This Based on Rockmans Theo MBR
Startup (1st Phase)
Before first turn:
tax rate to 70%
sell 100 troops, 100 bushels on private market
First turn: Build 1 construction site, drop tax rate to 36%
Turns 2-36: Build 35 more construction sites
Sell food THEN switch government to theocracy
Turns 37-60ish: Build 200 or 220 farms, explore when insufficient cash, sell food on
private market to fund farms
Turns 60ish-155ish: Build 92 more construction sites for 128 total. Save up food to
sell on public market. Don't sell food until you've built all your connstruction sites
and built a few turns of labs with the cash from playing turns.
Turns 155ish-220ish: build 27 turns of labs at 52 bpt (1404 total). Stop exploring
once you get past 1500 acres, and destroy farms 52 at a time for the last 200 labs
Drop all barren acres & destroy all farms
By around turn 220 or so, you should have 1532 total acres with 128 construction sites
& 1404 research labs for 460 tech per turn.
This is the landsize on which we will tech.
I would advise against teching military tech, its better to buy that than to produce
it. We will most likely make business, residential, or maybe agricultural tech -
whichever sells best. It should take a bit under 3 days to get around 70k total tech
points, especially with good help from your tech allies.
This concludes the startup Tech Phase to tech-start TMBR, the Rockman way to play TTR
TMBR Teching Phase (2nd phase)
At the start of this phase, you want to have 52 bpt, 3 tech allies, and around 450 to
500 tech per turn (on around 1500 to 1600 acres)
You will tech all of your turns for a couple days, no growing, no reselling. You want
to have about 70-75k total tech points, about 30-35k each in bus/res techs and about
5-8k each in military tech (optional). Once you've got that much tech, you begin
saving turns for your switch to MBR
I would recommend teching just business & residential techs, with about 10 turns of
military tech right before you switch over to MBR
If you want to tech other techs, the ones most likely to sell best are agricultural
and industrial, and i would ask you to notify your allies so they can produce a bit of
it so that they can get tech from you. You are teching for cash, not for benefit of
your own country.
You want to have 3 tech allies setup before you start teching. If you can see this
forum, then you can see who the other people playing the strategy are.
Don't start selling off tech until you have finished teching your cash generating
techs. Once you finish teching, you should be able to get 2 tech sales in before you
switch over to MBR. 10 turns of military tech & 27 turns of military bases will be
about 3/4ths of a days worth of turns. If you sell once when you finish teching, and
then again 8-16 hours later, and then login 24 hours from when you finished teching,
then you should have gotten 2 tech sales in, which should be enough cash to buy a good
amount of military off your private market.
You'll want to sell tech maybe 2-3 more times after you switch to MBR to continue to
generate cash. Once you have at least 20k each of business & residential techs, it
should be worth it to start selling them, and you will want to login twice a day
selling off techs to get cash fast. Selling before that will cost you one turn of
tech, and won't generate too much cash.
Switching to TMBR (3rd Phase)
Once you have about 70k to 75k tech points (minus what you have already sold), you
want to start saving turns for your last buildings switch of the set
Once you get to about 50k total tech, you can start selling off your tech. If you sell
before that, you won't have enough tech on hand for it to be worth it to sell instead
of tech.
You want to sell tech 2-3 times before you switch over to MBR, this should give you
enough cash to buy a lot of military from your private market, although it might take
another couple of tech sales to buy it out completely.
Around turn 350 to 370 you should finish up teching.
24 hours after you finish teching, you will have enough turns to switch to MBR.
You should be able to start selling tech around turn 330, and should be able to manage
to find a way to sell tech twice before you switch your buildings. I don't know your
login schedule, but its up to you to get a minimum of two, and a recommended 3 tech
sales before you switch your buildings.
When you have at least 30 turns on hand, plenty of cash, and have finished teching,
tear down all of your research labs. Build military bases on your land until you do
not have enough barren land left to build a full turn of military bases. If you have
at least 30 barren acres around, explore once and then build up a turn of military
bases.
You do not need military tech to get cheap military. I would recommend buying military
tech instead of producing it, as military tech prices tend to be lower than other tech
prices. It is more important to be able to fully buyout your private market than it is
to get its prices lower.
Buyout your private market with tanks first, then troops, and then either jets or
turrets, whichever of the two is more profitable.
As soon as you are switched to MBR, sell 25% of your military on the public market,
and continue to sell off your techs.
Save turns as soon as you are converted to TMBR, only use them to sell tech &
military. Do not grow. We will do a bulk explore to increase our landsize from around
1600 to around 3200 acres. Sell a minimum of two times a day while saving turns, if
you can sell 3 times in one day, it will give you a nice advantage over everyone else.
You should be able to buyout your private market with cash left over rather soon.
You can take a risk, and try reselling food or oil with the extra cash, but you will
need the cash when you explore to 3200 acres, to cover turn usage, to cover building
costs, and to cover an expanded private market. If you can make a nice profit on the
thin food & oil public markets, then you will have a great advantage over the others,
but if your stuff doesnt sell, then you will be behind everyone else.
But whatever you do, sell tech & military twice a day for a rather steady cash flow.
Under price your goods to ensure that they sell. Three times a day is better than
twice a day, but it can be hard to arrange your schedule to allow three sales a day.
The first bulk explore as a TMBR (3rd and a half Phase)
Once you have 80 turns on hand & your military just sold, explore for as many turns as
you can (make sure you have enough food)
It will stop you in the middle of your explore, once your land is barren. This should
take 64-70 turns approximately
2-8 hours later you should be able to finish building up your land. If you have to
wait more than 8 hours after you explored to fully build your land, then you can sell
military, but don't buy any from your private market.
Once you've finished rebuilding your land, then you buyout your private market and
continue reselling military.
On this landsize we will boost our bpt to its final amount.
If you are planning to grab later in the set (I would advise at least doing GDI
farming later in the set), or are grabbing while beginning to drop your stockpile then
you will want more than just 52 bpt
we will already have a bit over 3k military bases built, and CS on our land, too, so
we add 3.2k to the ideal bpt results to determine what bpt suits what landsize
for explorers:
52 bpt is ideal for about 9.8k acres
53 bpt is ideal for about 10.2k acres
55 bpt is ideal for about 10.6k acres
56 bpt is ideal for about 11k acres
57 bpt is ideal for about 11.3k acres
59 bpt is ideal for about 11.8k acres
an explorer should be able to get to 12k acres around day 40 of the set, and I wouldnt
advise exploring beyond 12k acres, infact we will likely begin dropping stockpile
around or before day 40 of the set
for grabbers
62 bpt is ideal for about 12.8k acres
66 bpt is ideal for about 14k acres
69 bpt is ideal for about 15.3k acres
73 bpt is ideal for about 17k acres
76 bpt is ideal for about 18.1k acres
80 bpt is ideal for about 19.8k acres
If you think you are good enough to grab to over 20k acres as a TMBR, then do the
calcs yourself to determine what bpt you want.
I do advise doing some grabbing, but its probably best to limit yourself to GDI
farming.
TMBRs dont have the military layout to bounce retals, but they do have the networth
making bottomfeeding extremely difficult, so grabbing as a TMBR is a challenge.
Growing as a TMBR (4th phase)
After you reach your target bpt on 3k acres, its time to grow as a TMBR
This phase will overlap with the stockpiling phase, but it starts slightly earlier
You have to sell military at least twice a day everyday, otherwise you will not
generate enough cash and your expenses will be too high.
There isnt really any reason to login more than twice a day, you can use the market
tools to see if your goods sold or not (and check how much your networth dropped).
You can record your sales in your country thread if you want, incase you want a
reminder of what goods you put at what price.
You want to explore & build with all your turns, except for the 2 turns a day selling
military. Explore right after you login, and before you buyout your private market of
military. Exploring before you buy military ensures that your expenses will be lower
and it will save you money.
Its rather simple instructions on how to gain land, you just explore & build everytime
you login. If your military doesnt sell, you can save turns for your next login if you
think your military expenses will be lower at that time. You can also save up turns
for a bulk explore if you so desire. It will give you a bit more land in the long run,
but will give you a bit less private market replenishment in the short term.
Don't run yourself out of food, and running yourself out of cash should not even be in
the question - you are buying military after you use your turns.
This part is rather easy, its the stockpiling part which is more complex, which I will
post in a couple of days. You'll be having to stockpile & grow at the same time.
Stockpiling as a TMBR (5th phase)
This phase is done concurrently with the fourth phase
You will be exploring & building every single day until you drop your stockpile.
Selling twice a day & exploring after your military has sold but before buying out
your private market will ensure that your expenses are kept down.
You will be stockpiling while you are growing. This is a new idea to many people, but
its rather simple once you get the hang of it. You use all your turns for either
exploring, building, or selling. 2 sales a day will give you more cash than is needed
to buyout your private market.
Once military tech prices come down below $2500, I would advise buying military tech,
and you'll want to get military tech rather high rather fast.
Its impossible to determine how much you should focus on military tech & how much you
should focus on food. Figuring out the right amount of each to buy is difficult, so
just make your best guess of how much of each to buy.
About two weeks into the set you should be able to buyout your private market with
cash left over, and this is when you start stockpiling.
Food prices will almost always jump midset, maybe 4-5 weeks in, and will stay up until
about 1-2 weeks left in the set. We want to get as much food as we can before it jumps
as the top TTRs start stocking. The first time i tried this strat in alliance I had 20
million bushels on day 20.
Once you get going, you will have cash left over after buying out your private market.
That cash goes into food & military tech. You store your stockpiled food on the
market, just like any other strategy does. You do this while at the same time selling
your military twice a day. Since you can sell food and military at the same time, you
use the turn for selling military to put your food stockpile on the market.
You should price your food at around $80 to $150 earlier in the set before the food
price increases, but be careful to not have more than 2 billion worth of goods on the
market, excluding the food you place on the market at over $360. When the food market
jumps from under $40 to over $50, the market frequently empties out. If you can sell
part of your food stockpile for $100, even if you have to buy it back for $50, its
worth it. We will be among the very very few countries to have a food stockpile of
decent size at the point that the food market empties out & jumps (it may empty out
more than once in a set, or not at all). Therefore we stand to make the most profit if
we place our food on the market at $80 to $150. If the market does empty out, I will
recommend doing some extensive market playing, even though it does mean not having the
5 minute logins you are used to. If you have food up at $97 and the only food arriving
on the market is food at $35 to $40, then you can market camp the cheap food while
forcing people to buy your $97 food. I prefer storing my food on the market in the
high 90s because if the market empties out and the price of food is in triple digits,
people are more likely to realize something is up, whereas if it is just two digits,
then a lot of people will buy their food for the day without noticing that the price
is different than normal.
Your food stockpile will return from the market 48 hours after it arrives there. Once
you have a large sized stockpile or more than just a million or two bushels arriving
back from the market, you will want to put this food back on the market right away.
You will have to sell military twice at each login once this happens, not once. You
have to wait until after you have used your turns to buyout your private market, but
you need to sell again after you buyout your private market. This will mean that you
login, place goods on the market, use your turns exploring & building, and then place
goods on the market again. Take this opportunity to put two batches of military up, it
will allow you to have military at two different prices if you so desire. When you put
your food stockpile back on the market, leave enough food on hand for using your turns
that day.
Once you are done playing your turns, buyout your private market, and then look to the
public market for cheap food. If you buy food for your stockpile after playing your
turns, you'll have two batches of food heading to the market also, and that is what
you want.
A TMBR needs to stockpile earlier than any other strategy, especially in the alliance
server. Military prices will fall during stockpiling time around the middle of the
set. When you see these prices, it'll be obvious that we would make very little profit
if we tried reselling through this period. At the same time that jet & turret prices
fall down to the $120 to $130 range, food prices usually jump to the $50 to $60 range.
This provides an EXCELLENT opportunity for us. We start buying cheap food only about 2
weeks into the set, so by the time military prices jump around 5 weeks into the set,
we should have an excellent sized stockpile. I'll detail how to drop your stockpile in
a later post.
Until you drop your stockpile, you sell military twice a day, you use your turns each
day for landgrowth, you keep high military tech, and you get as much food as you can.
1404 labs only now produces 353 tpt
fucking mehul