Author: zax77 and compilations.
NOTE: This lines of strategy can either be used in Netgainig and War Times!
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% turrets, sell 100 troops.
turn 1-28 build CS. turn 29-30 (build 12 industry+sell turrets)
turn 31 explore + sell turrets (sell turrets 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% jets, build industry)
turn 73-87 (build indust+explore when needed)
turn 88-99(build indust, CS when no cash and explore when needed)
!!! HERE YOU STOP AND UNTIL REACH OF 70(20) Turns AT LEAST!!!
After turn 100, sell the max number of jets possible on the public market.
Once your jets sell, switch to 50% jets, 50% turrets (or 70-30%). At the end of each day's turns sell as much of each (or only jets if you go 2nd %) 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!)
After you do this startup strat be sure to get to 400 CS within 800 turns used from the time you made your country until you have 800 turns...
From the turn 101-800, this is the general stint on how to gain NW and keep yourself up in the top 500 until you switch to Casher. For each day you must follow this production schedule.
How many turns you have (with or without freebies)/2 = The First half your turns spent producing nothing but jets... While producing nothing but jets, you can either bottom feed or do a few large PS'es, it is all the matter of personal preference of the individual... When you attack someone with the bottom feeding strat, you must build all of your buildings as either Indy or CS to gain readiness back up to 100% ASAP to do another attack, then bottom feed more... Then turn your production to 100% turrets for the last half of your turns and save 1 turn at the end to sell off 25% of all jets/turrets at the end of the day, for the cash for tomorrow's building and perhaps buying of food and oil... I would recommend building 20-30 CS a day for the simple fact of the faster you get to 400 CS with a stable army/country, because you can build 400 CS in 600 turns and have the worst country since all you did was build CS... Thus keeping 20-30 in 1 day a good pace for the usual ~49 turns a day.
Bottom Feeding Strat: Lets say I have a 1 mil NW country. I find 333K-400K Not GDI countries who are the fattest in my search. (1 mil/3 = ~333K) Since, I am a Monarchy Powerhouse, I need not to have send more or less due to military strength, thus I send 120-140K Jets on a SS run and should be able to break all the time. (33k-400K/3=120K-140K) This should yield from 100 total acres to 200 total acres, dependant on the cherries you do find.
1-3 PS a day strat Find the 1-3 biggest biggest targets and PS them with the correct amount of Jets, be sure to build CS/Indy in the middle to gain readiness back up, which with this strat I recommend more like 60% of your turns spent on producing jets as you will need to sell them off at the end of the day for that needed cash.
During the Switch is the most critical part of being a Casher, you have to decide which Gov you want and how much techie per Gov...
With a Monarchy Indy to Rep Casher Switch, I would recommend getting your techies at this minimal level so when you do switch it will be easier on yourself to cash more at the beginning. Military at 94%+ Res/Bus at 165%+ Conditioning at 150%+ Weapons at 130%+ Also with the cash needed before switching to Rep Casher you would need to follow this formula
Cash>N*(CB+CD) Cash = minimal cash you have N = number of buildings CB = Cost of Building 1 building CD = Cost of Destroying 1 building
With a Monarchy Indy to Dict (Demo) Casher Switch, I would recommend getting your techies at this minimal level so when you do switch it will be easier on yourself to cash more at the beginning. Military at 94%+ Res/Bus at 170%+ Conditioning at 150%+ Weapons at 130%+ Also with the cash needed before switching to Demo Casher you would need to follow this formula
Cash>N*(CB+CD) Cash = minimal cash you have N = number of buildings CB = Cost of Building 1 building CD = Cost of Destroying 1 building
With Both Govs, make sure you can switch in 1 day, thus giving you that added 1 day that others may take 2 days to convert, so you can LG for 1 more day...
*Note: You can use the switch to Dict also for Demo likewise.
When your going to convert in 1 day, I recommend you following this formula (Number Of Acres - 500 (For Indy))/bpt=Number of Minimal Turns You will need.
*NOTE: 500 IC for spies later on in the game so you will not get spied upon and you could do the spy work yourself* when you convert, you simply follow this… Switch your production to 100% turrets, and then tear down 1 bpt of Indy and rebuild them as Ent/Res.
NOTE: From here on we start concentrating on NET or WAR!!! Do as followed and adjust to the Rules in case of Green/Yellow/Red Alerts in case of War!
Once your done totally converted to Rep/Dict/Demo-Casher, all you got to do is this until 1 month until the end of reset. LandGrab about 1K Acres a day and build as Ent/Res and some CS to gain readiness as CS will cost more then you want later on... As well as the bigger grabs of 4K+ Acres And ~2K Buildings with a low BPT can also stunt your growth, thus more CS for later can not ever hurt... If your going to be doing massive retals or just make a massive landgrab, I suggest you building more CS so you can get a BPT of 150-200 (6K Acres/105=58 total turns to build, instead of 6K/150=40 turns or 6K/200=30 turns), thus the more BPT you have the quicker you can rebuild and cash out your turns to be able to jump more NW to keep you off the LandGrab/Retal eyes... Make sure you have about 1K NLG through this landgrabbing phase to make sure you are off the LG scope via other alliances/clans... Be sure to keep your techies on Res/Bus/Military/Weapons/SDI and Some warfare techie will never hurt for that case where IX gets nailed on by those multies you have more missiles ready, just in case.
At 1 month til the end of reset, you should be around 40K Acres and 40 mil nw with a rep/demo casher country (which Rep would be the better choice for the obvious PCI reasons)... (and around 20mil with Dict… and if there is no War you sucked it up cause from now on its hard to upper with this government type!) … At this point... Cash each day, and start to stockpile food bushels/techie/oil. with 40K Acres, (about 19500 Acres should be Ent and 19500 should be Residential, per the Ent/Res with the 1000 Indy for the Spies... which you could tear them down and invest as Ent/Res, that is your own choice)... you should be able to cash ~1 bil a day with your techies almost maxed out... (For Reps) Ent/Res at 175%+ (For Demo) Ent/Res at 185+ (For Both) Military at 90% Weapons at 140%+ WarFare at 2%+ SDI 10-70 chose %+
Therefore, about ~15-20 days of cashing, then the last 10-15 days of the reset is to spend, spend, spend all you can to jump from your ~40 mil nw up to 300 mil nw J, if you sell off all you can.
Here is the general formula for bushels/techie/barrels:
2 bil cash/market price of bushels=the amount of bushels you sell. 2 bil cash/market value of techie=the amount of techie you sell. 2 bil cash/ market value of barrel=the amount of barrels you sell.
While Jumping in NW, make sure you keep 1 turn of cash and food at hand at all times, so when you do sell off your food/techie/oil at the end, you will not get that nice and lovely error message 'Your forces flee from your country as you can not either food them or keep a capita income' which can severely hurt your country, when at 160 mil, you could lose up to 10 mil if your not careful... Thus, keep 1 turn storage of food/money to keep from having this dainty little error message.