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3186

Jan 8th 2013, 4:12:55

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:Withheld
Country strategy:Casher
Player experience:New
Best finish:453
Total finishes:1

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3186

Jan 8th 2013, 4:12:55

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
Land1000
Tax Rate35%
Net Income$162,000
Net Food-164
Money$3,000,000
Food59,000
Oil4,700
Turns0
Turns Played266
Turns Stored0
Technology
Military100%
Medical100%
Business125.67%
Residential108.46%
Agricultural100%
Warfare0.2%
Military Strategy100%
Weapons100%
Industrial100%
Spy100%
SDI1%
Structures
BPT10
Enterprise Zones500
Residences300
Industrial Complexes7
Military Bases10
Research Labs400
Farms60
Oil Rigs10
Unused39
Military
Spies240
Troops810
Jets710
Turrets21,000
Tanks240
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

afaik Game profile

Member
502

Jan 10th 2013, 10:40:22

Originally posted by Rockman:
As a Casher, your best bet is to have about 4-10% of your land as industrial complexes at 100% spy production, a few hundred construction sites (anywhere from 50 bpt to 100 bpt is best), and the rest of the land split almost evenly between enterprise zones and residences. And you'll want a lot of business and residential techs, in the 160% to 165% range earlier on, and in the 170% to 175% range later on.


I suggest going Theo or Republic government in addition to the above (amended) advice. techs are looking good already for it, just need to change your built land and govt and you're away.