Tyranny Tech Advance

Overview

Tyr techer is a great strat for both netgaining and warring, it has high production and attacking bonuses. In some ways, tyr techer is better than TTR for netgaining, and i'd take straight tyr techer over a TTR -> tyr techer anytime for war.

In this version of the Tyr techer I'll introduce some advanced concepts as I'll try and squeeze every last drop of performance by using game mechanisms and market trends to advantage. So if u follow it, try and understand what you're doing or u can end up lost, and there's some big fuck ups just waiting to be made

Like any other strat, this will have 3 phases: a setup phase, a stocking phase and a destocking/warring phase. The setup phase is probably the hardest since u want to get this done as fast as possible, you'd probably want to aim for a land target of around 10,000A - 15,000A in the first 1000 turns. Remember its not just the quantity of land that matters, its the speed at which u can get it that will determine the shape of your country.

Setup Phase:
- 80 CS startup
- only build to 500 ICs
- LG and build 300 CS
- build up as techer
- GDI feed and stock
- when reach $2B, topfeed/midfeed and then pump defense to bounce retals

Stocking:
- Stock a mix of oil and food. Probably stock oil first, and store exclusively oil if we're headed for war.

Destocking/War:
- If war, you know the drill
- If no war, then convert to TMBR and jump from your PM when food is about to peak.

Setting it up

I referred to an 80 CS startup, if you don't have a good one, I'll post one as soon as I've confirmed that the one I'll be using actually works. I've modified a TTR 80 CS start but I'm not certain that it wont run into cash problems since I've been too lazy to run some calcs.

Basically what you are looking for is a startup with minimal farms/oil rigs, like about 15 farms and 5 rigs, with the rest as ICs. This startup does not need to have 20,000 jets by the end of 100 turns but should be decently optimised for production.

You'll be coming out of protection at under 300A, so you'll be able to make a few nice hits on the first day out if you go all jets without fear for much retribution. So here we're taking advantage of the fact that you'll be hitting up at fatter countries and you'll still remain thin enough to not be worth hitting.

As for production on your first day out of protection, you should get to 20k jets (make sure you PS at most 15k jets) and about 2000 - 5000 turrets. Sell 5k jets on the public at a price that will sell, and that will be it. There will be no more selling until you're ready to convert to techer.

Note that the reason we can do this is we're only going to be building 500 ICs, hence the 5k jets + cash we get from running turns should be sufficient.

The next step is to test your patience and just wait for the next few days until your turns fill up (do a few PSes each day still and build CS for readiness). We do this so other countries grow past us and we're always hitting higher nw countries. This will give us the best returns as we're using nw bracketed returns to our advantage. Definitely make sure you're hitting untags and total crap tags here, cuz if the target wants to retal, there's nothing u can really do about it - 500A ain't stellar production.

So now that you're behind everyone else, just stay behind by playing just enough turns so u don't lose any, so you should be logging into 86(50) just about everyday. Grabbing should be pretty easy, and with luck u don't hit anything that wants to retal. All you'd be doing right now is doing some PSes and building CS, and fiddling around with your indy production to switch between jet and turret or spy production.

By the time you hit 300CS, you should have grabbed to about 2400A, and you'll find that military prices have started to rise so you can sell your jets/turrets for $175 now rather than the $120 or so you'd have to settle for if you had sold earlier.

Before the ghost acre removal, your land would have been something respectful but now 2400A is probably a realistic target, at least this means that you'll only need to build the 500 or so ICs to fund your buildings. You'll probably need to sell twice here to fully fund your rebuild to labs so a 12 hour play is definitely recommended here.

Next we switch to GDI feeding.

GDI feeding is pretty simple, find a virgin untagged/shit clan target that is in GDI and then declare war and farm it for 2 days straight. Make sure u defuse missiles or get enough tanks so u can't be ABed if necessary.

The main trick here is to keep your nw as low as possible. This means minimising any military u buy, and reducing your tech. Selling twice a day can greatly help to keep your tech points and hence your nw low. Keeping your nw low would mean better returns and more targets to choose from. You'd probably be getting 400 - 600A a day from this.

Again, MAKE SURE that these targets have no retal capacity whatsoever.

After about a week and a half of doing this, you'll realise that the money you got from you tech sales is getting close to 2B. This is where the real fun is going to start

Now we prep your country for top/midfeeding

Basically, get a good amount of weapons and strategy tech before you start. You'll only get to do this once so you need to get it right.

If you've got 2 bottomfeeding allies, ditch 'em both and get them to ally each other, you'll need to ally up with some midfeeding TTRs just prior to this volley of hits.

Don't spend too much time getting weapons and strategy tech, you want to hit as early as possible, but make sure you've got lots of funds ready, and pick out your targets before you start to do any serious hitting. Asking one of our spies for help is probably a good idea.

At the beginning of your big day, you'll need about 60+ turns, but again, don't save too much cuz u need to hit as early as possible. You'll be making 10 hits, 8 SSes and 2 PSes, and you'll be buying jets as you need them. Always oversend cuz you'll only be doing this once so u can't really afford any hits not breaking.

Your targets will now be mid-sized unpacted clans that you can probably bounce retals off. Its a good sign if you also see big TTRs hitting them as well. Try and do your hits on heavy offense countries higher in nw than you. Start with smaller nw ones and work your way up. Try to keep more jets around than you need but stay below their nw if possible, and at worst, make sure they don't fall below 0.6 * yourNetworth. This is to minimise readiness loss and maximise land gain. DO NOT BUILD for readiness, tech weapons (even tho its less efficient) cuz you'll need it.

After you've done your 10 or so hits, you'd have gained a shitload of land (4000 - 6000A). Now since you started with $2B, you should now still have plenty of that left, so go nuts on buying turrets with that, leave some petty cash for playing turns still tho.

Now the idea is simple, for the next 3 days, you'll be owed a lot of retals, especially if you double and triple tapped. You'll be selling any none weapons tech off and your jets when the come back from PS. Buying turrets with the cash of course.

The only turns you'll run is to keep from losing turns. With these turns you can build CS if you're confident of bouncing.

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