Verified:

Status Uploader

Bot~
!!!
3186

Oct 11th 2011, 20:19:22

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:Techer
Player experience:New
Best finish:161
Total finishes:2

Status Uploader

Bot~
!!!
3186

Oct 11th 2011, 20:19:23

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
GovernmentC
Land0
Tax Rate35%
Net Income$12,700
Net Food32
Money$1,100
Food3,700
Oil900
Turns86
Turns Played168
Turns Stored23
Technology
Military100%
Medical100%
Business149.72%
Residential100%
Agricultural100%
Warfare0.2%
Military Strategy108.4%
Weapons100%
Industrial100%
Spy100%
SDI1%
Structures
BPT21
Enterprise Zones0
Residences0
Industrial Complexes5
Military Bases5
Research Labs70
Farms10
Oil Rigs5
Unused100
Military
Spies0
Troops96
Jets0
Turrets2,100
Tanks0
Readiness100%
Nuclear Missiles1
Chemical Missiles1
Cruise Missiles0

caffeineaddict Game profile

Member
409

Oct 12th 2011, 17:38:33

As a techer you want the following buildings only:
Labs - about 85-90% of your land
Industrial complexes - about 5-10% of your land
Construction sites - the rest of your land. When you're small, CS may make up as much as 10-15% of your land but as you grow larger this will decrease to around 1-5% depending how large you become.

Labs affect your rate of tech points per turn in proportion of your land that they occupy. So 1000 labs on 1200 acres will get more tech/turn than 1000 labs on 2000 acres.

Since you're starting so late you may, when you're first building up, want to have some farms. Food is quite expensive at between $50-60/bushel so it may aid you in the beginning to have 20-30 farms just to make you food +ve until you get to around 2k acres. At 2k acres you should have no farms at all.

As a techer, you want to spend as much time teching as possible so ideally you should be grabbing. This means selling tech and buying jets (and turrets because you'll want to be able to defend yourself too) on the public market. By choosing the communist government you're putting yourself at a slight disadvantage as you are paying 10% commission when you buy jets/turrets (and also food and oil) and you're also paying 10% commission from the sales of your tech. By comparison, if you were a democracy you would be paying 0% commission on your purchases and sales and if you were any other government you would be paying 6% commission on your purchases and sales.

Don't bother with troops and tanks. You will find that you only need these types of military if you are warring against someone.

I would suggest that perhaps for this set you switch government to democracy or fascism and change strategy to become a farmer. With food and oil prices quite high you will find that you will generate cash much quicker than you will as a techer owing to the time required to build up to a reasonable tech/turn.

If you were to switch to fascist government you would be able to build just a few farms to keep you from starving and mainly oil rigs then sell the oil on the market. This would generate cash quickly for you which you could then use to buy bus/res techs which would increase your revenue/turn. If you were to do this, building your cs so your bpt is about 45-50 and building oil rigs you would be able to build up to about 2k acres in about 220 turns and be producing enough oil to sell on the public market at around $250/barrel to generate about $1.2m/turn. Then I would start building farms and buying agri tech and selling both oil and food on the market and buying turrets.

If you've any questions, ask and I'm sure someone will try to help.

Have fun.