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3186

Mar 27th 2011, 17:04:57

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:Undecided
Player experience:New
Best finish:N/A
Total finishes:0

Status Uploader

Bot~
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3186

Mar 27th 2011, 17:04:57

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$19,500
Net Food-18
Money$280,000
Food160
Oil0
Turns40
Turns Played82
Turns Stored59
Technology
Military100%
Medical100%
Business128.07%
Residential100.08%
Agricultural100%
Warfare0.2%
Military Strategy100%
Weapons100%
Industrial100%
Spy100%
SDI1%
Structures
BPT8
Enterprise Zones40
Residences20
Industrial Complexes3
Military Bases7
Research Labs200
Farms9
Oil Rigs0
Unused1
Military
Spies55
Troops180
Jets3
Turrets160
Tanks0
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

Rockman Game profile

Member
3388

Mar 29th 2011, 17:32:15

If you want to be producing technology, you should have research labs occupying nearly all of your land, with the rest composed of around 100 to 300 construction sites, and ~5% of your land as industrial complexes at 100% spy production.

You should not have any enterprise zones, residences, military bases, farms, or oil rigs while you are producing technology.

You should have 100 construction sites built in your first 200ish turns, too.

caffeineaddict Game profile

Member
409

Mar 29th 2011, 20:23:51

It may also be worth considering changing from Monarchy to another form of government.

Theocracy for example will aid in building quickly... will help a little with cash generation/turn with a higher population (but that will have a slight impact on food consuption). You will also be able to buy military, usually tanks and troops for much lower prices than on the public market.

You also need to consider that if you are a techer you want to be spending most of your time doing research. This means that exploring to gain land will be inefficient. You need to be able to make one or two landgrabs every 20-50 turns (depending on the size of the grabs).

As a techer turns are important. It's often best to buy extra turns with your bonuses.

If you have, for example, 0 turns when you log out then 12 hours later you log back in you should have 24 "natrual" turns + 3 bonus turns for not pestering your citizens. Of those turns you probably want to spend 1-3 spying, 2 on (successfully) attacking, 2-4 on building (depending on how successful your landgrab was), between 17-21 turns researching and the last to sell your tech.

Have fun, and don't take it too hard if you become a landgrab target. Learn what puts people off attacking you, adapt then succeed.