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Oct 2nd 2011, 17:09:44

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:guochel
Country strategy:Undecided
Player experience:New
Best finish:73
Total finishes:1

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3186

Oct 2nd 2011, 17:09:44

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 Rate35%
Net Income$6,560
Net Food18
Money$25,000
Food100
Oil0
Turns40
Turns Played0
Turns Stored0
Technology
Military100%
Medical100%
Business100%
Residential100%
Agricultural100%
Warfare0.2%
Military Strategy100%
Weapons100%
Industrial100%
Spy100%
SDI1%
Structures
BPT5
Enterprise Zones0
Residences0
Industrial Complexes0
Military Bases0
Research Labs0
Farms0
Oil Rigs0
Unused120
Military
Spies0
Troops100
Jets0
Turrets0
Tanks0
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

guochel Game profile

Member
376

Oct 2nd 2011, 17:12:41

well, i see that nobody visits this forum. this was a useless post

caffeineaddict Game profile

Member
409

Oct 3rd 2011, 13:05:19

It's not useless. It's helpful if you can think of a strategy to choose. Also, you will find it useful having a look at some the threads in this forum (and in primary thread) which have proven to be popular. A lot of advice is repeated over and over again. What you will not get is a turn by turn set of instructions on what to do.

You have several strats. There are,

Casher - build ent zones, res (at a ratio of about 11:9), cs + ind make up the rest, usually about 5-10% of land being ind at 100% spies. Do not build other types of buildings as your income/turn depends on % of land occupied by enterprise zones. Buy everything you need which will include lots of turrets and food as well as techs. Bus/res tech are very important. Then later when those techs are close to maximum you'll start to need military tech to lower your costs. Governments include, but are not limited to, Republic, Democracy, Theocracy.

Farmer - build farms, construction sites + 5-10% ind at 100% spies (if oil price is high, oil rigs too). Sell food. Profit. Buy lots of agri tech, then bus/res when agri is close to max and then military tech. Buy turrets. Governments include, but are not limited to, Republic, Democracy, Fascism.

Industrialist - build industrial complexes + cs with 5-10% production set to spies (could build oil rigs too). Buy lots of industrial tech, then bus/res when agri is close to max and then military tech. Sell turrets and jets. Governments include Communism... there are few that play this strat (well) using other governments.

Techer - build labs, cs + ind make up the rest, usually about 5-10% of land being ind at 100% spies. Do not build other types of buildings as your tech/turn depends on % of land occupied by labs. Supposedly more difficult to run successfully than the others above. Governments include, but are not limited to, Republic, Democracy, Theocracy.

Do not try to run a country that has a few of each building type - aka Rainbow strat. These types of countries are not efficient.

The earlier you can get your main techs, despite the high prices, is usually considered to be better as you will be able to sell more product (or generate more cash) which enables you to buy more things enabling you to grow quicker.

Choose a strat, choose a government. Decide whether you'll be aggressive and grab land or whether you'll be exploring to get your land.

It's usually not worth bothering with troops or tanks for more than a few thousand units unless you're aggravating someone by grabbing them more than once. Stick to turrets (and jets if you are grabbing).

If you are grabbing, you will find that weapons tech, spy tech and military strategy come in useful in being able to find a good target (victim) and grab as much land as possible with as few military units as necessary.

Constructions sites... getting up to around 60 or so bpt will be ok. Depends on what size your country gets to be able to say whether it's the most efficient or not. The bigger you want to be, the most cs you need.

Have fun.

Trippster Game profile

Member
425

Oct 3rd 2011, 13:51:13

caffeineaddict is right. Pick a strat. Pick a gov. Check some of the threads for that strat. Then if you are still unsure about something post a follow up here. Many of the strategists tire of posting the same advice over and over again. IMHO
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Brink Game profile

Member
634

Oct 5th 2011, 4:16:34

Cashing sucks, Tech is King

Trife Game profile

Member
5817

Oct 19th 2011, 21:10:33

I recommend a dictator construction site reseller