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3186

May 20th 2011, 6:41:46

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:N/A
Player experience:New
Best finish:340
Total finishes:1

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3186

May 20th 2011, 6:41:46

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
GovernmentT
Land6000
Tax Rate35%
Net Income$87,700
Net Food1,560
Money$66
Food290,000
Oil14,000
Turns0
Turns Played868
Turns Stored0
Technology
Military99.78%
Medical98.9%
Business103.31%
Residential102.72%
Agricultural102.69%
Warfare0.3692%
Military Strategy102.51%
Weapons102.31%
Industrial102.11%
Spy103.95%
SDI1.36%
Structures
BPT29
Enterprise Zones300
Residences200
Industrial Complexes800
Military Bases200
Research Labs800
Farms300
Oil Rigs40
Unused2,900
Military
Spies30,000
Troops45,000
Jets110,000
Turrets54,000
Tanks38,000
Readiness77%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

Havoc Game profile

Member
4039

May 20th 2011, 16:33:24


Ok I'm assuming you're very new to this game so I'll give you a brief overview of how to be successful. First off you need to learn the power of specialization. Most buildings work on a percentage of total acres they make up for basis. For example, having 800 labs on 800 acres will give you a much higher tech per turn than 800 labs on 6k acres. Therefor you want your acres to be specialized into specific buildings depending on your strategy.

There's 4 basic 'strategies' that most people play: Indy, Casher, Farmer and Techer.

An "indy" usually played as Communism, is where you build all your acres as Industrial Complexes, and produce all your military, and use that military to sell on the public market for profit to buy your food and technology. You want to have a high level of Industrial tech to increase your production.

A farmer, best played as demo, republic, or in some cases tyranny, is where you obviously focus all your acres into Farms, and sell the food you produce to buy military and technology, in this case Agriculture tech which increases food production.

Casher, best played as a Rep, is when you focus your acres into roughly an equal amount of Enterprise Zones and Residences. These increase your per capita income and cash gains per turn. With this strat you use the money you produce each to buy military, food and tech. Techs you'll want to focus on are Residential and Business.

Finally techer, typically played as Demo, Theo, or Tyr is where you focus all your acres into Research Labs, and then use the majority of your turns researching whichever techs on average are selling the highest, and then sell this tech for cash to buy military and food.
Techers are sometimes more difficult to play, because in order to do well they have to gain land mainly through land grabbing, as they can't waste a lot of turns exploring. Where all the other strats can gain all their land through exploring and still finish fairly well.

As of this moment, with your buildings so spread out, I'd recommend going farmer. But first you'll want to increase your Build per turn (BPT), this is done by building construction sites. I'd recommend first getting it up to at least 50 before doing anything else, then build up all your empty acres as Farms, selling food on your private or public for cash. Then start tearing down all your buildings other than Industrial Complexes (which you need to produce spies) and build them up as farms.

Hope this helps.. will answer any questions you have:) GL.
Havoc
Unholy Monks | The Omega