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3186

Oct 17th 2011, 5:53:30

This is an automatically generated thread. If you are an expert feel free to provide advice. Please follow all of the rules listed in the sticky thread. Respect the anonymity of this player's country: deducing and posting the country number of this country is a bannable offense. Further information about the player and the country:

Country owner:Withheld
Country strategy:Undecided
Player experience:New
Best finish:N/A
Total finishes:0

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3186

Oct 17th 2011, 5:53:31

This is an automatically generated post. Please note that certain values have been rounded and some have been omitted to protect the identity of the country.

Basics
GovernmentM
Land0
Tax Rate40%
Net Income$4,180
Net Food32
Money$6,900
Food170
Oil0
Turns95
Turns Played5
Turns Stored100
Technology
Military100%
Medical100%
Business100%
Residential100%
Agricultural100%
Warfare0.2%
Military Strategy100%
Weapons100%
Industrial100%
Spy100%
SDI1%
Structures
BPT5
Enterprise Zones0
Residences5
Industrial Complexes10
Military Bases5
Research Labs0
Farms5
Oil Rigs0
Unused75
Military
Spies0
Troops170
Jets0
Turrets0
Tanks0
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

Trippster Game profile

Member
425

Oct 17th 2011, 14:41:48

Pick a strat. since it is so late in the set don't expect too much though.
I'd say go Commie Indy.
Switch gov to Commie
Set production to 100% turrets
Tax rate 35%
Destroy those res & M Bases!
Build 60 CS
Build 60 farms
Build 20 CS
Build 100 Indys
build 20 CS
Sell bushels on private market when low on cash
Sell max military on public market at end of each day
Buy a few k troops & tanks
This late in the set you probably only need 160 to 180 CS total
Build CS in lots of 20
EVERYTHING ELSE SHOULD BE INDIES !!!!!
Use bonus points for extra turns
Buy techs, first concentrate on indy tech (140%-150%), then military (89%-90%)
Ignore the smiley.
I have 10 tabs open.
I may or may not be here.