you should start spending your money maybe 48 hours before the end, instead of 24 to 36 hours as I recommended for the tournament. The same similar rules apply about selling food and tech.

End of Standard and FFA strategy



Notes

1 - As soon as you start landgrabbing, it might be wise to get allies. Be sure to fill in your defensive alliances. Offensive alliance are good if your allies do not use PS's. Be sure to have intelligence allies. For research allies, get them only if techers don't mind if you leech their techs for free.

2 - This strategy might contain errors in it. if you see them, go right ahead and tell me so I can fix them. Also, I will probably add some tips and maybe try and improve this strategy a bit as I experience new tactics. Just ask me for a newer version every month or so and I may have one for you then.

3 - Small errors as typos and stuff like that should be reported to publisher. The mistakes in strategy should be reported to author. Thanks.

Good luck, I hope this helped you out.



The guys responsible for this stuff:

The author: The publisher / spell checker:
Beltshumeltz
President, DA Tumi of LCN

UIN: 9728804 UIN: 25798914

myrddn

Member
136

Jun 5th 2019, 4:27:15

Setup:

Goto Country Management and change production to 100% spies, Government to Republic or Communist, and Tax rate to 36-40%. Goto Purchases, sell military, sell thoses 100 troops you have.

Now To waste The Turns

Turn 1 - CS

Turn 2 – CS

Turn 3 – CS

Turn 4 – CS

Turn 5 – CS

Turn 6 – CS

Turn 7 – CS

Turn 8 – CS

Turn 9 – CS

Turn 10 - CS

Turn 11 - CS

Turn 12 – CS

Turn 13 – CS

Turn 14 – CS

Turn 15 – CS

Turn 16 – CS

Turn 17 – CS

Turn 18 – CS

Turn 19 – CS

Turn 20 – CS (You can do 10 Buildings Per Turn)

Turn 21 - Indy

Turn 22 – Indy

Turn 23 – Indy

Turn 24 – Indy

Turn 25 – Indy

Turn 26 – Indy

Turn 27 – Explore

Turn 28 – Explore

Turn 29 – Explore

Turn 30 – Indy (Sell Spies You've sold 362 Spies. This generated $43,440 in new funds for your country!)

Turn 31 - Indy

Turn 32 – Indy

Turn 33 – Explore

Turn 34 – Explore (For each turn spent, you can claim about 30 acres of land.)

Turn 35 – Indy (Sell Spies You've sold 355 Spies. This generated $42,600 in new funds for your country!)

Turn 36 – Indy

Turn 37 – Indy

Turn 38 – Indy

Turn 39 – Explore (You discovered 88 new acres of land in 3 turns.)

Turn 40 – Indy (Sell Spies You've sold 705 Spies.This generated $84,600 in new funds for your country!)

Turn 41 - Indy

Turn 42 – Indy

Turn 43 – Indy

Turn 44 – Indy (Sell Spies You've sold 524 Spies.This generated $62,880 in new funds for your country!)

Turn 45 – Explore

Turn 46 –Explore

Turn 47 – Indy

Turn 48 – Indy

Turn 49 – Indy

Turn 50 – Indy

Turn 51 - Indy

Turn 52 – Explore

Turn 53 – Explore

Turn 54 – Explore

Turn 55 – Explore (You discovered 107 new acres of land in 4 turns.)

Turn 56 – Indy (Sell Spies You've sold 2044 Spies.This generated $245,280 in new funds for your country!

Turn 57 – Indy

Turn 58 – Indy

Turn 59 – Indy

Turn 60 – Indy

Turn 61 - Indy

Turn 62 – Indy

Turn 63 – Indy

Turn 64 – Indy

Turn 65 – Explore

Turn 66 – Explore

Turn 67 – Explore

Turn 68 – Explore

Turn 69 – Explore

Turn 70 – Explore

Turn 71 - Explore

Turn 72 – Explore (You discovered 194 new acres of land in 7 turns.)

Turn 73 – Indy

Turn 74 – Indy

Turn 75 – Explore (You discovered 24 new acres of land in 1 turns.)

Here are some stats of what I finished off at:

Turns: 0 Money: $134,432 Food: 21,821 Bushels Networth: $103,967

Spies: 4406

Land: 727 acres

Networth: 103,967

Population: 2808

Money: 134,43

This strategy should be only run with 75 straight turns not 50 then 25. It has been played in FFA not Tourney or Standard. I will continue this setup to make a 100-turn startup. Stay tuned! If you where wondering CS in Construction Sites and Indy in Industrial Complexes. When I put Indy you should have built 10 acres of Industrial Complexes no more no less. For questions or comments on this contact me on ICQ @ 53516933 or Email @

- SaMi

myrddn

Member
136

Jun 5th 2019, 4:26:25

Cichlds's Yet Another Theo Techer Reseller
Story By: Cichld -- Posted On: 8/15/00

Before taking any turns set tax rate to 35%, sell your 100 troops, then change government to a Theocracy and set production to 100% spies.
Build 14 industrial sites and then sell spies on purchase menu. Then build 4 construction sites. Continue in this manner to build industrial sites and constructions sites alternating so that by turn 100 you have at least 60 constructions sites. (After each turn sell spies or after every couple of turns if you are less ambitious). Early on explore whenever possible but don't let it tell you exploration was halted because you get less land on that turn. This allows you to not have to build farms.

At about turn 65 set production to 60% turrets and 40% jets these numbers can be moved a bit depending on how aggressive you want to be comming out of protection. The goal is to get 20k of whatever you produce as quick as possible so you can start reselling. To sell the min of 5000 of a unit you need 20k+)

After turn 100 continue to ambitiously build industrial complexes and construction sites. Explore for land up to about 1500 acres and then begin to grab to gain land.

As soon as you have 20k of a unit, at the end of your turns sell as many of your units as you can on the public market. (After they sell play your turns before you buy all you can from your private market. Only buy enough at the begin of your turns to be able to attack). You will then have plenty of money to finance your turns. Grab 1 to 2 times a day. Early on use planned strikes and attack once a day. Continue to build 8-12 construction sites a day.

As soon as possible, at the end of your turns when you buy units with left over money buy tanks and troops off purchase menu. When you buy them make sure your first purchase is for over 20k of them so you can begin reselling them this may not happen until after your switch to teching). Early in a game Tanks and troops have the highest profit when selling so you want to get them as early as possible, but do not change production to get them.

(Stop and check make sure you have no other buildings besides construction sites and Industrial complexes. If you do tear them down and build cs's and ic's)

Once you reach 2500 acres it is time to switch to teching (Note: it is important to have about 75bpt or more at this point). The switch will take 2 days to do. Use money from selling your units to finance this switch. Before you run out of money while switching stop and sell more units to fund rest of switch the following day. (When switching only tear down as many buildings as you can produce in one turn.) Tear down and a group of buildings and build research labs. note: you will still be getting units from the industrial complexes that are left while switching this is why you don't want to destroy them all at once). When you have finished switching you should still keep about 300 industrial complexes and set your production to 100% spies. The rest of your buildings should now be research labs and Construction sites.

At this point it is important to get offensive, defensive, and research allies so start messaging those around you and propose alliance to them.

Continue to grow by attacking 1-2 times a day, attack aggressively by attacking the fattest person you can hit and win. (When attacking an easy rule of thumb to use is to add up your attacking power, I like to base everything off the jet for ease.

2 troops = 1 jet,
1 tank= 2 jets.

Once you have added up all you attacking units you should attack the fattest guy you can that you are able to send the equivalent number of jets based off what you just added so that it is greater than 0.4*(The guy you want to attacks networth) i.e. if you have 100k troops 500k jets and 50k tanks you have the equivalent of 650k jets in striking power(50k*2+500k+100/2=650) so you could attack someone worth 1.6mil and most likely win(1.6mil*.4=640k).

While teching focus on teching Business, residential, military and weapons techs at first. Later in the reset begin to tech lots of sdi also.

Continue growing up to about 12k acres. Continue to build only research labs and Construction sites. Keep enough of your captured industrial sites that they cover about 5-10% of your land. 5% if you plan to tech all the way and 10% if you plan to go mb/reseller later. Destroy all other buildings you capture and build research labs and construction sites. At this point you Build per turn should be over 100. Sell 1/4 of your military twice a day and sell your tech 1 time each day. Log on just twice a day to do this so you still get 1 bonus of 3 turns for being off for 12hrs. Try to buy units only from your private market. It is important to stay as fat as you can get away with so your private market will be larger. (private market grows only by the amount of land you have). Continue teching with every turn you can spare.

Now is the decision time. Do you want to go Techer all the way (Strongly recommended for tourney) or do you want to go mb/reseller. I will outline both.

First the mb reseller if you chose to tech the whole way skip this). At about 12k acres start to build military bases. On newly acquired land build half of it with mb's and half with research labs. When you begin to near 18k stop building research labs and only build military bases Through out this still build Construction sites also). When you get to 20k acres your land should be at about 70%research labs and 30% military bases when I say about it is because you will have about 5% of your land covered with industrial complexes producing spies and you have construction sites). At this point stop selling tech. Only finance your turns with reselling. Through this shift in land you still want to tech as much as possible, you will lose some teching power going 70/30 but it will be worth it. After 4-5 days of just teching and reselling you are ready to make your switch to full mb/reseller. You need to have about 120bpt by this point. It will cost a little over 1bil and take about 5 days. Fund the switch with selling stockpiled tech, but don't sell too much of it as you will need to keep high tech levels at this point to help keep tech maxed even after you grow more. the majority of what you use to fund the switch will be reselling money. When you are nearly out of money tech the rest of your turns, as long as you are teching over about 1500 a turn and sell tech and units with your last two turns.

Once you have made the full switch you should be at about 94% military bases and have maxed military tech at 91%. Continue to grab agresively and build your land acquired with mb's. Keep only about 5% industrial complexes. Grab up to about 40k-45k acres and then sit. You should be there at about 3 weeks before the end of the game. Stockpile throughout this time, even well before the last 3 weeks, but make sure to stay in or around the top ten, otherwise don't stockpile.

You can now sell off all of your tech besides military and SDI while prices are still good. You will only spend 2 turns a day so you don't need those techs. Continue to gain networth and with about a week left sell off your stockpile and make your jump.

Now for those who want to continue teching. continue to grow by aggressively grabbing once or twice a day and get to about 45k acres with about 3 weeks left in the reset. Continue to build labs and keep about 5% of you land with industrial complexes. As a techer it is much more important to stockpile to keep expenses down. Stockpile as much as you can while keeping enough military on hand to grab and defend your fatness. When expenses become very great save up your turns and sell units twice without buying from private market and then tech. After finishing teching buy from your private market and sell tech. Save up turns and repeat this. With about a week left sell off your stockpile and tech (except military and sdi) and make your jump.

(Note: as a theo techer you will be continually be vulnerable to attacks being that 25% of your units are on the market and your SDI maxes out a little over 60% so you will only as successful as those around you will let you be, never discount the importance of luck in this strat)

Might's comment Not bad ... but i recommend that if you do indeed want to play reseller you should do it from the start. to covert and 18K is simply too risky. you will be TOO prone to landgrabs as your networth starts to plummet.

My suggestion: build 500 ic, than explore and build to 2500 labs. research military like crazy than blow up your labs to build MB's. Lg and grow ... buy SDI and Military tech as you get bigger. You should be selling three times a day for the first 2/3 of the reset. forget the free turns. just spend your turns attacking and building. you will gain land very fast.

Cichlid's reply:
Might, if you do mb reseller from the start it is very slow going. You need a high nw/land ratio to make reselling effective and at the beginning nw/land ratio's are pretty low. Also if you don't go through a teching phase you have to buy the the mil-tech to get down to 91%.

Other than a commie/indy, teching is the fastest start and it quickly catches and passes the indies. The beginning tech market is lucrative and will get you to the top much quicker than starting out with mb's...

I've tried starting with mb's and it just doesn't compare to doing the tech start. The only other option that may work well is to tech to about 5-10k acres and then switch, but the 20k acres switch isn't as bad as it sounds with reselling along the way you don't even drop in the ranks much at all. They way I wrote that you begin building mb's at 12kacres also.

Teching is probably the best strat through mid game, but then dies off due to the market crashing and upkeep costs due to reselling also can be avoided by selling twice a day without buying until after the second but this leaves you vulnerable). Late game cashers are the most powerful, but closesly rivaled by mb reselling since mb resellers can keep going after others have jumped. By mixing early to mid teching with a switch to mb reseller you get a strat that is able to reach huge nw's in any game.

myrddn

Member
136

Jun 5th 2019, 4:25:52

Clouds's Communist Industrialist Starting Strategy
Story By: Cloud -- Posted On: 8/15/00

Set your tax rate to 33%
Change production to 100% spies
Sell the 100 troops
Change your Government to Communist
Build 10 Industrial Complexes (ICs)
Sell the spies you've produced
Build 40 Construction Sites (CSs), selling your spies between every 2 CSs that you build.

Build 13 ICs, 1 farm, 1 oil rig... (this is so that the natural disasters affect food and oil instead of just earthquakes which truely are the most negative)
Sell your spies
Build 15 ICs
Sell your spies

>From here on, you will be building all Industrial sites, and just enough farms to support
yourself. Remember to sell your spies at least every 1-3 turns. Explore when land is
needed, but only explore once-twice before building on all the land, then explore again.
Remember to sell the spies!!!

Stop at turn 99, and wait a day or two, until you've saved up at least 100 turns. You'll
use these to "sprint" out from under GDI Protection, build an appreciable defense and to
begin to build up an offensive force (jets) that you'll be using to increase your
country's growth.

When you reach the point where you have about 600-650K in money stored-up after
selling all your spies, this is when you will change your production. Change your
production to 100% turrets. You will have ZERO spies now, and you won't be selling
your turrets. After you change this, continue to build indus and sufficient farms to feed
yourself. Do this till you run out of money. *Actually, you should have atleast 20-25
farms by the time you run out of money...this may give you a surplus of +400 food a
turn about, but you'll need it because soon the turrets will be taking all that food and
you can't build more farms*

When you have less than 50K money or you don't have enough money to building
more than 15 buildings (you have a 15BPT up till now), you will change your building
emphasis. You probably have about 600 Indus buildings (the turrets are flowing nicely)
and 25 farms, but we've gotta get more C-sites. When you hit turn 140 you've got to
have 60 c-sites in all. After building about 6-8 cites or so, you can build another 15-20
indus (you get about 10-15K extra in money per turn) and you should do that whenever
you have enough money to build the amount of buildings you can build in one turn.

At turn 140, here are your probable stats:
720-750 Indus sites
60 C-sites
25-30 Farms
Less than 100K Money
82-86K Turrets

Sell 1/4 of your turrets on the market. I would normally recommend selling that at
165-170 for a MEGA profit, but i got burned this last reset...instead sell them at most
for 155-160 or 5 bucs lower than what the going rate is if the going rate is lower than
155. The loss of extra money doesn't matter that much, but if your stuff doesn't sell,
your in big trouble.

The next day you'll have plenty of money to explore and build. Look at the scores page
and notice how much land the top 10 has. If the average is 1200 or so, then keep
exploring and buidling till you get to about 1100 land, basically about 100 less land than
the other top 10 countries. Build all Indus and enough farms to support yourself. When
you reach that land figure of 100 less than the top 10, stop and build all C-sites.
***This was the basic thought when everyone expanded at the same rate, but now
Theo's get much fatter. I would explore/build indus for all your turns and build about
12 c-sites***

Now you want your final military figures to be roughly 45% jets, 55% turrets. You
already have more turrets, so maybe if you set your production to 50/50 or so, you'll
wind-up with that figure, but i find that's a good ratio. As you finish your turns, sell 1/4
of your turrets and about 1/10th of your jets to the market at a good price well below
the going rate cause the market will still be shakey and you NEED that money. You'll
probably be top 10, or very close to it. Good work! If you're not, don't worry cause
those fat Theo's will be your targets tomorrow... -)

The next day, the fifth day, you're ready for attacking and the targets are big enough to
justify attacks. Change your production to 100% jets. Attack. Pick out the fat
Reps/Theos which will be easier to penetrate, give you more land, and might add
indus buildings. After attacking build on all land with Indus and then C-sites till readiness is back to
100 percent. Repeat a few more turns until you are a little less land fat than the rest of the
countries in the top 10 because that's where you will be at the end of your turns. Sometime
during your turns you must change production to 100% turrets (near half way) so that you
can hit that final ratio of 55% turrets 45% jets again. When your turns are over sell 1/3 of
turrets. If you ever run out of money before your turns are over, sell the 1/4 t urrets and
about 1/4-1/5 jets depending on how many turns left so that you have enough money for
the next day.

The reason you make 100% jets in the beginning is that jets will help you pick off
bigger targets as you take your turns and turrets won't help at all, but remember to
change back to 100% turrets half way or so, so that you hit the 45/55 ratio. The last
attack of everyday should be a PlannedStrike, unless you're my ally. -)

You will continue to do this same exact formula the rest of the time for 1-2 weeks.
As a communist its in your ability to finish top 10 every single time you log out or
atleast top 25 consistantly. Don't worry when you log in VERY low ranked,
everyone does that the first few weeks.

myrddn

Member
136

Jun 5th 2019, 4:25:05

Don Machiavelli's NLS Industrial Communist/Tyranny Strategy
Story By: Don Machiavelli -- Posted On: 8/15/00

Introduction
This strategy is totally different than a cash democracy/ republic. You will eventually start to lose money every turn, but you make your military units from production in industry rather than buying them with cash. In times of war, an industrialist will ALWAYS work better than a casher or techer. INDUSTRIALISTS SHOULD NOT MAKE MONEY FROM TAXES. IF YOU ARE, THEN YOU HAVE TOO MANY ENT/RES AND ARE NOT FOCUSING ON THE PRIMARY FUNCTION OF YOUR STRATEGY, TO RAPIDLY GAIN NET WORTH AND TO PRODUCE MILITARY CONSISTENTLY IN WAR. All of your income will come from selling units that you produce. Sell all of the units you can [generally 1/3 of your total available units in that category] on the public market, usually turrets, but sometimes troops or tanks depending on market conditions. Selling the ‘extra’ production is a key element of this strategy, and unless close attention is paid to market conditions, you will not be successful.

General conditions and operating procedures:
1] Ally ONLY with NLS members. It is recommended that you ally with people in your division to help promote communication. We do not want entangling alliances or commitments to other people’s battles.
2] Specialize your building regimen into one or two types. By having a variety, you are wasting land on non-productive buildings.
3] Only login to the game every 18 hours to get your six free turns from being off the server, and don’t forget those freebies! Remember, EVERY turn counts.
4] ALWAYS KEEP AN EYE on your cash and food reserves, as running out of one of these will be detrimental to your country’s net worth.
5] Only build the maximum number of buildings you can. For instance, if you can build 20 buildings per turn (BPT), but you only have 18 free acres to build on, hold out until you get sufficient land to make 20 buildings on 20+ free acres.
6] When land grabbing a country, only grab them ONCE and make sure they are not tagged as belonging to another alliance. UNDER NO CIRCUMSTANCES but war are you to land grab a country more than once.

Notes about communism/tyrant industrialists
1] A commie/tyrant only needs two buildings to survive: Industrial Complexes (IC) and Construction Sites (CS)
2] Do not build Enterprise Zones or Residences under any circumstances, as they do not help very much. [If these buildings are captured from land grabbing, I feel it is OK to leave them stand as they provide some small income to offset the large military machine that you will be building. Purists will destroy them to rebuild IC, but I feel that the cost of destruction added to the cost of reconstruction does not really make it worthwhile.]
3] Do not build Research Labs, as you will be buying your technology. Any labs acquired from land grabbing need to be torn down, preferably when you need a few more acres to make a full build [i.e. you have 75 BPT, and you have 50 free acres plus 27 labs acquired from LG. Destroy 25 labs and build 75 IC on the remainder.]
4] There are two philosophies on farms. One is to buy ALL of your food on the market, and the other is to build enough farms to support yourself with food. Both have their advantages, as the pure industrialist will maximize his output potential, and the minimal farmer will run less risk of losing net worth to food shortages. I am in the latter category, as I have a hard time watching the food levels, so having food on hand is a lot easier for me in the long run. Both work, but later in the game when food goes above $5 per bushel, it is strongly recommended producing your own food as opposed to buying it.
5] A well run industrialist is in the red and will constantly lose money.
6] When producing units, produce 100% of whichever unit is slated for output. Dividing your production into smaller percentages, while easier, is not the most efficient manner of production. Change the industrial output in the ‘country management’ section on the main page of the game whenever you want to change unit type.
7] Even though you will not be researching for technology, do not neglect this deficit. If done correctly, you should be producing surplus money from your equipment sales, which first needs to be put into industrial tech to further enhance output, then weapons tech to enhance land gains [see flow chart found below] yielding good tech levels in relatively short order.

Stage #1- START of GAME to TURN #99 and The LIMIT of PROTECTION

For this first block of turns, all of your income will come from selling spies on the PRIVATE MARKET. Every detail counts at this point in your country’s development, because this is the foundation for what you are going to build the rest of the country on. Small mistakes or oversights now will yield big losses later on, so pay attention!

1) Sell your troops on the private market (this link is at the bottom of the Purchases page, or private market menu, titled Sell Military) for extra cash and to reduce military costs
2) Set your tax rate to 39%
3) Build 40 Construction Sites (CS)
4) Change your gov’t to Communism (at this point, with recent changes, you are on your own, but this is a tried method so it should be OK)
5) Set industrial production to 100% Spies
6) Build 4 more CS
7) Now you start building Industrial Complexes (IC) to produce 100% spies. Build the maximum # of IC possible for one turn (should be 20)
8) Sell the spies you have produced in a manner similar to the way you did at the beginning of the game selling your troops on private market [see #1 above]
9) Make sure you sell your spies EVERY TURN because they have a high military cost
10) If you run out of money while building, go back to building CS and selling spies on the private mkt. (You probably want to build up CS in blocks of 4, 1 turn at a time, selling the spies made in between)
11) Repeat steps 9 & 10 until you run out of land
12) To get more land, explore for 1 turn and sell off the spies produced
13) Build all IC and CS, as you will buy food as necessary, so farms are not needed at this point. I vary from this fine point slightly as it is beneficial for me to build up enough farms to produce the food I need without crashing my country with a food shortage. From what little I have lost in potential IC output, I have gained by not losing it through the catastrophic loss due to food shortages… Build ONLY enough farms to cover food, and usually none are required in the first 100 turns anyway
14) Continue to sell spies on the private mkt
15) Repeat steps 12-14 for the remaining turns until you reach turn # 99 and then stop, no matter what. At this point you want to save an extra day’s turns (like 80 or so all together) to make a rush out of protection, and avoid simple grabs from those around you.

Stage #2- TURNS 100-199
For this second group of 100 turns, you will be coming out of protection, and from now on all of your income will come from selling equipment on the Public Market (Market link in game). At the end of each day you need to sell as many troops or turrets or tanks (not all of the above) as you can on the public market. While under protection, watch prices of the mkt to determine what will give you your best ratio of dollars to units produced. This ratio is more important than anything else in your selling as you want to maximize your profit from sales, to be able to run your country and to have extra cash to purchase the precious technology that makes things run better. Most people it seems use industrialist starts, no matter what strategy because it gains net worth faster and more consistently than any other start to a game strategy. This will make the market soft for a period of time until some get discouraged or change to their other strat, at which time the market will firm up and prices will go up again. With any extra money you have at the end of your turns, it is imperative that you buy technology when it is cheaper than $3500 per point [see tech flow chart below]

1) Build up 8-12 more CS selling spies every turn.
2) Now that you are coming out of protection you need to build up some defenses.
3) You should have a good little bit of money in the bank (perhaps $1.5 million or more) to keep you alive for a few turns, so set your industrial output to 100% of the selected equipment (more below), presumably turrets depending on conditions.
4) If you have run out of land, or need more to get to your BPT quota, explore just enough to meet that BPT level.
5) Build IC (and Farms when necessary) and CS when you don’t have the money in the bank to support building IC. DO not be afraid to have so many CS and to keep building more, as these are what get you a leg up on your opponents. The more buildings per turn you can build, the faster you can grow.
6) Repeat steps 3 & 4 until you reach around 2000 acres total land area, at which point you will want to start thinking about building up some offensive equipment (mainly jets as they are the most bang for your buck, but also some troops and tanks) in preparation for land grabbing.
7) Continue to produce your equipment for primary income for AT LEAST 25 turns per day, as this allows you to not only sell 1/3, but also to grow in total quantity over time, despite the fact that you are selling a considerable amount off.
8) When the majority of countries have over 2200 acres, start making attacks to grab land from them. If necessary, explore only to gain back military readiness (as well as building CS), but from here on out land grabbing is your primary source of land.
9) Land grab as much as you can, but be careful not to get more land than those around you as you will get raped and find recovery difficult.
10) As mentioned above, build CS as you want to get to the level of 120 BPT or more as soon as you can, but do not sacrifice land grabbing to build CS. Land is one of the ‘fuels’ that make your country grow- do not neglect it!
11) Every day before you log out, sell a portion of your surplus equipment on the public market for a reasonable price. This equipment type can be determined by inspecting the market daily, and seeing which equipment yields the most profit / #s produced. This is determined by comparing the # of pieces produced at 100% output per turn, relative to their total dollar value in market at the time. [I.e. You make 5500 troops per turn and they are selling for $100 each = $550000 dollars per turn output. At the same level of production, you only make 4200 turrets per turn and these are selling for $135 = $567000, and tanks are made at 1015 per turn and are selling for $480 each = $487000. You can see that at this point, the best thing to market is the turrets as this yields the most $ per turn from your production. This is not difficult to tell, but time consuming, however also a key to success in the game using this strategy.] Unfortunately the market varies in price from day to day, so it is necessary to consider what the market is doing in order to survive and grow. Without the income from market EVERY DAY, your country will founder and never reach top ranking status. If this part is too difficult, or you are not confident what to do or sell, check with your division advisor or leader, and they can help you make this decision.
12) If for some unforeseen reason your equipment does not sell, switch production to 100% spies and sell them each turn as before to fund your country. This form of growth is limited but allows you to keep up with others around you on land, until you can get the feel for the market, and how it works.

Stage #3- Turns 200-299 and beyond…

From this point onward, you should always be making your income from selling units on the public market. This is the point when you need to focus on building up an offensive army, balanced with 25 turns per day dedicated to producing a surplus of equipment for sale on the market. Also, you need to work on getting your Industrial Technology level up to 125% of normal.
1) Continue to add to your stockpile of jets. In times of war, we will not be adding jets to our line-up, but for non-war time action, jets yield the most offensive power for the amount of $ spent on them.
2) Good rule of thumb for DAILY output of offensive equipment is 15 turns primary (jets in non-war and troops or tanks in war times), 3 turns troops, 2 turns tanks and 2 turns spies. All equipment (except jets) needs to be held in reasonable #s to prevent specialist attacks. Remember to switch the country management industrial output as you go.
3) Keep grabbing land from non-tagged targets found either in our database or in the game under news, but ALWAYS double check that your target is not a friend or a member of one of the larger alliances. DO NOT fall behind on land or you will lose ranking rapidly.
4) Keep salting away tech as you can buy it… As the game progresses, tech comes easier because it falls in price over time.
5) Eventually, you will convert your government to tyrant, but only when the time warrants it, as communists have more potential for rapid growth and net worth gaining.
6) When switching to tyrant, sell ALL of your units that you can on the public market to minimize the loss by attrition and to give you sufficient $ to rebuild the lost buildings destroyed in the conversion. Do this very last thing the night before your change. Switch the government at the beginning of your turns the next day, and spend your money rebuilding the lost buildings, not only to recover, but to regain your lost readiness, as this falls to 50% when you change. Leadership will make the final determination as to when to do the switch.

Goals to achieve…
1) First week: 90 CS and some small % of ind tech
2) Second week: 200 CS, begin buying research in earnest
3) Third week: 300 CS, continue to buy research, with more focus on weapons
4) Fourth week on out to end of game: Maintain and increase research levels (see flow chart)
5) Change to Tyranny, when called for by leadership

Research flow chart (borrowed from Axil)
Types and quantities of tech to purchase in desired order of accomplishment.
1) Industrial Tech to 115%
2) Weapons Tech to 120%
3) Ind Tech to 125%
4) Bus/Res Tech to 125%
5) Weapons Tech to 130%
6) Medical Tech to 87%
7) Bus/Res Tech to 140%
8) Farming Tech to 120%
9) Weapons Tech to 140%
10) Warfare Tech to 1%
11) Spy Tech to 115%
12) SDI Tech to 50%
13) Military Tech to 92%
14) Weapons Tech to 145+%
15) Bus/Res Tech to 150+%
16) Medical Tech to 80-%

Tech Maximums
Military: 90%
Medical: 72%
Business: 170%
Residential: 170%
Agriculture: 155%
Weapons: 148%
Warfare: 2%, unless in times of war, then higher….
Spy: 125%
Industrial: 136%
SDI: 85%, with 70% a good holding point in non-war times

Following these guidelines will insure your success in this game, not only in net gaining, but also in times of war, when you need the edge to beat your opponent. After all, this IS a war game, and preparation for war is essential to survival and growth. If there are questions, please come to me with them. If there are any changes or improvements, please inform me.
-Treebeard-
--------------------------------------------------------------------------------


Democracy Casher Strategy
Written by Supertodd, edited by Treebeard
[highly recommended for tourney only]
Step 1: Sell troops and switch to Commie govt. before you spend a turn. Change tax rate to 33% (33-35% depending on your preference) and while you are there, switch spy prod to 100%

Step 2: Build 40 CS ( this takes you to 15 buildings per turn) and then start building IC. Commies have a pretty good ind. advantage...You will be making $ every turn from here on out, which is nice for a change. The only thing you have to watch closely is food.... Food is bought on the market until the price goes over $5/bushel. As with our own commie strat, sell your spies EVERY turn to get the $ needed to build and keep costs down by selling EVERY turn. Explore as necessary until you get to turn #88. Save up turns to rush out into non-protection while switching to making turrets to sell on the market for your growth (building) income. Do not LG right away, unless you are defending... (up to you) Keep building CS every day, about 12-16/day....along with IC... Exploration should be sufficient to get land for now.

Step 3: If you have been following these guidelines, you should be around 3500 acres (don’t get bigger than those around you) and close to the top ten... Time to start THINKING about switching to cashing. Start buying up ent/res tech when it gets to a reasonable price, like $3500 - 4000 or so... up to you. This keeps your cash flow positive... You need to have about 150% in each before switching. Also buy up a little mil tech and weap tech, to keep up...and keep some of the costs down. Begin thew change by switching your government to a democracy. Switch your buildings from IC to ent/res in equal amounts and only enough to satisfy the amount of buildings / turn that your CS will allow. This will probably take about two days or so. Don’t worry, your $ starts to grow and you buy more and more tech and mil from the $ you make.... IMPORTANT! Keep about 10% of the total # of IC and when through with the conversion, set Ind output to 100% spies and leave it there. Also watch that food... It is a killer to run out... Buy tech when needed to keep up, but mainly just get enough food on hand at all times to keep everyone fed for the day. Note.... this period I have tried inserting more military bases, after reviewing the success of the BoA Republic countries in standard, and have noticed a considerable increase in tax revenue from less military cost. These were built in a 5:5:1 ratio, ent/res/MB. This seems to work, even with the limitation on land availablity in upper level tourney.

Step 4: Rapid Growth....now you need to go out and start taking land. Not only should you get your ent/res techs up to 180% or better, shoot for 145% weap tech to help successfully LG... This keeps your income very high and also allows you to keep up with the big boys on land... S

Step 5: Cashing.... Once you have got your military working, start making less attacks and concentrate on cashing. Use Planned strikes to get more yield on LGs and use your time hitting the cash button. Use your excess $ over what you need to keep in the top ten (around #5 or so) to either buy tech, or save it and hold out until the game’s end. I like 4:2:4:1 ratio of troops, jets, turrets, and tanks. This prevents this recent trend to GS destruction, and troops are a stable investment in NW.... If you use alot of troops in LG, opponents will get the picture of what you have without having to look, and will not retal with GS. Be sure to keep up with CS along the way... Also get your techs maxed out at 192% ent/res and 86% mil, and 154% weap and 75% mil losses, along with a strong SDI and some spy tech to protect your hiney...Ind and Ag tech are optional as you see fit. Don’t worry about the #1 ranked guy as his military is probably killing him and he won’t stay there. You will pass him at the end of the game.

Step 6: Game’s end.... You should have a lot of $ laying around, probably in excess of $1.5 billion or so [ed. note: I have not seen this yet]... (don’t go over $2.1 billion... there is a bug and you lose it- if you get close, spend it on mil or tech) Since you have been buying mil tech, you can play the markets too, buying cheap on the private mkt and then reselling on the public mkt. This will come in the last week or so of the game (earlier if you can)... you yo-yo on ranking, but you always have enough $ to take you right back to the top. Now at the very end of the game, about 2 hours before closing (if you can get online then), buy out the private mkt of troops and tanks. Then look at buying troops and tanks out on the public mkt, or turrets/jets on the private... Troops are 1 NW each, jets and turrets 1.1, and tanks 4. You want the greatest NW/dollar spent ratio.... With this strat you should be able to hit 40 mil NW and get top ranking...


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Farmer Strategy with Communist switching to Tyranny
By: Axil
This is the first 130 turns detailed out somewhat along with the important
switch to a Tyranny Farmer. There are probably little things that i've
missed and will update this page if necessary and if people request it...

Communist Industrial Stage (first two weeks for so)
Set your tax rate to 35%
Change production to 100% spies
Sell the 100 troops

Build 24 C-sites
Change your Government to Communist

Build 14 Indus
Sell your spies
Build 4 more C-sites
Sell your spies

From here on, you will be building all

myrddn

Member
136

Jun 5th 2019, 4:23:41

ElPaco's 100 Turn StartUp
Story By: ElPaco -- Posted On: 8/15/00

The first 100 turns - this is how to spend them:
Change to democracy, 25% taxes.
Spend 46 turns building construction sites! Change to Communism with 33% taxes.
Sell your 100 troops on purchase. Change your production to 100% spies.
Fill up your acres with only industrials and enough farms to stay in the +.
Note the building rule on basics linked on the opening page).
If you can't afford filling your empty acres then build constructionsites until you can.
sell spies every turn on purchase) Sell all your spies on purchase.
Explore 2 turns. Repeat stage 6-9 until you reach approximately your 75:th turn.
Change your production to 60% jets and 40% turrets.
Repeat stage 6-9 until you have done your 100:th turn.
After your 100th turn change your percentages. but remember you will want to produce mostly Jets and Turrets.
I would say change spies from 0 to 5, troops from 0 to 10, Tanks from 0 to 20, Jets from 60 to 35 and Turrets from 40 to 30..
Example 2
The start of a Industralist Strategy
Sell all of your troops in the purchase menu and then the sell military menu.
this is where you will spend a lot of time in the first little while.) Switch to 34% tax rate. Switch the goverment to communism.
build 8 Construction sites(CS's) (8 turns)

build 18 industrial sites (2 turns)

build 9 industrial sites (1 turn)

sell spies (in purchase menu)

build 4 CS (4 turns)

build 8 CS (8 turns)

sell spies

build 36 industrial sites (3 turns)

build 8 CS sites (8 turns)

build 8 CS (8 turns)

sell spies

explore (5 turns)

build 72 industrial sites (4 turns)

build 18 farms (1 turn)

sell spies

build 18 industrial sites (1 turn)

explore (5 turns)

this takes you to about turn 50 or so... change production to 70% turrets and 30% spies. Continue to explore for 5 turns and then build untill that land is gone, selling spies when you need the cash. at turn 85-90 change production to 90% turrets and 10% spies... this will give you plenty of turrets coming out of protection and will also allow you to sell one third of them at the end of the day to have cash around... allowing you to keep your spies from this point on.

myrddn

Member
136

Jun 5th 2019, 4:22:49

THEO CASHER:
Sell troops
set tax to 35%
change gov to Theocracy
1-8 Build 8 CS
9-12 Build 4 CS
Set production to 100% spies
13 Build 11 industry
14-15 Build 22 industry
16-19Build 4 CS
Sell spies (157)
20-21Build 13 industry (actually built 17 – oops)
22 Explore
Sell spies
23-26 Build 4 CS
27Build 10 indy, 4 farm
Sell spies
28 Build 14 industry
29-32 Build 4 CS
Sell spies
33-34 Explore 2 turns
35 Build 15 indy
Sell spies
36 Build 15 indy
37-40 Build 4 CS
Sell spies
41 Build 13 indy, 4 farm
42-43 Explore 2 turns
44 Build 15 enterprise, 2 oil rigs
Sell spies
45 Build 15 residences, 2 farms
46-49 Build 4 CS
Sell spies
50-51 Explore 2 turns
52-55 Build 4 CS
Sell spies
NW 39,400
56-59 Build 4 CS
Sell spies (376)
60-67 Build 8 CS
Sell spies (752)
68-69 Explore 2 turns
70-73 Build 4 CS
Sell spies (564)
74-77 Build 4 CS
Sell spies (376)
Change production to 100% turrets

78-79 Build 54 labs
80-81 Explore 2 turns
82-83 Build 54 labs
84-85 Explore 2 turns
86-87 Build 54 labs
88 Build 27 labs
89-91 Explore 3 turns
92-93 Build 54 labs
94-95 Explore 2 turns
96-97 Build 54 labs

NW 92,785
Ent 15
Bus 15
Indy 117
bases 0
labs 297
farms 10
oil 2
CS 56
turrets 4680


---------------------------------


CASHER STRAT:
Phase 1, The Startup:
Change Government to theocracy Set tax to 35%
turn 1 build 7 residences
2 build 1 CS
3 build 1 CS
4 build 1 CS
5 build 1 CS
6 build 8 enterprise
7 build 8 residences
8 build 1 CS
9 build 1 CS
10 build 1 CS
12 build 1 CS
13 build 4 enterprise, build 6 residences
14 build 1 CS
15 build 1 CS
16 build 1 CS
17 build 1 CS
18 Build 4 enterprise , build 7 residences
19 build 1 CS
20 build 1 CS
21 build 1 CS
22 build 1 CS
23 Build 4 enterprise zones, 9 residentials
24 build 1 CS
25 build 1 CS
26 build 1 CS
27 build 1 CS
28 Build 5 enterprise, build 9 residentials
29 explore got 26 acres
30 build 14 farms
31 explore got 28 acres
32 build 1 CS
33 build 1 CS
34 build 1 CS
35 build 1 CS
36 build 5 enterprise zones, 10 residences
37 build 5 enterprise zones, 10 residences
38 build 1 CS
39 build 1 CS
40 build 1 CS
41 build 1 CS
42 explore got 25 acres
43 build 6 enterprise, build 11 residences
44 build 6 enterprise, build 11 residences
45 explore got 18 acres
46 build 5 enterprise, build 12 residences
47 build 1 CS
48 build 1 CS
49 build 1 CS
50 build 1 CS
51 build 6 enterprise, build 12 residences
52 explore got 16 acres
53 build 6 enterprise, build 12 residences ::: Switch government to republic now.
54 build 4 enteprises , 8 residentials
55 build 4 enteprises , 8 residentials
56 build 1 CS
57 build 1 CS
58 build 1 CS
59 build 1 CS
60 build 1 CS
61 build 1 CS
62 build 1 CS
63 build 1 CS
64 build 1 CS
65 build 1 CS
66 build 1 CS
67 build 1 CS
68 explore got 37 acres
69 build 15 enterprise
70 build 15 residences
71 build 15 residences
72 explore got 22 acres
73 build 1 CS
74 build 1 CS
75 build 1 CS
76 build 1 CS
77 build 16 enterprise zones
78 explore got 41 acres Status
79 build 16 residences
80 build 1 CS
81 build 1 CS
82 build 1 CS
83 build 1 CS
84 Build 17 residences
85 Build 1 CS
86 Build 1 CS
87 Build 1 CS
88 Build 1 CS
89 Build 1 CS
90 Build 1 CS
91 Build 1 CS
92 Build 1 CS
93 explore got 34 acres
94 Build 6 enterprise, 13 residence
95 explore got 19 acres
96 Build 6 enterprise 13 residences.
97 Build 1 CS
98 Build 1 CS
99 Build 1 CS Status
Now it is time to come out of protection you have 75 turns saved
100 Build 1 CS
101 explore got 20 acres
102 Build 20 farms
103 explore got 37 acres
104 Build 20 enterprise
105 Build 20 residences
106 Build 1 CS
107 Build 1 CS
108 Build 1 CS
109 Build 1 CS
110 explore got 24 acres
111 Build 21 residences, making 66,329$ per turn wow
112 Build 1 CS
113 Build 1 CS
114 Build 1 CS
115 Build 1 CS
116 Build 1 CS
117 Build 1 CS
118 Build 1 CS
119 Build 1 CS
120 explore got 22 acres
121 explore got 24 acres
122 Build 23 residences
123 Build 23 enterprise
124 explore got 41 acres
125 build 23 residences Buy 200 each residential and business tech if available
126 cash buy 42 business
127 cash buy 42 residential
128 Build 1 CS
129 Build 1 CS
130 Build 1 CS
131 Build 1 CS
132 explore got 30 acres Status
133 Build 24 residences
134 explore got 30 acres
135 Build 24 enterprise
136 Build 24 Residences
137 explore got 22 acres
138 Build 24 farms buy 100 each of Business and residential.
139 explore got 22 acres
140 Build 1 CS
141 Build 1 CS
142 Build 1 CS
143 Build 1 CS
144 explore got 29 acres
145 Build 25 residences
146 explore got 35 acres
147 Build 25 enterprise
148 Build 25 residences
149 Build 1 CS
150 Build 1 CS
151 Build 1 CS
152 Build 1 CS
153 explore got 38 acres
154 Build 26 residences
155 explore got 22 acres
156 Build 26 enterprise
157 explore got 32 acres
158 Build 26 residences
159 Build 1 CS
160 Build 1 CS
161 Build 1 CS
162 Build 1 CS
163 explore got 40 acres
164 Build 9 enterprise, 18 residences Spend all your money on turrets now
I got 30,150 in test country.should be enough to deter anyone from hitting you right now. Status out of protection

Phase 2,Exploration: During this phase you will want to continue exploring as long as you are gaining 30 acres of land per explore it is not good to
attack anyone.Keep Building enterprise and residentials in the ratio you have now. @ residentials for every 1 enterprise.This is going to generate
controversy well, eat it, I did the research on it and this ratio is better than 50/50( which is what most people will tell you to use)=P.DO not build any more farms rather buy bushels to feed your people and military.You can keep exploring for land until you are exploring less than 20 acres per turn.keep buying some tech every now and again using "Luck's Get Tech Trick" from the general tips and tricks page.Goals for this phase to explore until youre gaining less than 20 acres per turn, to get business and residential tech levels up to 150% each.Get Construction sites to 154.

Phase 3, Expansion: During this phase you start attacking for land.Look on the attacking tips page for specific tips for this.Keep all industrials you get from attacks and turn them into spy factories. Destroy other buildings and turn them into enterprise and residences.Keep building some CS more
enterprise and residences buying more tech in business and residential and other categories as well.As you near max in Bus Res tech it will be slightly
more profitablwe to work on getting military tech at that point.Weapons tech is important as a republic your military is kind of weak so you need to have
plenty of it to make up for that.15 turns cashing a day to buy tech, 12 turns attacking per day( 3 for SOL enemies ,2 for landgrabs) 12 turns building
enterprise and residences 8 building CS.Goals for this phase To finish getting CS built ( 400 is good) to get tech levels maxed (180% residence, 180% business, 150% weapons, 85% military, after these any extra techs to buy are conditioning,spy.

Phase 4 ,The finish: During the last few weeks of the game you will mainly cash with your turns.To keep under 1.9 bil cash buy some food on market or
some tech but try to keep military levels as low as it takes to keep from getting attacked.with about 1 week to go you want to cash up to around 1.9 bil and start buying forces with money as you get it.troops and tanks are best check with purchases to see which price is lowest.just buy enough to keep from going over 2 bil cash.with 4 days left to play youll want to sell all that food and tech you have.Put 1.9 bil$ worthon market to keep from going over 1.9 bil$ when its sold spend all your remaining money on troops or tanks right away. Next day check to see if youre still into positive cash flow. If you are then spend moe turns cashing otherwise just put more stuff to market 1.9 bil$ worth and then spend the money you have..



------------------------------------
Kamiogee

myrddn

Member
136

Jun 5th 2019, 4:22:23

ElPaco's Republic Techie to Casher Startup
Story By: ElPaco -- Posted On: 8/15/00

This is an alternate startup strat to the common industrialist startup. It can be made in two ways; an ind-tech-cash startup, or a tech-cash startup. The first one is the more effective, and The Dark Sphere, a LaF member, won a 2A-reset with this start. This is how you do it:

Set tax rate to 35%, 100% spy production and change government to republic.

Build 12 construction sites

Build 24 industrials

Build 8 construction sites

Build 20 industrials

Explore max

Alternate one turn with industrials and 4 construction sites until you have 60 construction sites.

Explore max and build max research labs until turn 99.

Sell spies as often as you feel like bothering.

After turn 99 set production to turrets. Fill land between 700 and 1,000 acres, when out of cash after turn 99 research bus/res tech. Explore as much as you can without being a landgrab target, when land is filled start teching for real, each tech sale should put you in pole position. When you have about 2k acres get "war" techs and switch to cash.


How to continue


When you have max mil/res/bus tech and a bit weapons tech at 2,000 acres, it's time to make a switch to casher. Put yourself as Tyranny


Tear down all your labs! (This is for making food while switching)

Build up enterprises and residentials, evenly

Continue =)

Keep your industrials and set them to produce spies

Build construction sites until you have about 85-90 builds per turn

Cash your way to number one spot! :-)

myrddn

Member
136

Jun 5th 2019, 4:21:04

Dragun's Tech Strat
Story By: Dragun -- Posted On: 8/15/00

The Techproducer
This strategy is the best netgaining strategy around. You can research about 50-70% of your turns, and yet be able to hang in there with the other strategies around. The dumbest thing to do though is to be a techfighter. That way you won't make any netgaining turns and will lose against the other players while there is a war or if you're going to kill off somebody. It's better if you stay out of those actions and netgain instead. And when you want to netgain, i.e. 100% teching, you can get yourself to top spot (if you want to) in no time. The only problem with the techer is expansion which will be addressed later on.

The techer is among the most difficult strategies to run, it seems, since almost nobody who wins or is top ten seems to be a techer. But in other games, 2A for an example, people have won many times using the techstrategy. But I can't guarantee you that you'll get top ten with it, but I can tell you that if you play techer and play it correctly you'll have a chance of winning. Playing the techer won't take very much time if you'll gain all day; you need to expand and for that you need time. So how to play?

How to play the strategy

You need to play the industrialist startup to be able to play techer the rest of the game. You should preferably be republic, since you won't lose those important construction sites because of the revolution. Get yourself up to 400 construction sites as fast as possible and switch to techer. Now you have lost some networth and are rather fat compared to countries around you. So what you do now is tech all the time and sell one third of everything on the market. Then the day after you have lots of cash and you buy loads of troops. You can repeat this until you've reached top 50. That should take about two or three days. All you need to check is that you don't get any food shortages, so buy food from the public market once you've logged in. After you've reached a stable top 50 place you can start expanding. Then you transform your troops to jets. Your military units in percentage should be:

70% jets, 15% troops, 10% tanks and 5% turrets. You should grab and build about 15-20 turns of your day the first two weeks, and then tech. After the first month the tech price will go down slightly so grab and expand 10-15 turns a day, then tech. But now you can grab larger and fatter targets than before. The techer shouldn't have any other buildings than research labs and construction sites. People rarely use spy ops against you unless you are in the top 10 or in war. If you are a top 10 player before the last two weeks, it's your own fault. If you're at war, tough luck, your country isn't fit for fighting anyway. So IF you want to have those (damn) industrials, keep at the tops 100 of them. I.e. if you have 10k acres your building structure should be: 9500 research labs, 400 construction sites, 100 industries. How much to put out the tech for The first two weeks of being a techer you can easily increase the price of the tech by about 100$ and still be able to get everything sold. When prices hit about 2500 and below, only increase the price with about 50$.

Then when it gets down to 2100 and below you should put out at the even hundred (I.e. if tech is out for 2143, you should put out for 2100). Play and mixture with the tech-prices. Many players have learnt that you should put out for 2199 and so on. So what you should do is that you'll put tech out for 2198 or 2498… use this to be certain that your techs gets sold.

What to research?
The most important thing for a techer is to… research. Yes, that's right ladies and gentlemen. But what should one research? Well, it depends. I'll go through the techs one by one and explain how important (what priority) they are depending on the time of the game. Note that these tech-percentages imply after you've got your tech sold and are logging in, not after you've teched your turns.

Military tech - This tech is important almost all the time, exception for the first two weeks or so when you don't buy too much units and it doesn't matter too much. But then you should try to keep it around 90%, below preferably, specially if you're a techer. Priority-two tech. Medical tech - The medical tech is not one of my favourites, since I play techer, but is really useful for fighters and really expansionistic players. Not very useful until after a month to six weeks. Usually around 85% is ok, but if you want to have lots of tech you need to have around 70%. Priority-three.

Business and residential techs - These techs are the most important of the game. Combined they give you almost the quadruple (!) income if you have high levels of these techs. You'll need these from the second week of the game, after your switch. You should as a techer have a positive revenue each turn most of the game since you should be landfat, and to be able to have that you need to have lots of business and residential tech.

200% and more for republics, around 195% for others. Priority-one tech.

Agricultural tech - This tech is worthless unless you want to be a farmer boy. You should have 195% of this tech if you're a farmer but only around 1000 points if not. No priority tech.

Warfare tech - This tech truly sucks. You don't need high levels in this tech since missiles are worthless if you are a big country and if you are a small country: Why didn't you follow the strats? No priority tech.

Weapons tech - This tech is really useful since it can strengthen your army 1.5 times. You need these in war and outside wars when you're expanding. This tech could mean the difference between a successful and a failed landgrab many times. Important from your first grab and until you stop grabbing. This tech you should have at least 140% of. Preferably more, 150% if you're republic. Priority-two tech.

Industrial tech - This tech is like the agri-tech: Strategybound. Well, not the first three or four weeks, since the price is usually a lot higher than the other techs, so if you think it it's worth it you might want to make some extra cash by researching a pointless tech. 135% for industrialist, or else almost nothing. No priority tech.

Conditioning tech - Another tech like agriculture and industrial tech. You'll need this only if you are a fighter. If you're not a fighter this tech is pretty useless.

Spy tech - I haven't used this tech very much since it's pretty new and I wasn't a fighter last reset so I didn't research it much. For gainers it's useless since you won't be holding many spies anyway. But for fighters and in war it's probably awesome. 130% would be recommendable if you have many spies and you can by it cheap pretty early in the game since there isn't much demand. Priority-four.

SDI tech - This tech is pretty useless unless you're top 10. Most people emphasise this tech too much.


If you can stay out of top ten and hide NW instead it's much better than being top ten and have no hidden NW. That
way you won't be targeted by multis or jealous players, and you won't need any SDI. 30-40% is enough, but if you want to end up in the top 10, you should get more than 100%, if you're republic. Priority-three until last two weeks, priority-one from then.

myrddn

Member
136

Jun 5th 2019, 4:12:59

layers's Industrialist Strategy
Story By: Slayer -- Posted On: 8/15/00

Startup =================================================================================
1) set tax to 34% and gov to either Dict, Commie, Tyranny or stay at Monarchy (They're all good. Tyr has a 1 turn attack though) 2) build 40 Csites. This should give you a bpt of 15. Next goal is to build 350 indies. Set spy prod to 100% this is how to get 350 indies without losing money build 15 indies sell spies on the private market after that repeat step 1 explore when you run out of land start again Only time when you get out this cycle is when you need food. When that happens build 10 indies and 5 farms * From now on every time you log on build 10 csites till you get around 250-300 3) switch prod to 100% turrets, keep exploring land, building indies, sell extra turrets when you need the cash (b4 you log out) 4) when you get to about 1.2 k indies switch production to 45% turrets 45% jets 5% troops 5% tanks 5) with your extra cash buy indy tech. Max it out Land grabbing (for all strats) Need to know!!!!! ================================================================================= There are 2 ways of doing this You can hit people lower than you on the score list. Nice targets are always reps, demos and theos. You can PS someone and get major acres doing this. but after while when you get really high; you get retalled You can bottom-feed. That is hitting a lot of people that are a lot lower than you. You need to do this when you are near the top. 2 problems with this are: hitting people that are suiciders: guys who will go after you because you took a little land and the 2nd is having to hit a lot of people to get the amount of land you would get by hitting someone on your score list mid-game ================================================================================= You are now a very powerful fighter, take advantage of it. You can now get landfat without worrying about getting lged. Bulid more indys and produce 50% jets and turrets Be very careful though. Don't hit big alliances. They will gladly take your land away. end-game (stockpiling) ================================================================================= Around the last 2 weeks of the reset; start stockpiling. Sell all your jets. You won't need them. Set production to 100% tanks and buy tanks at the end with ALL your cash. Congrats, you just got top 1000 with no problem. See? Not hard at all.
2000 Slayzer inc.

myrddn

Member
136

Jun 5th 2019, 4:12:39

The Newbie Guide

This guide will teach anyone who is new to earth how to play effectively. I suggest even slightly experienced player read this over because you might learn some stuff in here. I know what it was like being a newbie. I used to play multiplayer games on a gaming network called Kahn. I was a newbie at warcraft2 the first time I played, but I learned quickly, same went for Starcraft. I started as a regular newbie, but I dont like sucking at games so I set out to make myself good in the smallest amount of time possible. The same happened with earth. While I dont regard myself as an EXPERT, I know I am advanced enough to write this guide and strategies.

First off, there are 2 levels of newbies. The first level of newbie is someone who knows nearly NOTHING about the game. If you know nearly nothing about the game, I suggest you read the Instruction Manual first so you know what each building and military type does and so on.

The second level of newbie is someone who knows the basics, but just doesn't play effectively and efficiently. There are so many people that play earth who are like this and I was one of them at one point, just like everyone once was.



The Newbie Way of Thought

This may NOT apply to you, but it does apply to almost every newbie out there. The way a newbie thinks is, you should be making money every turn, you make military every turn, you should be making food every turn and you always have a rounded military with some tech. Basically, once you know what each buildings does, you obviously think, if you are losing money, or not getting much, you should build Enterprise or Residential. If you arent making lots of military every turn, you should build more Industrial. If you are losing food every turn, you build farms. This is NOT correct!


The Four Basic Strategies

There are four BASIC strategies to choose from which I will briefly explain:

1. Cashing - You build most of your buildings Enterprise and Residential to make lots of money. You also max out your Res and Bus tech to make even more money. A casher can be nearly any government, but usually are Democracy or Republic. You get your military buy buying it with all the cash you make. You also buy your food and tech with the money you make.

2. Industrialist - You make most of your buildings Industrial which provides you with your military. You will be losing money every turn and to keep alive, you sell military on the public market for money the next day. You also max out industrial tech and military tech. Most industrialists are Tyranny or Dictatorship.

3. Techie - You make most of your land Labs and research a ton of tech. To make money you sell tech at the end of your turns on the public market. You use this money to buy your military. Almost any government can be an effective techie except commie.

4. Food - You make most of your land Farms and max out agriculture tech. To make money, you sell food on the market and to get military you buy it with the money. Most food producers are Tyranny.

Those are the four basic strategies. You CAN mix 2 together or even 3, but that requires LOTS of experience to make it effective and I definately DO NOT recommend mixing. You should pick the strategy you think you will like the best and then review the government you think you will like to be and will be effective using that strategy that you have chosen. I have used all of those strats except food, so I only know the basic concepts of food strat. Each strat has its variations of stages.

To be a good player you have to THINK BIG all the time. This is one problem TONS of people have. They get 100,000 troops and think, wow, this is a lot. But 100,000 troops isn't a lot, only to someone who just got that much for the first time. Try and go PURE in your strat, meaning, if you were going industrialist, build ONLY industrial and construction sites! I know you will probably think this is the worst thing you could do, but its actually VERY effective. You will make WAY more military and concentrate on your strategy. You will probably think, well you will be losing way more money and food, but if you are making more military, then you are stronger and can sell more on the market, to make that extra money you're losing and to buy food. I know one guy who looks at my screen and tells me i suck because im losing food and money every turn. Well, thats cuz he's a newbie, I was playing a game where i was 1st place in 2X at the time.

Governments play a huge role in the game. Most newbies just pick the one that sounds the best, stick with monarchy cuz they cant decide, dont even know how to change government, or choose one that when they look at the differences think is THE BEST, usually cuz of one bonus that catches their eye. Almost all good players will agree with me when I say all governments are nearly equal, except for commie which just plain sux (except for the first few days). For a starting player, I suggest using dictatorship, since it is a pretty well rounded government that can do any strat effectively.

So, now you have picked your basic strategy, your government and have your goal in focus, which is NOT to be mixed in strats or buildings and to focus on your strategy. Now, to form your own strategy out of the basic strategy you have chosen, you have to consider a few things. First of all, for the start, the most effective way to start off is the Basic Commie Start which I will explain later. This will get you ahead at the start. Start off Commie if you chose Democracy, Republic or Monarchy as your government, otherwise start as your government you selected. The next stage is to plan in your head what you are going to do. You have to remember, you need a way to:

1. Get lots of military

2. Keep your important tech levels near maxed out

There are 2 ways of getting military. One is to buy it, and the second is to get it from industrial. Obviously you will buy it with all the basic strats except for industrialist which you will get your military from industrial buildings and wont need to buy it.

What kind of military you get is also VERY important. There are advantages and disadvantages to each type of military. Click HERE to see notes and explanations on the military units.

Also, what buildings you build are VERY important! Click HERE to see descriptions and notes on all the buildings.

To get tech there are 3 main ways. The first is having a stage in your game (usually after the first 4-8 days) where you build lots of labs to research your tech, then destroy your labs after you're done maxing it out. The second is to buy tech from the public market. The third is rarely used, you use spies to find targets with lots of tech and steal tech from them. I dont recommend using the third option because it requires lots of experience.

In your strategy you may want to change governments some time or even strats. Most of the time people try to keep the same strat throughout the game, but sometimes the public market just isn't in favour of your strategy. For example if you are a techie and tech prices suddenly drop dramatically, you wont make as much money and might consider switching to cash or industrial. Government changes can worsen your situation, and it can help sometimes. I suggest you stay with one government throughout the game, but if you are a casher, you will probably want to switch to Demo or Rep near the end of the game.

The next step, after reading all of this and planning your strategy is to find other good resources where you can learn. The way I learned quickly was simply through playing experience (seeing that i was ranked low) and from talking to expert players, joining an alliance in 1A, and reading the earth strategy boards at least once a day. Ask questions to experienced players and on the strat boards whenever you have a question and you will learn how expert players think. Talk to expert players as much as possible. I found lots of good players by joining an alliance, I suggest you do this if you havent already. If you dont know how to join, goto the Alliance board in the Earth Forum. This is the key to overcoming being a newbie. I suggest you start by reading The Basic Commie start and Wufbam!'s Parenting strat first though. The basic commie start is the most efficient way of starting your game and the wufbam! strat is the base of so many strats and can give you an idea of what your strategy can include. These are a bit outdated, but will give you a basic understanding of strategy.

Note about the Commie Start: If you are tyranny or dictatorship, it won't make much of a difference if you start commie or tyr or dic, because with the new stats of a Commie, starting as a commie wont be as effective as it used to be and the change of governments will basically negate the advantages that it gives you. But if you aren't dic or tyr, you should start commie.



1

myrddn

Member
136

Jun 5th 2019, 4:12:06

OK, many of you have opted to play a democracy, since it is the easiest to play. You may have noticed that the #1 country is a demo.
Well, he did not start that way, but that is a different story....

If you are a democracy, you must realize the strengths and weaknessess of that government.
There are two key strengths: lower military costs and higher Per cap income (PCI). The weaknesses are poor military and terrible spy performance.

OK, demos ALWAYS make money, so you want to make sure that you MAXIMIZE the cash machine.

Building distribution for a casher...

25%-30% Enterprize
25%-30% Residences
20%-30% Mil bases
10% Industrial zones
0 farms
0 research labs
The rest in csites...

Production rates:
100% spies until 150 spies/acre then some turrets, but keep the spy ratio at 120-150 spies/acre. Your tech is VITAL and you have to protect it.

Target Tech levels:
Military - 88% (87% is possible but costs too much)
Residential: 190%-195%
Business: 190%-195%
Spy 120-130%

Put some in the rest of the techs in this order:
SDI, Weapons, Industrial, warfare, medical

Playing the market:
The key to a demo is to buy low and sell high...
Buy tanks and then troops on the Purchase menu, then sell as much as you can on the public market.
If you have tech and buildings like I said, you can buy tanks for $397 and troops for $97 each.
You can then sell tanks for $490 and troops for $118. If the market allows you that.

Playing turns...

1. First turn of the day: cash one turn to get your money..
2. buy enough food for 30-40 turns.
3. Use 20% of your money to buy tech if your levels need topping up.
4. Scout out one or two good landgrabs.. Choose demos or Republics, because they are more likely to have the kinds of buildings you want.
5. Make the grabs, and get rid of the bad buildings and build up your new ones.
6. Check your food.. If you have enough, cash a few turns.
7 Check the Public market for food prices.. If $4 or below, buy it.. Keep cashing turns and checking for food prices...
8. When out of turns, go to Purchase menu and buy ALL the tanks you can. If you have money left, buy all the Troops you can.
9. On the public market, sell ALL the troops and Tanks you can. Troops for $118 (as of today) and tanks for $490 (as of today). You will need to monitor the market to make sure that no one has put MILLIONS of good s on the market for lower prices. Use good judgement here.
10. Log off for 12 hours and start over.
Now although a Democracy is the easiest to run because of your poor military and spying you could very well become a target for countries that need land. I suggest that you find a Alliance not a clan that can give you some protection from over land grabbing. You don't want to become someones land fluff!

myrddn

Member
136

Jun 5th 2019, 4:09:36

XtReMeXz's Tech--> Rep/Casher
Story By: XtReMeXz -- Posted On: 8/15/00

For those who wants to play casher, this is a techer converted to casher strat, here goes:
I start off by changing tax rate to 35% and selling my 100 troops, and building indies. Building CSs and selling spies when I run out of cash.

When you have 10 bpt, you would have already run out of land space. SELL ALL SPIES and EXPLORE once. You do not lose population this way. Continue building indies and Construction Sites.

Before you get out of protection, set production to 100% Turrets.

Build 500 Indies and get a 25bpt.

======= Converting To Techer =========

At the Techer phase you need to stay landthin, using your turns to tech to prepare for the casher stage.

Build 1500 tech centers (do it your way), exploring to get land (less trouble). Tech your way to 160% Business and Residential.

You should have 2k - 2.4k land by now. A bpt of 35 or more.

======== Converting To Casher ==========

This stage draws a newbie apart from a good player. The ability to grab and defend is crucial at this point.

Tear down all labs and replace with enterprise and residences. 1:1 or 5:4 ..(Residence should not exceed Enterprise)

After you have successfully converted to a mini casher, you need to grab to get BIG.

Build CSs and Get your Bpt to 50 ASAP. YOu will be grabbing big time .. bottom feeding. Bottom Feeding is attacking weaker countries (really weak).

Do a News Search. Criteria Within 500 rankings/Standard Strike. Pick one who attacks alot but is still weaker than you. Use your cash to buy JETS and enough tanks to make sure he cannot AB you the next day. Grab him. If that was not 1A, grab him more =).

Build CSs with spare turns, do a PS at the end.

==> Time Flies <==

You get big: The Tricky part ..

You cash 18million/turn : in 70 turns you will have more than a billion =)

>> TO PREPARE FOR A JUMP << (Comments plz)

Buy up BUSHELS, cheap ones many days b4 the game ends, store em' up, (U should have billions in STANDARD), sell them at a ridiculous price of $50.

Few days b4 the end, you will have to make your jump as food is not at the bottom and military is not at its peak. Sell your bushels in packages. Use up your 2billion cash b4 u sell.

Sell your tech and other stuffs.

Make the overall profit = 1.8billion

Eg. Food @ $4, sell 450million a time

Sell them at 1 HOUR intervals. Wait 4 hours, STAY GLUED TO YOUR COMPUTER!

AFTER U SELL YOUR STUFFS U CANNOT TAKE ANYMORE TURNS, SO SET YOUR TAX TO 70% AND CASH YOUR LAST TURN!

WITH NO MORE TURNS TO TAKE >> U RELY ON THE MARKET.

Your bushels should start selling, buy military once they sell,always have your cash on hand less than $1000 =)
Sell your tech and other stuffs. You will make a very big jump.

Depending on the market and suiciders, you should get a really high networth.

TAKE NOTE ->

1) Always have close to maxed Business/Residential/Military/SDI tech.

2) Do not provoke bigger countries when u are still small

Thats it.

XtReMeXzz

- Earth 2025 iS NoT JuSt aLL aBoUt sKiLLs, iTs AbOuT LiFe. AnD YoU kNoW wHaT liFe iS, iTs a fluff.

myrddn

Member
136

Jun 5th 2019, 4:08:44

FREEMagius Brigade
Member Jun 10th 0:31 AM

Official Techer (tech seller) Strategy v1.0
8/2/99 5:59:02 PM
This assumes you have read the post entitled "universal 100 turn start up". This post starts where that
one leaves off.

A techer can no doubt be a powerful netgainer as well as a strong fighter (converse to normal opinion). I
expect tech prices to rise somewhat this round due to the addition of a new tech (conditioning) and thus
increased demand.

Of war strategies, I think this one and the dictator farmer are good choices (altho I prefer the farmer only
slightly). If you can play 2 times a day I recommend playing techer, otherwise farmer is probably a
better choice. I really stress that last point. Selling 2 times a day can make a big difference for a techer,
and if you can't play every 12 hrs you might want to consider some other strat.
Also, this strategy takes a while to get to the top, you spend time at the start concentrating on building
construction sites. It pays off down the road.

The idea: You cover your land with only research labs, spend 2/3 of your turns producing tech, and sell
it at the end of the day in order to buy food and military.

The strat:

Do the normal monarchy startup. After you sell your first batch of units, use half your turns to build
construction sites. Use the other half to explore and build industrial complexes. Sell the max number of
units you can at the end of the day. Switch production so you are making some jets because you will
start landgrabbing soon.

Once you see many people starting to get around 1000 acres it is time to stop exploring for land and
start landgrabbing. Switch to tyranny (all techers should ALWAYS be tyranny). Remember to build
construction sites with the first 1/2 of your turns every day. Continue to sell units at the end of the day
to finance construction.

Once you get to around 3000 acres, concentrate on getting to 400 total construction sites (or 100 builds
per turn, whichever comes first). Keep selling units each day and start to stockpile the cash, you will
need it to convert your buildings. Once you reach 100 builds per turn it is time to switch from
industrialist to techer.

The switch: Tear down 100 industrial complexes, then build 100 research labs. If you do this on a turn
by turn basis (DON'T TEAR DOWN ALL YOUR INDUSTRY AT ONE TIME - get the most production you
can out of it while you still have it) then eventually your country should look about like this:

2500 labs
100 industrial complexes
400 construction sites.

I always try to keep at least 3% of my land covered with industrial to make spies. From here on out you
should only make labs and some occasional industrial complexes for spies. If you get other buildings
from landgrabs tear them down and build labs in their place. Labs work in a special way such that they
make more tech if they cover a higher % of your lab, so you want as little mixing as possible.

Remember with this strat eventually you will lose money per turn. That is the way the strat is designed.
The cash you make from tech sales will more than make up for it, so don't panic if you start losing
money each turn.

From here on out your goal should be to get really fat and build labs on all your land. You should try to
research between 1/2 and 2/3 of your turns, and I would start by researching residential and business
first, and then weapons/conditioning.

Don't fall into the trap of researching too much and not growing fast enough. Some players have a
tendency to be too land thin and research all their turns because you can get a lot of networth and
catapult into the top 10. However these countries tend to finish poorly because they do not have enough
land. Your goal should be 50,000 land in 6 weeks. You should try to be fatter than the countries around
you. MD signs a lot of NAP so that you can get fat, and our tag offers a lot of protection. If you have
more land than the people around you it means that eventually you will end up producing more than they
are, which will allow you to pass them in the ranks.

The techer can no doubt be one of the most powerful strategies. It is probably a good idea to play every
12 hrs and sell your tech at the end of each 12 hr period. This is due to the new 25% market good
restriction (as opposed to 33% before.)

myrddn

Member
136

Jun 5th 2019, 4:07:44

Rico's Theo Techer Reseller
Story By: Rico -- Posted On: 8/16/00

First 100 turns~ Change Government to theocracy
(sell troops. set tax to 35%)
Start building industry (100% spies. every turn sell spies)
After your first 20 Industrial complexes start building CS’s until you have 20 BPT.
Build enough farms so your people don’t starve
Explore when you need to
Turn 55 set production to 100 % turrets
(every turn you cant build your bpt of industry build 4 CS’s instead) Turn 99 store turns. Wait 18 hours to get the bonus turns.
Turn 100-200~

When you are done with your turns, out of protection you should have at least 20k turrets (this is of course because you need at least 20k units to sell something and you will only be able to sell turrets for now). Sell 1/4 of these. Hopefully you have already found good def allies. Now that you have a good amount of money to build explore as much as you can and build on it. Once you hit about 300 500 industry start building research labs. With your last turn buy as many turrets as possible from the private market and sell a full 1/4 of your turrets again. At 1800 acres this is how my buildings normally look like:

300 Indies
150 CS
1350 Labs


You should now be teching with your turns and don’t worry about landgrabing just yet. You are now sustaining yourself by selling tech & reselling turrets and as soon as you have the money, troops and tanks. You can switch your Indy production to 100% spies. Research mostly Military tech so you can buy cheap military from your private market. And also research Res and bus tech because they sell the best early on.


Turn 200+~

From now on just build labs and if you land grab someone that had a lot of Indies or any other building just tare them down and build more labs. You can now start attacking. Everyone has a different attacking style. Personally when playing a Theo reseller strategy I like to get an SS and a PS one day and the next day I don’t attack unless if I find a good SS target. The reason I do this is because it lets me resell Jets every other day and because it lets me have offensive allies. (For some reason offensive allies don’t like it when you do PS’s Eveready. Hehehe) you can go with zero offensives allies if you wish to save yourself from losing jets when they attack. It also it allows you to Plan Strike everyday.


Mid Game~

I usually stay pretty thin compared to others on my score sheet (having lots of troops for reselling contributes to this) So I usually keep only enough turrets to feel safe from a bombing run and keep many more jets than turrets. If you ever run out military in your private market you should think about buying up the cheap bushels and resell them later when the food market jumps later in the game.

Since your making most of your money off of reselling military you can go a few days without selling tech. This allows you to try to get you most important techs maxed. (Military, Business, SDI, Weapons, and Medical in that order) You can tech Residential instead of Medical if you wish but note that the more of this tech you have the more people you have eating that expensive food.


Late Game~ When the tech market crashes, stop teching. Don't worry about playing turns anymore because your lossing a lot of money per turn now. Just log in and keep reselling military and selling extra tech. Remember that each tech point is worth 4 points towards your NW. As long as you can sell tech for more then 4 times the price of the average troop or more then the price of 1 tank your ok.

On your last day if you are top ten make sure to join GDI and cash out. Remember when cashing out that most of the time troops give you the most NW for the buck so get as many as you can and then move on to tanks. I hope this helps you out in your game.

myrddn

Member
136

Jun 5th 2019, 4:07:15

Rico's Converting/Switching
Definition
"Switching" or "Conversion" refers to changing your country structure into something else along with the tech needed to support it. Usually when we talk about switching, it's either indy -> casher/farmer or indy -> techer -> casher/farmer or simply techer -> casher/farmer or indy -> techer.
The Need for Switching
"Switching" is needed because you may have used a startup strat which gave you a lead in either land, rank, or tech level, and now you want to switch to your desired (hopefully more effective) strategy to use for the rest of your game.
When to switch?
Usually the determining factors for switching are acres owned, tech level, market prices, and timing. Each has their own advantages and disadvantages:
Note: For all switches, you MUST get your tech up before converting your buildings into your desired types.
For Indy:

1. Late Switch
Advantage: have top ranks all the time (less likely to be grabbed); production always at full speed
Disadvantage: inefficient since the more acres you have, the higher the cost per building, hence rebuilding can be costly

This method is mostly used by indy starters since you will maintain some good land and rank while you're at it. To determine when to start switching, you will look at the prices of tech on the market if you plan to buy the tech instead of producing them yourself with labs (which will be discussed later). A good target price of when to switch would be when tech falls below $3000.

2. Early Switch
Advantage: efficient (less acres to take down and rebuild)
Disadvantage: hard to keep up with ranks; sometimes hard to climb up from bottom up

This method is preferred by more experienced players since it does take some skills to climb ranks while avoiding from getting grabbed. Start switching at 2K acres.

Getting your Tech up
As I said before, prior to taking down your buildings and reconstructing them into the types you want, you MUST get your tech up. Fail to do so is a serious mistake.
There are two ways to get tech, either buy them or produce them.

Buying the tech: Sit tight with over 80% defense and sell units (for indy) to buy tech. You should stop or reduce your daily landgrab to save the money for tech rather than on construction.

Producing the tech: You'll go through another stage of switching which involves converting all your buildings into Research Labs and directly do your research on the appropriate tech categories. Less efficient since it requires an extra stage of converting your buildings. Again maintain heavy defense during these times.

The Process of Switching
This section describes the process of switching. If you are using an indy start and playing it till midgame, then this is how you go about switching:
1. Start producing pure turrets. This gives you the maximum defense as well as maximum sales income from the market.
2. Use the money from your sales on tech. Always get your tech up before switching. Get your critical tech areas up first. (ie. if you're switching to a farmer then get Agri tech up first etc) Spend all your turns each day building CS.
3. Once you get your tech up (around 150%-160% for bus/rez, 180%-190% for Agri, etc), make your switch and start taking down your Industrial Complexes and rebuild them into your corresponding types of buildings.
4. Start catching up on land since you fell behind in acreage while switching.

I recommend not to attack others during your switches since you should be concentrating on switching. But then again if you can handle both landgrabbing and switching at the same time then it is recommended.

Additional Tricks
At some point in the game you may want to switch your government since you may have used a commie indy start for the first week, and we know that indy is one of the worst strats in terms of production compared to other strats. The problem is that you will lose a lot of NW in the switch. The best way you can minimize the loss in NW is to pick a government that you don’t have to do a switch with (eg. Theo indy -> Theo techer) or switching from Monarchy to a different gov't type (eg. Monarchy indy -> Anything) since switching from Monarchy will not cost you anything besides a slower start. But most of us don't do that. So here is a walkthrough on how to switch governments and lose the least NW.

First off do not make your switch at the end of your turns. When you make a government switch your readiness drops to 50% so you need turns to get it up. The day you plan on making your switch make sure you have a lot of money saved up.

First thing you have to do is make a Planned Strike with everything. Troops, Tanks, and Jets. When your military is out on a PS you cannot lose them when you make the switch. Now sell your tech and turrets on the public market. Stuff on the public market you can’t lose in a switch.

You are now ready to make your switch. After Switching, your readiness will drop to 50%. Start reconstructing on your empty land and make sure that your readiness gets back to 100% before the end of the day.

myrddn

Member
136

Jun 5th 2019, 4:06:40

King Wilson's Theocracy Tech Seller/Buyer-Reseller Strategy
Story By: King Wilson -- Posted On: 8/15/00

Ok, please do not give this strategy to anyone unless you ask me first. The goal is for this to only go to those that we know. We don’t want everyone with a good strategy do we? :o)
Note: This is written for a FFA reset. It can be used for Tourney and 1A, although you may need to alter a few things. My advice, try it out in FFA, learn it, then you tweak it for yourself

Ok, first off, startup. DO NOT CHANGE YOUR GOVERNMENT. Leave it at monarchy for now. The reason for this is, in a theocracy, you sell stuff on the private market (ex. Selling spies to build) for 90 bucks, but Monarchy sells for 120, so since you can change to Theocracy later on without any penalty, stay at Monarchy.

Set your production to 100% spies, and your tax rate to 35%. Now, start building, build just industrial and construction sites. Basically, your BPT will get really important depending on what you decide to do later on, but you also need the industrial zones now to build. So it’s up to you. Just remember that later on you’re going to need high BPT (Buildings Per Turn). So build, sell spies as you need to so you can keep building, and so on. When you run out of land, explore 4 turns or so, and when you get low on food, buy some if you can, or build some farms for now (later you will tear down any farms you have and any other building you get that you don’t need)

Now, one thing you will find about this strategy is it leaves a lot up to you. You need to decide when you are comfortable with the amount of industrial zones you have. The reason you have them is so that you can sell the spies you make to build more, and also to build jets for your first few landgrabs, if you decide to do that (more on this later). When you believe that you have enough, being building ONLY research zones. Bear in mind you do need to mix in some construction sites, because you have got to get that BPT up. Anyway, regardless of what you do, STOP at 99 turns. Wait until you have 75, and start building again. All research with a little construction (I’d recommend 20% of your turns spent on construction)

Hopefully you are reading this before you use it :O), because you have a decision to make. Are you going to play it completely by the rules, or are you going to cheat? By this, I mean how are you going to get your land? At some point, exploring will become a joke, when you get below, say 15-20 acres a turn, it’s worthless to explore. Your two options are too go it legal and “land-grab” all of your acres, or you can run slightly illegal “land-farms”, and attack countries YOU make with NO defense with next to no offense. It’s your choice. Land-farms are against the rules, but in a moment I will explain how to do it and NOT get caught. I am a self-admitted farmer myself :o). Anyway, here is an explanation of what to do to farm

First, you make as many countries as you think you need (for one country, I’d say 5). Set the government at Republic, the tax at 35%, and the production at 25% spies and 75% jets. Build just industrial and construction, and explore as much as you can. Your goal is to make this land-fat as hell! Anyway, it’s not hard to make a farm. Get the BPT of it high, because the quicker you can build, the more you can explore (you can only explore when ½ of your hands are full). Of course, later on, those jets come in handy, as you landgrab to make yourself fat.

If you do farm, what you do is you buy about 1000 troops, and attack the farms with 1 troop, and you win, you get land, build on it, so on

Now, here comes how you do that and not get caught

First off, make sure you have downloaded both Internet Explorer and Netscape Navigator. You need them both. Now, pick one of them to play your main game through (I play my main games through Explorer and my farms through Netscape), and then play all your farms through the other. THIS IS IMPORTANT. NEVER mess up, and log into the wrong one. IE, you play our netgainer through Explorer, but on accident go into it through Netscape. The reason for this is the way the game tracks IP, the different browsers change it enough so that you can get away with it. But if you log into the wrong one, it will think that yesterday you played those games, now you’re hitting them, you’re farming, under suspension! Basically, when you do this right, it thinks you’re 2 different people on 2 different computers. It’s fool proof if you do it right

Now, what to do if you do not want to farm

First off, you need to realize, that you attack others and get land, you need military. Now, you can get this through industrial production. You will have to decide how much industrial zones you need. Right now, as I’m writing this I’ve started a new game and am following this to make sure there are no kinks, and I’m getting enough with 200 zones, but it is up to YOU how much you really need. Anyway, here’s basically what you do. When exploring gets you less than 20 acres, start grabbing. Either look at your scores page, or search, for people who have equal or lesser NW than you (lesser is better), but TONS more land than you have. This most likely means most of their NW is in land, and not in military. These are your friends ;o). Now, long before this, you need to change a few things. First, change your production to 75% jets, and 25% spies. When you think you’re good to go, look for targets, and do one Standard Strike against them. Win or lose, only attack once, and send a letter to them telling them it was only a landgrab. The goal is to keep from pissing people off to where they want to kill you. A good rule of thumb is to avoid clans who have a 1:1 retal policy, such as Might, among others.

That’s basically the basics of it. You need around 3100 acres to start the strat, once you have 3100 acres…

Switch to theocracy

Begin by tearing any non Research land down, and building it into Research labs, except construction sites, leave them. Put all your land into Research, if you have 3200 acres, you should have, say, 3100 research labs, and 100 construction zones.

Once you have around 3100 research labs (this will allow you to research 1000 points of tech every turn), spend your day teching. It’s up to you what you tech, make sure you tech what’s going to sell. Early on, Industrial will sell good, so will Enterprise and Residential, Military, etc. They’re all needed by everyone else. So let’s presume you tech nothing but Industrial your first day of teching. Let’s assume you wait a full day, so you have 24 turns, plus 6 for not playing for 16 hours, plus 4 freebies (I believe the go-to turns have been eliminated). 34 turns. You should end up with 34,000 points of tech. You’ll be able to sell 25% of that, so do so. That comes out to over 8,000 points of tech you sell. Now, sell them for as much as you can, but so high that they won’t sell. As of this writing tech is going for around 1700 a point, so your first day, you would end up with 13,600,000 dollars. Now, the question is, what do you do with that cash? That’s easy, you buy military, and re-sell it for profit

Theocracy is unique because you buy military for crazy cheap. Here is a breakdown of your costs

Troops-90 Dollars

Jets-122 Dollars

Turrets-130 Dollars

Tanks-368 Dollars

And here is what, at the time of this writing, they were selling for

Troops-107 Dollars

Jets-145 Dollars

Turrets-146 Dollars

Tanks-455 Dollars

I think you see what I’m talking about. There is more than enough room for profit there. And the big money is in tanks. When the market is right, you will make 100 dollars per tank. That is where you get rich!

To begin, look at the market and see what the prices are. I would suggest that you begin by buying and reselling tanks and turrets. Since you can only sell 25% of what you buy, you will have the left-over for defense.

What you do, is you buy the items on your PRIVATE markets (go through “purchases”), and sell them on your PUBLIC market (go to “market”, and then “sell goods”, this is where you go to sell tech to, go to “sell tech”). Sell them for as much as you can, but do not price them too high that they won’t sell. The prices above are usually pretty safe. If you feel like being risky, go higher. It’s up to you.

From now on, that is what you will do. You will spend all of your turns each day researching, you will sell the tech, and then on your last turn, but as much of your private market as you can, sell as much as you can on the public market. It’s easy, and it’s a QUICK way to play a game, you can play these countries in about 30 seconds.

You should notice as you get more and more money from tech and from re-selling, your bank account grows very, very fat. Now, at some point, you’re going to buy all the tanks, turrets, jets, and troops you can, and food (like I said, I hope you’re reading this all the way through before you play, you need to make sure you’re buying food for your people ;o), and then when you buy all you can, you still have lots of money left.

What do you do?

That’s a tricky question. It will be a very important one to decide when you find yourself with 100,000,000 dollars sitting there doing nothing. Here are a few options

#1-Save it

This is the safest thing to do. I never do it though :O). If you do, just save the money, and later on spend it at the end of the reset on military

#2-buy “deals” on the public market

This is a little tricky. While normally, troops will be 105-110, sometimes a guy will drop them at 95. Now, you wouldn’t buy them when you don’t have extra money, because you can buy them for 90 on your private market. But when you have extra cash sitting around, 95 isn’t bad, because you buy it at 95, sell it at 110, still profit, and the money isn’t just sitting there, it’s making more. Now, this gets tricky, though. What about 101? 4-10 bucks profit, at best? Is it worth it? What if the market went down tomorrow, and you couldn’t get your money back? It’s all supply and demand, and you have to decide this for yourself. It’s all the same, you can go safe and be guaranteed normal NW, or go risky and risk it all. My advice, play 2 or 3 netgainers, and on one, go risky, you might end up screwed, or it might just win the game.

#3-buy oil

Much like the one above, this is tricky. Oil really fluctuates, I’ve seen it at 3 dollars, I’ve seen it at 10. It all depends on war. If things are peaceful ,all people are using oil for is to landgrab, and you won’t get rich this way. If it’s a war reset, people are not only using it for landgrabs, they’re using it to bomb people’s asses and to AB them into parking lots. Oil might go up. You might have bought it over time for 2 and 3 bucks, but it might be at 10 now. Profit. It’s up to you. You have to decide how cautious you’re going to be

#4-buy food

Just like #3, sometimes you can buy it really cheap, and later on something happens to push it up, and you make crazy profit. Again, you need to decide what’s right for you

#5-buy tech

This can be tricky also, and as usual, up to you, but sometimes, you can buy tech for really cheap, and later on, something will happen to push that above what you paid for it, and you can make mad profit. A good example is SDI. When huge wars break out, this is gonna go up, if you’re got plenty in storage, you’re going to make out like a bandit

Now, this is the first draft of this strategy. I expect to have to write this again a couple times with updates. If you can think of other things to do with the extra cash, e-mail me, and I will add it

That’s the basic gist of the strat. Research, buy stuff on the private market, sell it on the public, make profit. Repeat. When you get cash leftover, figure out how to invest it, and so on.

Now, you have to decide what to do with all the money you’re making. Obviously, you’re not going to end the reset with a couple billion in the bank. You’re going to buy military. It’s up to you when you do it. Some people start 2 weeks before the end, some people get fluffy and do it all the last day. It’s up to you. The goal is to end the reset with no cash left, as much military, and as high NW as possible. The good thing about starting a little early is you can pick and choose, wait for fair prices, and so on. If you end with a ton of money in the bank, you have failed ;o). Remember, you’re making this money, to buy the military at the end.

I hope that this gives you a good idea of what do you. Like any strat, play with things to figure out stuff that works better for you. It’s open ended.

One thing that you can vary is land. I wrote this for 3100 acres, but what about 6200? Double the tech. But of course, you’d go longer before you could buy and resell good. At what point does the added tech per turn become overweighed by the lost time you could have used to tech and buy/resell? Plus, extra land makes you open to grabs (when you’re highly ranked with 3100 acres, no one will grab you, everyone will be twice you, but when you’re 6200, you’ll a target). You can decide this. Again, I suggest you insure yourself, try one at just 1000 tech, and try another at 2000, and see which does better.

Anyway, there you go, my Theocracy Tech Seller/Buyer-Reseller Strat. Good luck with it

myrddn

Member
136

Jun 5th 2019, 3:55:18

REX's Newbie to Netgaining: Industrialist for Dummies
Story By: REX -- Posted On: 8/15/00

Industrialist is a strategy that is easy to gain a fairly high networth with. It is a strategy that EVERYBODY should do before learning other strategies. This is how I started to netgain, how my friends started to netgain, and how most any good netgainer started out.
This strategy here is the first of a series of 3. To get to be a good netgainer the quickest, I recommend that you start off with this strat, and then choose to go with FARMER or CASHER. You will choose one of those and master the strategy.

Okay, so you are a newbie to earth, or have never achieved a high networth. This is a guide that will take you through a simple way to gain a lot of networth, get high rank in the game, and will teach you concepts that will help you in other strategies you play later in time.

You just created your account and logged on. The first thing you do

1) Click on PURCHASES and then SELL MILITARY. The game starts you off with 100 troops. Well for now, that is 100 troops too many. Sell them all.

2) Go back to the MAIN MENU and click on COUNTRY MANAGEMENT. Change your Tax Rate to 34%. Change your Industrial Production to 100% spies.

3) Go to BUILD and build 28 construction sites.

4) Go to COUNTRY MANAGEMENT and change your government to Communism.

5) Then, build 36 industrial complexes, 1 turn at a time. That means, 1 turn build 12. Then, sell your spies, then, build 12 industrial complexes again and sell the spies again. Then, do it again.

6) To sell your spies, go to PURCHASES, then SELL MILITARY, and sell all of your spies.

7) Go back to BUILD and build more industrial complexes. After every 3 turns, sell your spies in PURCHASES.

8) If you don’t have enough money to build 12 industrial complexes, build 4 construction sites.

9) When you run out of acres to build on, explore for a turn, and build again.

10) Continue selling spies after EVERY turn if you can. If you don’t have the time, sell them after every 3 turns.

11) Be wary. You don’t want to go over 70 turns. After every few turns, go to STATUS. Make sure that the used turns number doesn’t break 70.

12) When you do get to your 70th turn, go to COUNTRY MANAGEMENT. Switch your Industrial Production to 50% troops and 50% turrets.

13) After changing your Industrial Production, build industrial complexes and a few construction sites on your acres just as you did before. This time though, DO NOT SELL ANYTHING.

14) When you get to turn 100, you have completed this beginning phase of the game. You should have a rank somewhere in the top 5000, and if you played well, top 3000.

15) On the day you break turn 100, you will do the following…

-When you have used all of your turns, go to MARKET, then SELL GOODS, and then sell all of the goods you can. Leave the price where it is for now. Selling for the right price is the trickiest part of the strategy, so talk to one of the more experienced players on ICQ to find learn the skills involved.

***Before we get starting, you are going to have to get accustomed to a few things…

-You are going to be doing the industrialist strategy (indy for short)

-As an INDY, you will be getting negative money. Do not try to build enterprise zones and residential complexes to make up for this.

-You will send 25% of your military on the public market every day, and this will be more than enough cash.

Turn 100+

As you already know, this strategy will use the technique known as INDUSTRIALIST. You might be able to guess by the name that you build Industrial Complexes. What you want to do is explore for 4 turns. Then, build industrial complexes on ALL of the acres. Continue doing this until you have 10 turns left (not including the freebies). With these turns, build construction sites. Get your freebees, and build construction sites until you have 1 turn left. With that turn, go to the public market and sell all of the troops and turrets you can.

CAUTION-When you hit 50 buildings per turn, STOP. It is not worth it to go over this (in the current strategy you are doing)

Next day-Do the same exact thing as the previous day. At the end of the day, go into COUNTRY MANAGEMENT and change industrial production to 5% spies, 5%troops, 45%turrets, 40%jets, 5%tanks

Next day-Same as previous day. Remember to sell ALL of your military on the public market.

At the end of the day, use the money you have to build industrial tech. (MARKET, BUY TECH) After you buy the tech, go to RESEARCH. Look at your industrial tech percentage. When it reaches 135%, stop buying industrial tech. Every day, at the end of your turns, make sure that it is in the 130’s. If it drops below 130%, buy more. So you are asking yourself, what do I do when I have cash left over and have my industrial tech maxed out. The answer to that is you buy weapons tech. When that reaches 140%, stop buying it.

Continue going down the line in this order--- Conditioning (140%), Business(170%),Residential(170%),Military(90%),Medical(73%).

THE TECH IS VITAL TO YOUR GROWTH, so KEEP UP WITH IT. When you have those techs at the suggested level, you can get warfare tech, spy tech, or do another thing. That other thing is to spend the money buying as many bushels as you can. It won’t make much sense to you yet, but it will later on in the strategy.

You are going to be exploring for less and less every turn. Once you get to 10 acres per turn exploring, start attacking. I won’t get into exactly how to attack. I will tell you though, that you should attack someone about between ¼-1/3 your size. Find the target using the IAD landgrab search or the RSE landgrab search. Attack, build on the acres, and then grab again. Remember not to build ANYTHING other than industrial complexes and a few construction sites (until 50 Buildings per turn). When you landgrab someone, you are going to get a few of their buildings. When you go to build on the acres you captured, go to RAZE or DESTROY BUILDINGS. Raze anything other than industrial complexes and construction sites.

*Tip* You can do planned strikes if you wish. If you do though, you have to do them right. I suggest highly doing planned strikes for retaliatory strikes for your clan.

1) Sell your max jets on the public market

2) Then do the strike. Follow the steps in that order, or you will have $ problems.

Rest of the Reset

You will continue to landgrab, build, landgrab, build, landgrab, build (or something like that) Until you have 1 turn left. Then sell all military. Then buy tech or bushels.

When there are 4 weeks left in the reset, stop buying tech. Start buying bushels with your leftover money EVERY day. Do that every day until there are about 2 weeks left in the reset. By this time, you should have a LOT of bushels saved up. If you play it right, you will get 2billion bushels fairly quickly (1 week). If that happens, just spend the money on tech again. Make sure that your military tech is maxed out, and keep it that way until there are 2 weeks left in the game...at that time, do the following formula…

1,900,000,000/bushel price

IE-1,900,000,000/4=475,000,000

This means that you sell 475,000,000 bushels on the public market. When they sell, you will be left with 1.9 billion dollars.

So you have $1.9billion sitting around. You are amazed with your current 20-30million networth and are just waiting to see what these big bucks are going to do for you. First things first…sell as many bushels as you can to get $1.9billion again. You sell your bushels, and are still waiting…well the suspense is over…its time to JUMP…

Go to your private market and buy as many troops as you can. Unfortunately, you have more money than troops you can buy. So, buy all the tanks you can off the private market. Most likely, you will still have some money left over. Go to the public market and buy as many troops as you can.

Next day comes around and you have another 1.9billion waiting around for you. DO NOT USE YOUR TURNS. SPEND ONE TO SELL, that’s IT! Do the same exact thing as the day before. When you only have 50million bushels left, STOP.

Now, just sell off your tech (MARKET, SELL TECH). Make sure you don’t surpass $1.9billion. You are going to end up having a few days left. You will be making insane amounts of negative cash, so it would be a bad thing to use your turns. Just sit and marvel at your high networth. If you find someone very landfat, or you feel like doing a retal, feel free J. Just make sure you only send as much as you need to break.

CONGRATULATIONS-If you pulled this all off right, you should be 40-60million networth now. If you did very well, you might even be 80-100million. Your rank should at least be in the top 600.

Source: KILLER Strategy Collection

myrddn

Member
136

Jun 5th 2019, 3:49:08

Alliance warfare comes in may forms. There is no "set" war strategy. It depends on a myrad
of variables, such as Total NW, Avg NW, participation (moral), allies, etc. I'll try and show
these case by case.
#1) - An alliance with a lot of members, and a low avg NW.
This is the easiest form of war, the GS kill. You stock up on troops, and merely kill off their
countries with losts of Geurrilla attacks. Make sure you have it so that it's not big guys doing
attacks at the end to finish him off. What's best is when you have it going from top down
where the big guys start off with attacks, killing off his military, and it moves down your
chain so that everyone gets some shots in. This type of warfare takes the least amount
of thinking.

#2) - An alliance with a lot of members and a high avg NW.
In this case, you'll probably want to start out with either some AB's or BR's, and then switch
into farming mode, where most of your attacks are SS's. Make sure when you do your
AB's/BR's you spread out the hurt, rather then concentrating on one target. Do the same
for your SS's. Don't send more then a max of 1/2 your military, and aim to send only 1/3.
Your goal isn't to KILL off countries, merely wound alot of them.

#3) - An alliance with fewer members and high avg NW.
This is alot like #2, however, depending on who you're fighting you won't actually switch to
a farming stage. You'll just go for AB's / BR's the whole war. As with #2 try and keep the
smack down delivered to as many targets as possible, so that you aren't hit with deminishing
returns.

#4) - Small alliance, low avg NW : Go for GS kills. Basically exactly like #1, cept you're not going to win :)

myrddn

Member
136

Jun 5th 2019, 3:48:43

These techniques are what seperate the excellent from the good in Earth.
#1) - Startup : There are 3 main types of startups.
i) - The "mixed" startup. It's similiar to a mixed strat, and unfortunately employed by about 90%
of all people who play an ind start. It's something like 4 cs, 6 ind, 4 cs, etc. It's horrible. If
someone tries to give you that as an ind startup, kick them in the shins and run fast and far away.
ii) - The short term startup. It is 40 cs, followed by exploring + ind sites. It gives you the absolute
most ind sites out of protection. The advantage is you'll be producing the most military out of
protection, and thus can make the biggest landgrabs, and grow the fastest.
iii) - Long term. This is something like 60cs, followed by exploring + ind sites. This is what
I currently employ. The theory behind it is, if you reach your goal BPT faster, you'll spend less
turns building, and have more turns at the end, when you're cashing 30M a turn. Thus, each
turn saved = 300,000 NW.

#2) Bottom Feeding : Bottom feeding is hitting targets significantly smaller then you for land. The largest you want
to hit is about 1/2 your size, the smallest is about 1/4. To find these targets you use the Search
button and put in a random two digit number. In 1A if you are in an alliance of any worth, they'll
have a country report where you can find targets. If you are bottom feeding, you can often go
without spies, allowing you to
a) save turns,
b) Pay alot less upkeep.

#3) Alliances :
I always try and have filled out def, off, research, and if I can scam it, intel alliances. The costs
are minimal compared to what you recieve. While you do lose alot of jets from offensive allies,
they should double your offensive while bottom feeding, more then making up for it. Research
allies are fairly easy to scam out of techers as they don't know WHICH ally is contributing to it.
As for intel alliances, you can sometimes get them from a kind off/def ally. Do not scam research
alliances, unless you have enough tech to get the benefit from it.

#4) Stockpiling :
The reason you stockpile is to avoid military expenses. You lose alot of NW attacking, and thus
you stop attacking about 3/4's of the way through a game, and spend the time just cashing. This
is not just for cashers, it goes for inds as well as farmers. The only strats that don't do this are
techer and MB reseller (techers tech, and MB resellers don't take turns at all). Anyway, the reason
that you store cash is that if you spent the money right away, even as a casher you would end up
with negative income. However, the max you can store is 2B$ (due to a bug in the programing).
You can not go over 2B$. If you try, you'll just lose all your money in excess of 2B$. There are
two solutions to this, storing tech and storing bushels. Both involve buying the items at their peak
and reselling for much less. There is a 2B bushel limit as well, so you have to juggle bushels on the
market. It's very hard to store more then 2B bushels and not end up losing alot of them. That's where
the Foreign Aid in the next section comes in. The tech is easier, however it's also riskier and the
tech market is hardly as lucritive.

myrddn

Member
136

Jun 5th 2019, 3:46:00

1) Foreign Aid, top down :
Top down Foreign Aid is probably the best idea I have ever thought of. It replaces the inefficient
stockpiling as a way of beating upkeep costs, allowing the full NW value of your dollars to be
realized. Basically it is when the top rankers in your alliance foreign aid the money they make
in a day down to the bottom rankers. There is a slight snag in this, as you can't foreign aid all
the money they make in a day, however, if they buy bushels then can foreign aid those in
conjunction with the dollars. This can also be slightly modified to capture the top spots, by
having more then one top ranker foreign aid a bottom one. They can the spend all their cash
and sell the bushels, getting up to 2B NW. This works exceptionally well as a farmer, because
when food is selling at $8, they're making 1k$ per acre. A 50k acre farmer is making like 50M
a turn. That adds up to 2B$ a day, or 20M nw a day. These food prices previously didn't help
a farmer, because he was just stocking food anyway, however, now they do. A farmer could create
up to 1B$ for their alliance. 8 of these famers would equal what MD got last reset.
#2) 500 cs startup :
The theory here is that a turn saved at the beginning is equal to one at the end. Therefore, by
saving those turns where you're building with only like 100 cs, you build all your cs at the
start and get foreign aid to bring your military up to a level where you can landgrab enough that
you're grabbing enough that your readiness comes back in time for you to have everything built.
This allows you to get to your prime cashing acreage faster, and have more turns cashing. This
is best as a casher, because you hit the food market earlier, and can stock up on cheap food
and then foreign aid it where it is sold for double what you paid for it. Also, it has the advantage
that tech will be cheaper when you start buying it, as there are more techers out there.
#3) Dedicated Spy's :
Once again, this focuses on saving turns for your big cashers so they can get to their cashing
acreage faster. You have dedicated people, who all they do with their turns is spy. They keep
themselve big enough that the 1/10th rule doesn't apply to them. They'll spy out a potential
targets stats + allies. This allows the top guys to not waste time + upkeep on spies, with not
wasting military + readiness on targets. Also, the dedicated spy's give intel allies to the
big guys so they have protection from spy multies + war attacks. They are also used in
war by getting information on all of the enemy.

myrddn

Member
136

Jun 5th 2019, 3:43:55

Insano's Tyranny Fighter Strategy
Story By: Insano -- Posted On: 8/15/00

The Main points to the tyranny is that it only takes one turn per attack. This is useful although you have to
have your country setup to take advantage if this because all in all you will not be able to do many more
attacks than a democracy which takes 3 turns per attack if you are not setup right.
The best fighters are mostly self sufficient able to spend turns attacking at a moments notice, and not having
to wait for something to sell on the market which may or may not happen in time to be effective. Do not use
this strategy if you want to win the game because it isn't going to happen with it. this is for the gung-ho member
who wants to attack as much as possible and wreak havoc in war.
Phase 1 , The Startup: I recommend you use the Producer's commie startup for the tyranny. The casher
startup just wont work too good with the tyranny's negative per capita income.
stay commie until you have around 2000 industrial complexes. Have all the farms you need to produce food
you need and a few oil rigs too maybe 100 to support your attacks. In that time you will buy lots of industrial
tech the money is well spent and will pay for itself in the end. once you reach the 2000 industrial mark save
turns. You don't want to expose yourself yet. Have at least 50 mil cash to play on readiness goes down to
50% after switching governments and you'll need to spend at least 25 turns to get it back up fast.

Phase 2, the switch: once you have around 50 turns saved you should put out 25% of your military and 25%
of your tech on the market at prices you know will sell, and before they sell you will switch to tyranny. Rebuild
your lost Industrial sites then explore and build research labs today, attacking for land would be too hard
today with your low readiness. Tomorrow you will start attacking for land using the money from sales of tech
and military today to build on it. In between attacks and building you should build construction sites. Do not
research until you have 2000 research labs.

Phase 3, continued growth: now you have 50/50 mix of industrials and research labs
you must use your labs to get your tech levels up in all areas while your industrials support your
economy. Keep building some of each while you attack CS should be at 300 by now so you can slow down
on building them ( but do build some every day still) and research to regain readiness in between
attacks. industrial tech should come first followed by military
techs (warfare,weapons,conditioning,spy,medical) not necessarily in that order. you are a fighter so getting
these techs up is crucial to your fighting ability.
Goals in this phase to get to 4000 industrials and 4000 research labs. Max out industrial tech 140%.

phase 4, tweaking income potential: at this point you should start building farms and oil rigs more than
industrial sites, use your industries you have to continue to support your economy while you do this. you do
not want to sell off bushels or barrels as you make them yet though unless you have no choice. the more you
stockpile the better off you'll be when their prices rise to 10$ per bushels and 20$ per oil barrel you can sell
off the bushels and barrels to max out your tech levels and support your country. Goals for this phase should
be to get as much land as possible and get buildings to land ratio to 4000 industrials to 4000 research labs to
4000 farms to 2000 oil rigs. ax out farm tech 215%.

phase 5 ,rebuilding: Time to ditch those research labs now they have done their job. Don't waste time in it just
destroy them all and turn them into half farms and half industrials. If you run out of money build CS. Sell more
stuff come back and finish it. by this time you should have 400 CS and build 105 BPT so it should be done
in a day hopefully Watch market prices for bushels to rise,8 or 9$ per bushels and /or 15$ per barrel. and it
is definitely time to put some on market just be careful not to put over 1.9 bil worth to sell and if you do sell
that much go on and spend about 1 bil worth on tech to hopefully max out your other techs and update
your farm tech and industrial tech if it needs it. Goals for this phase to be all farms and industrials ( some oil
rigs) with maxed out tech in each .Hopes for this phase to near max out all tech levels in all categories.

Phase 6, get huge: In this phase you are going to get as huge as possible , hopefully on your enemies lands
you will also implement the parts of phase 5 that haven't been done yet. Construction sites should be finished
with 4 to 6 hundred of them by now you should cash in-between attacking and building to get readiness up
for next attack. readiness will be the only thing to keep you from attacking again as you should make a
landgrab any time you have 100% readiness and 0 unused lands .Goals for this phase To get HUGE. Keep
tech levels up.

Phase 7,Coast to the finish: now there are around 2 weeks left to the game building more buildings isn't going
to help too much turns should be spent pretty much cashing unless we're at war. sell military twice a day to
keep expenses down( you will still have plenty for defense or attacks) keep around 1 bil$ cash on hand for
emergencies don't buy any more tech you should have all that maxed out already. with conditioning maxed
you should be able to do 13 BIG attacks per day and still end up with 100% readiness at the end. if you
have anywhere near 1.9 bil bushels saved up , and were not at war, then id strongly recommend selling out as
you will get a nice rank for the finish. otherwise just keep playing as normal attack but keep your lands you
gain do not build on them well probably be at war so you will be doing a lot of guerrilla strikes or bombing
runs ,which is all good.

selling out: timing is the key you want to sell all your turrets, jets,tech, bushels and barrels. buying troops or
tanks with the money troops being the better deal usually. you would stop playing turns with about 5 days left
to play and sell off everything in chunks of 1.9 bil dollars, spend all money on troops or tanks before your
stuff sells or you'll be bitten. come back when its sold and do it again. if you played efficiently and saved for
this you will easily get over 100 mil NW but don't do this if were at war because you didn't play for networth
from the start so you shouldn't worry if you get it or not.=) ill revise this possibly as fresh ideas come to mind
or good suggestions and if you run this please send me status reports from time to time so I can monitor its
success, revise or revamp as necessary.

myrddn

Member
136

Jun 5th 2019, 3:42:29

If you are in an alliance with REALLY low ranked members... here is a VERY simple strat which will teach your guys the basic and get you out of the depths of hell in earth.
Go communist. Get rid of ALL buildings accept construction sites and put up all industry. Dont buy ANY tech(explain later).
Look anyone below rank 600 or so has NO idea what they are doing(unless they got totally creamed). This means that they are playing terribly so its easy to pass them.
Just going all industry will pass them. Even if you are land thin. The higher you are in networth the LESS people above you in rank and the less people to grab you. You are higher on the food chain.
Its a SIMPLE strategy to play. Its also beneficial to have everyone do it. This gets around the problem of members taking advice from people who dont know anything. They often get beligerant and try to correct you when you try to help their rank 5,000 country right? Have them all do the same thing.
This will also teach you the basics. Its enough to get a feel for doing well.
The reason you dont buy any tech until you get to rank 500-600 is because tech is worth less networth and its more important to get networth when your that low so there is less chance to be grabbed. You dont need the tech to pass people around you they all suck anyway.
You can go from rank 10,000 to rank 500 in 6-7 days or less at this stage of the game.
If your players totally suck dont waste your time with cashers or mixing or the other garbage. Just do this. This will get you with several members high enough so they can get lots of jets and retal on anyone.
Some people(like Alhazred) will say go dictator because of the military bonus. Well a 20% bonus to crappy military is still crappy military. Someone WAY above you wont be hesitant about grabbing you anyway. I always looked for low down Dictators to hit because they were always fatter and gave me more land.
You will also encounter temper tantrums from members saying your an idiot because they have a negative cash and food flow. That is why you sell the military you make to buy the food and to have the money. You will make more than you lose. Quite a bit more.
This isnt a game winning strat but it will get you to a decent networth. From that level you can then engage in some foreign relations. No power alliance will take a group of rank 4,000 guys seriously at all. Noone will ally with you. Noone will help you.
BTW, I got some time now that work has slowed down. Maybe an hour or so a few nights a week to help some of the LOW down alliances out. So you can ICQ me 3866039. I dont guarantee a response.
BTW, if you question what I tell you and argue with me or dont follow what I say you will not get any further responses.

myrddn

Member
136

Jun 5th 2019, 3:42:06

This is in response to the guy from ICN complaining about grabs from LaF. First off if you want a NAP you need to KEEP IT OFF THE BOARDS. The major players cant be seen to be backing down to you.

Its not always best to NAP with the major alliances since they are so fat. There is a common misconception amongst the weaker alliances that most larger alliances will kill you if you dare to grab them.
They cant. Unless you are totally unknown. If you have good relations with a few decent alliances and you can get your name out the major alliances will be forced to live by their 1:1 retal policy or they lose credibility. Notice how whenever LaF gets grabbed alot they try to scare people with all their big retals? Well if you are lower ranked and have less land those big retals turn into little retals.

Its not just LaF. MD, TIE, Legion, Armageddon and others have to live by their landgrab policy. So if you find these alliances hitting you, dont just retal... pop em. Get lots of ofense and hit em.
Here is a second misconception. A top 100 player at this stage of the game is NOT as powerful relative to you as later in the game. If someone is double your networth and only 2 million above you its really not that much. Not like if someone is 20 million above you. So its really not that hard for rank 2000 guys to landgrab top 100 players if you just go mostly jets.

Just dont gangbang or double grab and try to take on one alliance at a time. If they hit you later in the game too much when you cant hit their top players, farm their midlevel players.
Remember when you attack someone double your networth with a planned attack you get about 12% of his land plus a 50% bonus if all buildings are built or about 16%. If they attack down they get about 5% plus buildings or 71/2% plus you will have less land.
Its really not that hard. The one wildcard is Han. But they are manageable as well. Alliances like UCN and SOL and others have a history of gathering a circle of friends made of weaker alliances and helping them out. Get one or two of those guys as your allies(its not that hard they have soft spots) and Han will chicken out.
Also keep in mind that people RARELY go to war the first 4-5 weeks of the game. The UCN/SOL thing was an exception. If it happens its VERY short. They dont want to go to war this early. So you can get away with alot more crap early on.

The reason why the major alliances can get this fat is because the weaker guys are WIMPS. ITs that simple. I was really the first person to come up with the idea of NAPPING with EVERY major alliance in the game(noone believed in that many NAPs before me.. admit it). because I knew I could beat the crap out of the rest of you.
Lets say you are at 3,000 acres and your target is at 8,000 acres and more than double your networth.
First off odds are if he grabs you it will be a standard strike, but lets assume its a planned.
You will lose about 150 acres. He will get another 75 acres(which are magically created) and get about 225 acres.
If you attack him he will lose about 880 acres plus you will get another 440 acres magically created as buildings for a total of 1320 acres while losing only 150 acres.
In turn he will lose 655 acres. I know how to use it since Im the one who recommended this idea to Mehul two years ago. It makes the game more competitive.

myrddn

Member
136

Jun 5th 2019, 3:38:23

So, you have finished your first 100 turns (following First 100, of course) and you are wondering what to do next. You may or may not have an ultimate direction plotted out for the rest of the game, and that is OK. Your next 500 turns will look very similar whichever way you go. But you will need to decide soon.
The Key to this phase is really three-fold.
you want to grow the size of your country, specifically its land mass.
you want to build LOTS of construction sites (CS). 300 is a good start.
you will want to prepare your country for the next phase of operation.
This is a fairly simple phase of the game. The time consuming part has generally been simply finding the best land grabs. With no giant land farms, that process will become even more of a challenge.
Growing: This is an uncertain area with the new rules. Since wild exploration has been legislated out of existence, all countries will be moderate in size. At the beginning, most will probably be between 400-800 acres. So the question becomes, should you explore or attack for land. Here are the advantages of each:
Exploring: you get approximately 50 acres for 2 turns of exploration - which is how many turns you use to attack. Advantages: you lose no net worth from military losses in an attack; you do not incur ill will from attacking others (especially the untagged from other alliances).

Attacking: if you attack those below you in net, you generally get 5% for standard and 8% for planned attacks. This means 30-65 acre yields at the beginning, and increasing as the game progresses. You will also get an additional 20-45% of that land in buildings, thus 36-100 acres total from each land grab. But because countries are more built up, they will also have more defense than in the past, so you will lose more military.
Construction Sites:Whenever you are not attacking, exploring, or building, you should build CS. Consider 20 a day to be your goal. This will slow your initial growth a little, but will pay off big later on. Remember, there are several things that will slow your growth initially, but which will yield tremendous dividends later on. Another of these is tech. It is particularly a trap for industrialists to not buy enough tech, and you pay for it in the end, when you really need it for continued growth.

Preparing your country for the Future: This is the area that needs more tailored thought. There are subtle differences in activity based on how you want to proceed into the middle part of the reset. Some of these include: the kinds and quantity of tech that you purchase; the kinds of buildings you end up constructing near the end of this phase; your alliances; and your military makeup. You may want to read the rest of my strategy pages before you proceed with this page

myrddn

Member
136

Jun 5th 2019, 3:36:18

Flinolfin's Indy Strategy
Strategy 101: The Industrialist
Story By: Fingolfin -- Posted On: 8/15/00

As everyone should be a aware the best starting strategy out of the gates is an industrialist. Let's get into the upside and downsides of being an industrialist
What is industrial production?
For every industrial building a country can produce either:
(2.5 troops, 2 turrets, 2 jets, .5 tank, or .5 spies) * tech percentage * gov bonus

so a monarchy with 100% industrial production and 100 industrial buildings produces 200 jets a turn or 250 troops or 50 tanks

The only government with a production bonus at this time is the communist with 125% or 1.25 production advantage

The industrial buildings are not effected by their % of buildings vs land. This formula is the same no matter what.


How to play an industrialist in the early stages

I personally only build troops or tanks. These have a slightly higher cost to maintain but provide a well needed offense AND defense in the early going.

An important consideration is that you MUST put up for sale at least 5000 of a miltary unit on the market so ensure that you will have enough to go to market. I typically start out with troops only till I get 20k for the market then change my production to 25% troops and 75% tanks. I start building troops around turn 75 so I have an offense coming out of protection. If you followed my start up strategy you will have less land than most around you and will have the infrastructure in place for rapid growth

After getting to 20k tanks I change my production to a more normal mix of spies/troops/turrets/tanks. Why do this? Well you can buy troops for about 95, turrets/jets for 120, and tanks for 480 on the market in the early part of the game. The cash equevalent of your production is 237.5 for troops, 240 for turrets/jets and 240 for tanks so no one military type is better to produce than another.. I like a balanced military for my country so I am not vulnerable in any area.

I personally don't grab till I am up to about 500 acres. A typical grab of a 400 acre country will get you 25 acres, 10 building, and about $5000 in cash/tech/food for two turns and you lose about 400 troops. It isn't worth it. Take the two turns and explore 1 and build 1 and you are better off. Once I am to about 500 acres I look around me in the scores page and see a ton of 700-800 acre countries. If these countries are offensive you can blow them away with your military and take 50 acres, 20 buldings, and about $10k of other stuff while losing about 1000 troops/jets. This is worth it. At 500 acres you should have about 150 CS and 300 industrial with a little oil/farm.

So Attack, Attack, Attack till you are at about 3000 acres. Building only industrial buildings and if the bushels are above$5 some farms if not buy them from the market. Every time you need to regain readiness build 4 CS sites. If you are picking good targets you should be back at 100% readiness easily after 2 turns of building on your new land and the 4 CS sites.

All this while you have been selling 25% of your military on the market to fund your expansion

Uh Oh Problem Time!

Your there at 3000 acres and realize you don't have the money to build with AND buy tech with so what do you do? This is the major problem with industrialist now. When we could sell 33% of the military we could afford massive building efforts and buying of tech now we have to choose one or the other.

The short term solution is to keep building. This way you will get the maximum production possible with the largest land amount possible but eventually you will get into problems with the every increasing cost of military and lack of certain important technologies like SDI

The best solution if you want to be a true industrialist seems to be this. Don't build. That's right don't build. How does that work you ask? Simple. Everytime you grab you get buildings and empty land from your target. Focus all your landgrabs on fellow industrialist (the spies you are building get real important here) and take their industry buldings. In order to gain the same amount of built upon land as you would have by the conventional method you will have to do twice the amount of grabs. This sucks up a lot of your military production but the upside is you are gaining tech to compensate for it because you have used almost all your proceeds from your military sells to purchase tech.

If you start to get landfat drop the empty land to slim down


End Game

There isn't a lot for the industrialist to change during the game. Once you get your tech high enough you can slow down on your grabs because you need less tech and can afford to build some buildings again.

I will tell you that due to the market restrictions I cannot find a way for a pure industrialist to compete for top rankings. An industrial strategy should now be reserved for the fighters of the UCN only.

When the end is near however you will want to blow out your non essential tech (health, ag, spy) and some of your essential tech to buy more military to boost your networth.


Is there an alternative industrial strat to this?

Funny you should ask me this. I have been number crunching and think that an industrialist might be better off running a mixed strategy. I know that goes against all conventional wisdom but here me out.

A techer is only GREAT if nearly all it's buildings are research labs because their production is based on it's % of labs/land. But a little dab might do you as an industrialist.

If after 3000 acrss you start converting to 1/3rd labs, 2/3rd industrial i think you will find you can keep up better. Some basic formulas to know

Tech production= labs * .17 * (1+labs/land) + 3
Industry production = 2.5 troops, 2 turrets/jets, .5 tanks, or .5 spies per building * tech% * gov bonus

Let me give you a conventional 3000 acre industrialist country building plan.
260 CS
20 Oil rigs
20 farms
2700 Industrial
(I am assuming low bushel $ so few farms)

What is he producing? Lets say he was all offense and only builds jets to make it simple
this person makes 2700 industrial * 2 jets a building = 5400 jets a turn * 48 turns a day (36 regular turns, 6 turn 18 hour bonus, 3 free turns, 3 more turns) = 259200 jets a day. He sells his 25% of these on the market for a net amount of 115 a jet (market tax) and he has 7.452 million cash a day plus 194,400 jets left as military. Enough to either buy tech or build the next day. Not both because at 3000 acres it cost you (consruction cost per acre = (3 * acres) + 1500 ) 10.5k a building. To build 500 new buildings you are looking at 5.25 million to build.

*** I am really simplifying this for you. The factors I am leaving out are: loss of military per attack, possible income shortfall from military expenses, market variation, cash gained from attacks, a ton of little items)

So here are the three ways to get to 6000 acres

1. Attack more and don't build. This will cost you twice the losses in military (let's assume each attack costs you 7000 jets) Most people attack 4 times a day who are industrialists. So now you got to do 8. So you are losing 56k jets a day while only building somewhere between 259k and 537k (2700 industry to 5600 industr) jets a day. So your average production is bout 400k jets a day - 56k jets lost. 344k jets net. You sell your max 25% on the market for 9.89 million and keep 1 million to run your country and 8.89 million goes into the tech at 2600 per tech for a total of 3400 tech a day. Your sum total median gain a day is net 3400 tech and 258k military to go with your proceeds of your 8 grabs (these 8 grabs equal 4 grabs built on so no need to compute that)

2. Regular way. You attack 4 times lossing 28k jets. you produce the same 400k jets median with a net of 372k *.25 on the market leaves 279k jets and market proceeds of 10.6 million - cost of building. (if you are attacking countries about 2000 acres you are getting 100 free acres and 50 buildings approx. The 4th attack of course should be a planned attack with up to 75% of your jets so assume 500 empty acres and 250 buildings total) to build on the 500 acres with a median per building cost of 15000 per building is 7.5 million. you have around 2 million to buy tech with which is about 769 tech. Summary is 769 tech and 279k jets for a days work

3. 1/3 tech, 2/3 industry. You are going to to grow to only 4000 industry and about 1500 tech. so your industrial production per day is between 259k and 384k with a median of 320k - 4 attack loss of 28k = 292k -25% to market = 219k and 8.39 million cash - bulding 500 building at 7.5 million leaves .9 million to run your country. so net from the industrial side is 219k jets.

now for the tech side. you are growing your labs from 0 to 1500 with a median of 750 labs vs an average land of 4500. so the formula is 750labs * .17 * (1+ 750/4500)+3 = 151 tech per turn. you are going to be attacking 8 turns + building about 6 turns + buildiing 4 new CS a day 20 turns. so you can tech 28. 28 *151 = 4228 tech. total summary is 4228 tech and 219 jets

comparision in growing from 3000 to 6000 acres



100% industry - 8 attacks - no building 258k jets a day on average 3400 tech a day on average
100% industry - 4 attacks - full building 279k jets a day on average 769 tech a day
67% industry/33% labs - 4 attacks - full building 219k jets a day on average 4428 tech a day
The choice is up to you but I am leaning towards the mixed strategy as being the better industrialist strategy now.


myrddn

Member
136

Jun 5th 2019, 3:29:16

The Techer/Reseller strategy:

Government: Theocracy

Buildings:

As a techer it is VERY important to specialize. That means don't keep any buildings that do not compliment the strategy. Basically, this should be your building layout:

Industrial: 5 - 10% of your total land

Construction sites: 3.5 - 5% of your total land

Reseach Labs: All remaining land.

Your industrial Complexes only have one function, and that is to produce spies. Therefore, you should make sure that your industrial production is set to 100% spies. 5% indy complexes will yeild about a 25:1 spy ratio. 10% will give you about a 50:1 ratio. As for construction sites, you should shoot for 5 or 6% just before you convert, and keep it up to 5% until you have about 6000 acres. Then you can start to let the number slide--It would be kind of ridiculous to have 6% of your land as CS's if you had 12000 acres (720 CS [about 240 builds per turn]).

Procedure:

As the name infers, a techer spends most of his day researching. There are some things that you MUST do each day, like attack the kill list, and sell your goods on the market place



Here's how I would spend an average 46 turn day:

Attack the kill list - 6 turns

Purchase offensive military

**************************

Landgrab - 2 turns

build on new land - 10 turns

**************************

research - 26 turns

buy defensive military

Sell military - 1 turn

Sell tech - 1 turn

Landgrabbing each day is not necessary (or recommended) if you follow my attack strategy, which I have detailed below. If you do not landgrab on a given day, allocate those turns to research.

Note: Our turns are VERY valuable. Each turn spent teching is worth a LOT of money. An average 5000 acres country should be able to produce about 2000 tech points per turn. In the long run, that works out to about 4.5-5.5M dollars per turn. Teching is where about half of our money comes from.

Selling goods: (My secret to success)

Here's why it's called the techer/*reseller* strat: Not only do you sell your tech each day (like a regular techer) but you also sell ALL the military you can each day. (This essentially doubles your netgaining potential) Since you are running a theocratic government, you get a -25% military cost bonus. (That is basically your profit margin when you sell military). You see, when you purchase items from your private market (PURCHASES on the Earth 2025 menu), they are cheaper than the items on the public market (MARKET on the Earth 2025 menu). You can lower your purchasing costs even further by maxing out your military tech. (This increases your profit margin, while decreasing the upkeep costs for your existing military forces).

Make sure that you sell you military AND THEN your tech, not the other way around. You tech helps to keep your costs down, and if you sell it first, then you have to spend a turn (selling your military) without the effects of the tech you just sent to the market. (The effects are not major, but I'm a stickler for efficiency.) J

Now, here's the other important trick I've cultivated:

Techers are very 'land-thin' (I have yet to come up with a better term) by nature. Thus, they are not often targets for landgrabs. Resellers are also land-thin by nature. When you combine the two strats, it is possible to achieve significant growth while sustaining a 2400:1 NW/land ratio. Compare that to any other strat, and I think you will be VERY impressed. (Please, save your applause for later.) Consequently, us techer/resellers are NOT attractive landgrab targets. So, here's the question that I ask you: If we aren't going to be attacked very much, why have a big defense?

Instead, concentrate on having an *extremely* offensively geared military. I'm talking about 80% jets, 20% turrets. That kind of thing. As I explained earlier, our turns are VERY valuable, so we want to spend the least number possible attacking other countries. With my system, you should only need to make ONE landgrab every three days or so.

With my military ratio, you should be able to hit countries slightly LARGER than your own. This has two major advantages:

-Your military gets an attack strength bonus when attacking countries larger than you.

-Your attack gains are increased by about 6% when you attack someone bigger than you.

So, if you do an aggressive planned strike against someone larger than you, you will typically capture between 15 and 20% of his land!!! If you are a 7M NW country, you should have about 6k land. You should be able to find targets that have 11k land. Even if they retal you successfully (which they probably will) they will only get about half or two thirds of their land back. You will NEVER get the short end of the stick again! (Unlike bottom feeders, who sometimes get retalled for four times what they took.)

When should you attack?

Well, the private market, as you may have noticed, is limited. It is restocked a little bit each time you gain a turn. The amount it is restocked by is related to how much land you have. So, if you find that you are running low on units to purchase on your private market, it's time to go get some more land! (Sir Galvin suggested to me that I should try to collect 30k acres by the end of the reset. This would ensure a top 100 finish more most players.)

myrddn

Member
136

Jun 5th 2019, 3:28:11

The fastest way of killing a country is simply to kill ALL its population.
One week of preparation, if you have time, would give faster results.
I need to make it clear that it is almost impossible to kill a country by yourself, and it will take at least 7 days.
You will need allies with the same firm belief that you will kill the country.
You will need to spend a majority of your turns to accomplish this.
You do not need to grab a country to death.
To take a country down you will need to put it's economy out of balance.
If you remove a large part of it's civilians it will become cripled.
There are of course many ways to do this, bombingruns, artillery barrages and the most effective on the long run GS or "gerilla strikes".
Because you do not only kill civilians you also steal food. No food means more civilians die.

Step one.
Increasing your number of troops to make your GS more effective:
Change your production to 80% troops 20% spies.
Make sure you have a lot of spies. They are very effective and important when you want to kill a country.

Step two
Begin with spy operations:
If the enemy has too many spies kill them with the combined power of you and your friend's.
Use Attack Intelligence Centers and they will die in plenty.
To begin taking out troops will be the following moves:
In the beginning, start with Demoralize this will lower your enemy's ability to retaliate, use 3-5 turns.
Next Cause Dissension weakening the number of your enemy's forces, 3-5 turns. Repeat this many times Do this 3-4 days in a row.
You will have to know how many troops your victim is retaining, spy every day to see if the enemy is producing more or less troops.
A few GS's the first days if you have time.
Remember this is best done by at least 3 players.

Step three.
Now you will escalate the war: You have been producing a large number of troops that you will use now.
Make agressive GSīs at the same time use your spies for Bio Terrorism, Stir Rebellions, and Burn Food Store if necessary.
Use of course your chemical and nuclear weapons.
Use your turns careful as usual.
These are some tips from me Front 242.
If you have patience try to build spies and troops a week before you start this opperation.

myrddn

Member
136

Jun 5th 2019, 3:25:21

Democratic Casher by Locutus
Need to add techs to tech fase....... :) after that i'm done!!!
Also tell me if it's any good, i adapted an old tyranny casher strat for tourney to have a good new strat, what do you think???

STAGE 1: Starting Your Country (Almost same as step 3 in the training program)
BEFORE PLAYING TURNS: Start off by going directly to the country management and changing taxes to 33%-35% (whichever you like best). Then, switch production to 100% spies. Then switch your government to Communism. Next, go to purchases and sell your 100 troops.For your first turn, build 5 industrial complexes. Now, sell your spies that you made in the purchases menu (this will give you money AND keep your upkeep down). Next, build 4 CS, so that your buildings/turn will go up by 1. Sell your spies. Then build another turn of ind. Sell spies, Build ind. Keep selling spies after EVERY turn. This will keep your upkeep down. Keep building CS and ind ONLY, your spies will pay for your building costs. When you run out of land, explore for 1 turn only, this way you keep your land costs and building costs down. Remember to sell your spies after you explore. When you start running low on food, build a couple farms, you wont need many, just to keep you from running out of food. Repeat this until turn 75.At turn 75, switch your industrial production to 100% turrets. Sell all your spies. Keep building CS and ind as usual, but DONT sell anything in between turns! You also need some oil for the early landgrabbing, but not that many, so build about 20 to 30. Now you're building up a strong turret defense and once you come out of protection, practically no one will be able to break through your defense. At the end of the day that you come out of protection on, sell all the turrets you can on the public market (don’t sell in the purchases).
STAGE 2: Out Of Protection.
You have a very good turret / troop (depends which start you used) defence, but aren’t in the top because there are lots of people who explore too much and have high networths. No one will try to attack you anyway cuz you're not landfat. You need to start getting land more efficiently now. Once you're at about turn 125, switch your production to 50/50 turrets and jets/troops (whatever you want). Just keep building CS and ind (buy your food and barrels, don’t bother with farms or rigs), but once you have a good amount of jets or troops, start landgrabbing land. Just look in the scores and hit top demos or republics with tons of land. They are sure to have barely any defence and you will get loads of land from them. And stay away from those dictators. Vary your production of jets and turrets depending on what you need more of. If you need more money or defence, get more turrets, if you need more jets/troops to LG, then get more jets OR troops. Remember to sell your turrets at the end of your turns for money the next day! Start getting allies now, only offensive and defensive though, fill all your off/def slots with good allies! After you have 1500 ind, its time to move on to the next stage...
STAGE 3: Tech Phase (weakest stage)
you have a good turret defence and can landgrab fat people for land. You are off to a great start but for later, to make your cashing efficient, you're going to need lots of tech. As in all strats, there is a weak stage, this is the one. Throughout this stage you wont be producing enough military to keep up with the other industrialists, so take your time choosing good landgrab targets, cuz every loss will hurt you badly when you lose jets. You will probably need to up your jet production to be able to landgrab easier, but you will be weak on the defence, but that shouldn't be a problem because you should be pretty land skinny. If you have really nice allies, see if you can get them to send you some jets or turrets during this stage and promise to give them some help later in the game, it will be worth it. Start landgrabbing a lot now and build ONLY labs and cs (buy your food, don’t build farms for the rest of the game!). You are going to need lots of labs, so grab lots of land and keep building. Keep producing jets and turrets only through your industries and sell turrets at the end of the day. After you can research at least 400/turn, try to find a good tech ally to ally with you until this stage is complete, you can do little bits of research when you are low on readiness. Start by researching Business and Residential and Weapons tech only. This way your cashflow won’t go down and you can more easily attack people (due to higher weapons tech). Eventually you should be able to research about 700-800 tech per turn Leaning towards the 800, surpass it a little. This is when you want to start researching a lot more than before. You will need to get your Residential and Business tech to at least 180% each (although it’s even better to go for 184-185% this early), weapons to 140%, and get a little research in military to bring it to about 90% and some in medical to bring it to 90%.

Once you have these percentages, you have what you need, now you can move on to the switch, or spend another 2 days (VERY max) research in one of these categories, depends, but if you do start with Warfare, Conditioning and SDI. Although this is optional, warfare might be great for more missiles every X number of turns, conditioning for attack in war times and SDI as the defence against missiles. :-) But spend 2 days max on this, then MOVE ON.

Do NOT research anything in these categories: Agricultural and industrial, the spy category isn’t needed now also, you can leave it alone.

After you have achieved these percentages, cancel any tech alliances you have (if you have any) and sell all the turrets you can on the public (and maybe some jets too) so that you will have lots of money the next day and proceed to the next stage...
STAGE 4: The Switch
This stage will take one day, one and a half at the most! You have all the important tech you need now, so you need to switch to a casher. You should log on with lots of cash, which you will need to make your transition. Today will be rough in the ranks for you and you won’t gain many ranks, if any. The first thing you need to do is to switch your government to Democracy, then set your industrial production to 100% spies, you need to start building up your spies, keep your production at 100% spies from now until the end of the game. Start destroying your labs and then building Ent and Res to replace them. I suggest building ent/res in a 10ent & 10res, and keep this ratio throughout the game. You need to do this all in one day, dont bother landgrabbing anyone today. If you finish tearing down all your labs and putting up all your ent and res, then start tearing down your industrials until you only have 500 left. Replace these with ent and res as well. Destroy the industry in chunks so that you can produce more while you build. After all this is done, you are done your transition and move on to the next stage...
STAGE 5: Heavy growing... :)
Now you're a casher! You should be making at least 2mil/turn and losing around 40k food every turn. You should have ONLY ent, res, about 250+ CS and 500 ind, no farms, no labs, no military bases! Don’t build any farms, you can afford to keep buying it and since you have no agr. tech, it wouldn’t be as efficient. Now you follow a routine pretty much for the rest of your days until the end. Everyday, log in after 18 hours, find a few good LG targets and hit them, building on the land in between attacks. Be sure to buy all the food you will need to play the rest of your turns so you don’t run out! After your landgrabs (about 3, or 1 or 2 good ones), simply hit the cash button for the rest of your turns. You should be loaded with money... Now, go to the market and buy any tech you want (buy SDI in the last 1/3 of the game, at least so you have 60%, and buy military from the public market. After you've spent ALL of your money (make sure you have some food so that you can play a couple turns the next day to make enough money to buy more food and buy barrels to keep landgrabbing), sell any agriculture tech you might have received from LG's cuz you dont need any... The next day repeat. The reason you LG at the start of your turns, is cuz you've bought lots of jets and turrets the day before, so your expenses will be a lot higher, so you will need more ent/res to make up for that and then surpass it by a little bit so you make a little more everyday. You might want to build some military bases once you break 15 million NW to lower your military costs, it should be worth it to build some (about 2% of your land).

In this phase you can set yourself a land target, the number of acres you want to have. Say around 40.000 acres orso. I had 47.000 acres in the august – October reset. After you reach that land target, stop grabbing, and move on to the next phase.

Also keep your main tech levels at the ratio’s i set earlier, weapons tech at 140%, military and medical at 90% and keep the business and residential tech levels around 184%, or try to keep it maxed. This is important, because the extra tech % a demo can reach is important, it’s one of the main benefits, be sure to use it. With loads of land, 1% higher res. and bus tech can mean another 1 ml per turn extra.

When you reach the target acres, you will be cashing at about 15 ml (hopefully more, but you’ll need a somewhat big military this reset.), while also having a formidable military, which you’ll need to fight (along with the weapons tech).


STAGE 6: Saving up for the big NW jump trick... :)
You should be making LOTS of money every turn now! Now, the trick is holding on to that position or moving up, after all, the end rank is what counts (well next to the number of enemies you kill :-) )... Basically, play your day like normal like stage 5 describes, except, DONT buy ANY tech (since you stopped grabbing you tech percentage will remain steady)

What we will be doing is storing your cash up in food or oil. Because you can not exceed 2 billion in cash (or it will be reset) So you will need to stockpile stuff.

Spend all your cash stockpiling CHEAP (buy cheap!!!) food, oil or tech, don’t buy military, because they costs money to maintain, and because you will not be grabbing anymore you can not build more ent. Zones to make up for it.

You will do this stockpiling till about a week before the reset ends, maybe stop somewhat sooner, but sell your stuff before the market crashes, which happens the last 3 days orso, so you will want to get rid of you stuff before the market crashes.

This is what you’ll do:

Sell 2 billion worth of stuff you stockpiled, not more, to avoid the 2 billion bug. And when you stuff has sold, buy troops with you money, since they give you the most net for you buck. Unless the prices are damn high. When you have spend your money, put another batch of stuff up worth 2 billion, buy military and continue until everything is sold.

A few things you should be aware of during this phase.

When you stockpile loads of food, some of it decays every turn, 1%. So if you have 600.000.000 bushels stockpiled, and lose 400.000 bushels a turn, you will see you have actually lost allot more then 400.000 bushels in 1 turn. To avoid this just do this: Put your food up for insane high prices on the market, say 100 bucks a bushels, to store it, while it is on the market it will not decay, and it will be returned to your hand. This is just 1 way to avoid this. :-) After 48 hours you’ll get it back into your hand, because nobody will buy it at 100 bucks, then just put it on the market again at insane high prices and you won’t lose lots of food due to decaying. I found this out the hard way… :(
Also keep in mind not to get anything money or food or whatever above 2 billion.
Also when you start selling you stuff and buying troops, you will notice you aren’t gaining that much cash anymore a turn. Thats why you, when you get too big, should stop using turns, becuase the costs are simply to high and you’ll have a negative income, you shoudl stop cashing when you lose more bushels a turn then money / 4 (or other current market price) Then you’ll won’t be helping yourself anymore, from now on keep enough cash in hand to go on the market 3 times for sales you’ll need to make. With the rest buy stuff. Etc.
If you play this strat right, you will easy get over 100 ml net, unless you get into a war, but a Demo can fight pretty good, with the high weapons tech etc. More even if you get a high spy ratio and lots of tech into spy tech, then you can be a VERY good spy country, and you can kill population through spy ops. This will be more effective against countries with low spy ops, or simple get more indi complexes for spy production, but this is one way to turn yourself into a medium/good fighter country. And might be a good choice for a demo, but what do i know.. :-)

Only downside is the randomness of the effective spy ops and the max of 50 spy ops.. otherwise this might work :-)

Concluding I would like to say I got to 81 ml net with this strat, although not with the current adaptations. I am very sure that if i hadn’t screwed up so much the august – October reset i could have easily gotten a net way above 130 ml. Ah well rank 67 in 1A wasn’t that bad i think :-)

wise I had made these addition earlier.. :(

This strategy was written by Locutus®

The Demo-Casher strat®

Thanks to the old tyranny-casher strat for tourney i could use as a model for this one. :-) But that was for another earth version.. :-)

:-)

Locutus

myrddn

Member
136

Jun 5th 2019, 3:23:53

The Universal, 100 turn start. Everyone should attempt this start regardless of eventual strategy and government
8/1/99 9:19:38 PM
The best startup is industrialist. It gives the most networth and gets you out of the gate fast so you can grow quickly in the beginning. Everyone should stay monarchy until specified later in the post...

Turn 0, stay monarchy, tax rate 34%, production 100% spies, sell
100 troops.
Turn 1-28 build CS.
turn 29-30 (build 12 industry+sell spies)
turn 31 explore + sell spies (sell spies after each turn played...)
turn 32-34 (build industry)
turn 35 (explore)
turn 36-43 (build industry,build CS) shift between them like this, so
you build 4 cs in all)
turn 44 (build industry)
turn 45 (explore)
turn 46-47 (build industry) you should be able to build 13 industry
pr turn.
turn 48 (explore)
turn 49-50 (build industry)
turn 51 (explore)
turn 52 (build industry)
turn 53 (explore)
turn 54-56 (build industry)
turn 57 (explore)
turn 58 (build industry)
turn 59 (explore)
turn 60-61 (build industry)
turn 62 (explore)
turn 63 (build industry)
turn 64 (explore)
turn 65-66 (build industry)
turn 67 (explore)
turn 68-69 (build industry)
turn 70 (explore)
turn 71 (build 13 farms)
turn 72 (change production to 100% troops, build industry)
turn 73-87 (build indust+explore when needed)
turn 88-100(build indust, CS when no cash and explore when
needed)

After turn 100, sell the max number of troops possible on the public market.

Once your troops sell, switch to 50% troops, 50% turrets. At the end of each day's turns sell as much of each as you can so you will have cash to build the next day.

During this next phase, you need to concentrate on adding CS and getting land. Your strategy will determine what you need to concentrate on. We are suggesting casher, techer, or food for next round. We are not suggesting industry. Industry will be weakened due to low prices because of theocracies reselling. Also, cash, tech, and food are all better for gaining networth and better for fighting. If you want an easy strat, cash or food is your best bet, otherwise tech should do very well this round since there is a new conditioning tech (which will raise prices) and the new advantage of tyrannies who are techers. So see the next section on teching, food, or cash (Remember a casher will now fight very well and is VERY easy and will get you a lot of networth!)

myrddn

Member
136

Jun 5th 2019, 3:19:20

Before taking any turns set tax rate to 35%, sell your 100 troops, then change government to a Theocracy and set production to 100% spies.

Build 14 industrial sites and then sell spies on purchase menu. Then build 4 construction sites. Continue in this manner to build industrial sites and constructions sites alternating so that by turn 100 you have at least 60 constructions sites. (After each turn sell spies or after every couple of turns if you are less ambitious). Early on explore whenever possible but don't let it tell you exploration was halted because you get less land on that turn. This allows you to not have to build farms.

At about turn 65 set production to 60% turrets and 40% jets these numbers can be moved a bit depending on how aggressive you want to be comming out of protection. The goal is to get 20k of whatever you produce as quick as possible so you can start reselling. To sell the min of 5000 of a unit you need 20k+)
After turn 100 continue to ambitiously build industrial complexes and construction sites. Explore for land up to about 1500 acres and then begin to grab to gain land.

As soon as you have 20k of a unit, at the end of your turns sell as many of your units as you can on the public market. (After they sell play your turns before you buy all you can from your private market. Only buy enough at the begin of your turns to be able to attack). You will then have plenty of money to finance your turns. Grab 1 to 2 times a day. Early on use planned strikes and attack once a day. Continue to build 8-12 construction sites a day.
As soon as possible, at the end of your turns when you buy units with left over money buy tanks and troops off purchase menu. When you buy them make sure your first purchase is for over 20k of them so you can begin reselling them this may not happen until after your switch to teching). Early in a game Tanks and troops have the highest profit when selling so you want to get them as early as possible, but do not change production to get them.
(Stop and check make sure you have no other buildings besides construction sites and Industrial complexes. If you do tear them down and build cs's and ic's)

Once you reach 2500 acres it is time to switch to teching (Note: it is important to have about 75bpt or more at this point). The switch will take 2 days to do. Use money from selling your units to finance this switch. Before you run out of money while switching stop and sell more units to fund rest of switch the following day. (When switching only tear down as many buildings as you can produce in one turn.) Tear down and a group of buildings and build research labs. note: you will still be getting units from the industrial complexes that are left while switching this is why you don't want to destroy them all at once). When you have finished switching you should still keep about 300 industrial complexes and set your production to 100% spies. The rest of your buildings should now be research labs and Construction sites.

At this point it is important to get offensive, defensive, and research allies so start messaging those around you and propose alliance to them.

Continue to grow by attacking 1-2 times a day, attack aggressively by attacking the fattest person you can hit and win. (When attacking an easy rule of thumb to use is to add up your attacking power, I like to base everything off the jet for ease.

2 troops = 1 jet,
1 tank= 2 jets.
Once you have added up all you attacking units you should attack the fattest guy you can that you are able to send the equivalent number of jets based off what you just added so that it is greater than 0.4*(The guy you want to attacks networth) i.e. if you have 100k troops 500k jets and 50k tanks you have the equivalent of 650k jets in striking power(50k*2+500k+100/2=650) so you could attack someone worth 1.6mil and most likely win(1.6mil*.4=640k).

While teching focus on teching Business, residential, military and weapons techs at first. Later in the reset begin to tech lots of sdi also.

Continue growing up to about 12k acres. Continue to build only research labs and Construction sites. Keep enough of your captured industrial sites that they cover about 5-10% of your land. 5% if you plan to tech all the way and 10% if you plan to go mb/reseller later. Destroy all other buildings you capture and build research labs and construction sites. At this point you Build per turn should be over 100. Sell 1/4 of your military twice a day and sell your tech 1 time each day. Log on just twice a day to do this so you still get 1 bonus of 3 turns for being off for 12hrs. Try to buy units only from your private market. It is important to stay as fat as you can get away with so your private market will be larger. (private market grows only by the amount of land you have). Continue teching with every turn you can spare.

Now is the decision time. Do you want to go Techer all the way (Strongly recommended for tourney) or do you want to go mb/reseller. I will outline both.

First the mb reseller if you chose to tech the whole way skip this). At about 12k acres start to build military bases. On newly acquired land build half of it with mb's and half with research labs. When you begin to near 18k stop building research labs and only build military bases Through out this still build Construction sites also). When you get to 20k acres your land should be at about 70%research labs and 30% military bases when I say about it is because you will have about 5% of your land covered with industrial complexes producing spies and you have construction sites). At this point stop selling tech. Only finance your turns with reselling. Through this shift in land you still want to tech as much as possible, you will lose some teching power going 70/30 but it will be worth it. After 4-5 days of just teching and reselling you are ready to make your switch to full mb/reseller. You need to have about 120bpt by this point. It will cost a little over 1bil and take about 5 days. Fund the switch with selling stockpiled tech, but don't sell too much of it as you will need to keep high tech levels at this point to help keep tech maxed even after you grow more. the majority of what you use to fund the switch will be reselling money. When you are nearly out of money tech the rest of your turns, as long as you are teching over about 1500 a turn and sell tech and units with your last two turns.

Once you have made the full switch you should be at about 94% military bases and have maxed military tech at 91%. Continue to grab agresively and build your land acquired with mb's. Keep only about 5% industrial complexes. Grab up to about 40k-45k acres and then sit. You should be there at about 3 weeks before the end of the game. Stockpile throughout this time, even well before the last 3 weeks, but make sure to stay in or around the top ten, otherwise don't stockpile.

You can now sell off all of your tech besides military and SDI while prices are still good. You will only spend 2 turns a day so you don't need those techs. Continue to gain networth and with about a week left sell off your stockpile and make your jump.

Now for those who want to continue teching. continue to grow by aggressively grabbing once or twice a day and get to about 45k acres with about 3 weeks left in the reset. Continue to build labs and keep about 5% of you land with industrial complexes. As a techer it is much more important to stockpile to keep expenses down. Stockpile as much as you can while keeping enough military on hand to grab and defend your fatness. When expenses become very great save up your turns and sell units twice without buying from private market and then tech. After finishing teching buy from your private market and sell tech. Save up turns and repeat this. With about a week left sell off your stockpile and tech (except military and sdi) and make your jump.

(Note: as a theo techer you will be continually be vulnerable to attacks being that 25% of your units are on the market and your SDI maxes out a little over 60% so you will only as successful as those around you will let you be, never discount the importance of luck in this strat)

Might's comment Not bad ... but i recommend that if you do indeed want to play reseller you should do it from the start. to covert and 18K is simply too risky. you will be TOO prone to landgrabs as your networth starts to plummet.
My suggestion: build 500 ic, than explore and build to 2500 labs. research military like crazy than blow up your labs to build MB's. Lg and grow ... buy SDI and Military tech as you get bigger. You should be selling three times a day for the first 2/3 of the reset. forget the free turns. just spend your turns attacking and building. you will gain land very fast.

Cichlid's reply:
Might, if you do mb reseller from the start it is very slow going. You need a high nw/land ratio to make reselling effective and at the beginning nw/land ratio's are pretty low. Also if you don't go through a teching phase you have to buy the the mil-tech to get down to 91%.

Other than a commie/indy, teching is the fastest start and it quickly catches and passes the indies. The beginning tech market is lucrative and will get you to the top much quicker than starting out with mb's...
I've tried starting with mb's and it just doesn't compare to doing the tech start. The only other option that may work well is to tech to about 5-10k acres and then switch, but the 20k acres switch isn't as bad as it sounds with reselling along the way you don't even drop in the ranks much at all. They way I wrote that you begin building mb's at 12kacres also.

Teching is probably the best strat through mid game, but then dies off due to the market crashing and upkeep costs due to reselling also can be avoided by selling twice a day without buying until after the second but this leaves you vulnerable). Late game cashers are the most powerful, but closesly rivaled by mb reselling since mb resellers can keep going after others have jumped. By mixing early to mid teching with a switch to mb reseller you get a strat that is able to reach huge nw's in any game.

myrddn

Member
136

Jun 2nd 2019, 14:05:37

I dont see many of you posting on primary server forum

myrddn

Member
136

May 30th 2019, 1:03:14

need intel allies

myrddn

Member
136

May 27th 2019, 3:43:29

tx

myrddn

Member
136

May 27th 2019, 3:23:53

bump could use intel allies

myrddn

Member
136

May 26th 2019, 4:27:55

Lick me

myrddn

Member
136

May 22nd 2019, 11:14:30

message me pls