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
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