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May 10th 2011, 1:24:13

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:thehiphopdrug
Country strategy:Undecided
Player experience:New
Best finish:265
Total finishes:1

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3186

May 10th 2011, 1:24:13

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
GovernmentC
Land2000
Tax Rate36%
Net Income$93,000
Net Food-339
Money$530,000
Food3,800
Oil7,500
Turns39
Turns Played255
Turns Stored2
Technology
Military100%
Medical100%
Business100%
Residential100%
Agricultural100%
Warfare0.2%
Military Strategy100%
Weapons100%
Industrial100%
Spy100%
SDI1%
Structures
BPT32
Enterprise Zones200
Residences400
Industrial Complexes800
Military Bases20
Research Labs0
Farms50
Oil Rigs20
Unused96
Military
Spies9,900
Troops16,000
Jets17,000
Turrets29,000
Tanks8,000
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

Havoc Game profile

Member
4039

May 10th 2011, 3:29:38

As you're a commie you'll want to focus all your buildings as Industrial Complexes and go "commmie indy" a pretty solid, easy strat to play. Just keep building up indies and gaining land and selling max military on the public market at the end of each day. Try to sell more than once a day once you start getting more land as well. You'll want to get your bpt up to 60-85 depending on your land goal.. and eventually start buying a lot of industrial technology.
Havoc
Unholy Monks | The Omega

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3186

May 10th 2011, 8:44:26

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
GovernmentC
Land2000
Tax Rate36%
Net Income$98,900
Net Food-522
Money$750,000
Food5,500
Oil9,300
Turns5
Turns Played306
Turns Stored0
Technology
Military0%
Medical0%
Business0%
Residential0%
Agricultural0%
Warfare0%
Military Strategy0%
Weapons0%
Industrial0%
Spy0%
SDI0%
Structures
BPT32
Enterprise Zones400
Residences500
Industrial Complexes1,000
Military Bases20
Research Labs0
Farms50
Oil Rigs20
Unused8
 

thehiphopdrug Game profile

Member
137

May 10th 2011, 8:46:04

Thanks Havoc, I am still learning, obviously... Indy/Commie is pretty straight forward, beginner style! I guess it will work for the first part of the round, huh?
Those midgets are funny. Sometimes I'd like to hold a midget. They always want to sit in the front seat. -Taxi Driver

I did know something that I didn't... But it wasn't that. - Ignignokt

Rockman Game profile

Member
3388

May 10th 2011, 13:47:02

You should destroy the enterprise zones, residences, military bases, farms, and oil rigs and rebuild them all as industrial complexes. And you want to get industrial tech sooner rather than later.

thehiphopdrug Game profile

Member
137

May 11th 2011, 3:37:45

Rockman thanks, but I don't think I'll be staying as an indi commie for the whole cycle.
Those midgets are funny. Sometimes I'd like to hold a midget. They always want to sit in the front seat. -Taxi Driver

I did know something that I didn't... But it wasn't that. - Ignignokt

Rockman Game profile

Member
3388

May 11th 2011, 5:00:42

switching strategies in the middle of the round is difficult to pull off properly, and is not advised for newer players

I'd recommend picking one strategy and sticking with it, rather than switching strategies during the middle of the set.

If you don't want to be an industrialist for the whole set, I'd suggest to switch right now to what you want to be for the whole set, and to keep that strategy for the whole time.

Azz Kikr Game profile

Wiki Mod
1520

May 11th 2011, 5:29:46

and regardless of if you intend to change strategies mid-round, you will perform much better until the change by sticking with a specific strat.

if you don't want to be an indy the whole time, but do now, go all indy. change to whatever else you want to when the time comes.

thehiphopdrug Game profile

Member
137

May 11th 2011, 6:22:37

Understood. I've heard this from a number of people, however I've never been given an explanation, mathematical or otherwise.. can someone step to the plate and tell me why a "hybrid" country will not work?
Those midgets are funny. Sometimes I'd like to hold a midget. They always want to sit in the front seat. -Taxi Driver

I did know something that I didn't... But it wasn't that. - Ignignokt

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3186

May 11th 2011, 6:27:33

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
GovernmentC
Land3000
Tax Rate36%
Net Income$112,000
Net Food-682
Money$1,600,000
Food8,000
Oil14,000
Turns0
Turns Played360
Turns Stored0
Technology
Military0%
Medical0%
Business0%
Residential0%
Agricultural0%
Warfare0%
Military Strategy0%
Weapons0%
Industrial0%
Spy0%
SDI0%
Structures
BPT32
Enterprise Zones500
Residences500
Industrial Complexes2,000
Military Bases20
Research Labs0
Farms70
Oil Rigs50
Unused61
 

londwell

Member
130

May 11th 2011, 8:30:19

thehiphopdrug

Hybrid Countries (Rainbows) tend not to work unless there are extreme cases. Even then, you would only add farms or oil rigs, and nothing else.

This game is built on numbers and formulae. I'll try and give you a rough rundown without scaring you away with masses of numbers.

Ent Zones, Residences, Military Bases and Research Labs: The formulas to define their effectiveness are based on the % of land that they cover. So, the higher the % of land they cover, the more effective they are ie 500 of one of those buildings out of 600 acres will work more effectively than 500 out of 10000 acres.

So, logically speaking unless you plan on filling up a good portion of your land as either Military Bases OR Research Labs OR Ent Zones/Residences (these work to increase cash flow together) then it is an inefficient use of those buildings.

Farms, Oil Rigs and Indies have a set production per acre. I know that some people in express tend to produce their own becuase the market is thin.

But at the moment in primary average prices for turrets on the last 12 hrs are $113. An industrial site produces 1.86 turrets per site. You're gov is communism so you get a 35% bonus. This means you produce 2.511 turrets per IC per turn. At current prices including commissions it is producing $255 per acre.

A farm at this time of reset produces 5.3 bushels per acre. They currently sell for ave $33 so that is $157 per acre of farms.

By building farms for food you are losing nearly $100 per acre per turn.

There are a lot more variables that go in to this but but hopefully it helps.

Rockman Game profile

Member
3388

May 11th 2011, 17:25:18

Industrial Complexes and Farms have a set production per acre, but it is more efficient to only build one of those two buildings because both buildings get a huge boost from technology and it is much cheaper to only have one area of technology that you need to keep a large amount of tech in to boost your production than to have those two areas which you need to buy tech in.

And as londwell said, enterprise zones, residences, military bases, and research labs are more productive when they occupy a higher percentage of your land. If you have 500 enterprise zones on 1000 acres, it gives a bigger boost to PCI than if you have 500 enterprise zones on 2000 acres. If you have 500 research labs on 1000 acres, it gives you more tech per turn than if you have 500 research labs on 2000 acres. Etcetera.

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3186

May 12th 2011, 1:32:47

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
GovernmentC
Land3000
Tax Rate38%
Net Income$107,000
Net Food-1,060
Money$1,200,000
Food6,100
Oil18,000
Turns5
Turns Played394
Turns Stored0
Technology
Military0%
Medical0%
Business0%
Residential0%
Agricultural0%
Warfare0%
Military Strategy0%
Weapons0%
Industrial0%
Spy0%
SDI0%
Structures
BPT35
Enterprise Zones500
Residences500
Industrial Complexes2,000
Military Bases0
Research Labs0
Farms0
Oil Rigs50
Unused310
 

Havoc Game profile

Member
4039

May 12th 2011, 13:47:48

Destroy the ent/res and get your bpt up to at least 50..
Havoc
Unholy Monks | The Omega

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3186

May 12th 2011, 21:38:24

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
GovernmentC
Land4000
Tax Rate38%
Net Income$104,000
Net Food-1,090
Money$7,200,000
Food27,000
Oil22,000
Turns0
Turns Played439
Turns Stored0
Technology
Military0%
Medical0%
Business0%
Residential0%
Agricultural0%
Warfare0%
Military Strategy0%
Weapons0%
Industrial0%
Spy0%
SDI0%
Structures
BPT42
Enterprise Zones500
Residences500
Industrial Complexes2,000
Military Bases0
Research Labs0
Farms0
Oil Rigs50
Unused590
 

Navisis Game profile

Member
122

May 13th 2011, 2:22:06

your slowly getting the BPT up.. :) ITs boring at first.. I know, but once your done, your done. Ive got 70, and it sucked, but its worthwhile.

and yes, toss the ent/res sites.. they are doing you zero good right now!, and build the empty land.

thehiphopdrug Game profile

Member
137

May 14th 2011, 1:24:46

Navisis, I'm going to actually build up my res/ez's soon... I wanted to produces spies, sell some military and such before I switch to a casher strategy. After that, I'll take out some of my indi buildings and switch to a democracy. And yes I am getting a higher BPT, what do you suggest, about 65-70... It's at 55 now... Thanks, later.
Those midgets are funny. Sometimes I'd like to hold a midget. They always want to sit in the front seat. -Taxi Driver

I did know something that I didn't... But it wasn't that. - Ignignokt

Rockman Game profile

Member
3388

May 14th 2011, 2:46:49

I suggest that you take the advice that everyone in this thread has given you.

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3186

May 14th 2011, 18:45:17

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
GovernmentC
Land4000
Tax Rate38%
Net Income$202,000
Net Food-1,650
Money$11,000,000
Food0
Oil29,000
Turns33
Turns Played504
Turns Stored0
Technology
Military100%
Medical100%
Business111.33%
Residential117.52%
Agricultural100%
Warfare0.2%
Military Strategy100%
Weapons100%
Industrial103.75%
Spy100%
SDI1%
Structures
BPT55
Enterprise Zones700
Residences900
Industrial Complexes2,000
Military Bases0
Research Labs0
Farms0
Oil Rigs50
Unused4
Military
Spies72,000
Troops120,000
Jets75,000
Turrets140,000
Tanks10,000
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles1

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3186

May 15th 2011, 7:16:31

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
GovernmentC
Land5000
Tax Rate37%
Net Income$277,000
Net Food-1,730
Money$2,200,000
Food3,300
Oil5,300
Turns3
Turns Played559
Turns Stored0
Technology
Military100%
Medical100%
Business115.23%
Residential115.39%
Agricultural100.26%
Warfare0.2%
Military Strategy100%
Weapons100%
Industrial103.14%
Spy100%
SDI1%
Structures
BPT59
Enterprise Zones900
Residences1,000
Industrial Complexes2,000
Military Bases0
Research Labs0
Farms20
Oil Rigs50
Unused370
Military
Spies86,000
Troops100,000
Jets87,000
Turrets110,000
Tanks30,000
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles1

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3186

May 16th 2011, 0:57:17

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
GovernmentC
Land5000
Tax Rate37%
Net Income$136,000
Net Food-1,420
Money$180,000
Food17,000
Oil8,000
Turns11
Turns Played586
Turns Stored0
Technology
Military0%
Medical0%
Business0%
Residential0%
Agricultural0%
Warfare0%
Military Strategy0%
Weapons0%
Industrial0%
Spy0%
SDI0%
Structures
BPT60
Enterprise Zones600
Residences700
Industrial Complexes2,000
Military Bases0
Research Labs0
Farms0
Oil Rigs50
Unused540
 

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3186

May 17th 2011, 3:58:11

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
GovernmentC
Land4000
Tax Rate37%
Net Income$-51,400
Net Food-1,330
Money$0
Food59,000
Oil4,700
Turns10
Turns Played641
Turns Stored0
Technology
Military0%
Medical0%
Business0%
Residential0%
Agricultural0%
Warfare0%
Military Strategy0%
Weapons0%
Industrial0%
Spy0%
SDI0%
Structures
BPT64
Enterprise Zones0
Residences0
Industrial Complexes4,000
Military Bases0
Research Labs0
Farms0
Oil Rigs50
Unused10
 

londwell

Member
130

May 17th 2011, 7:44:17

looks much niceer :-)

I'd even dump the rigs as well unless oil is crazy high ($300+)

Main thing is to sell as much military as you can at the end of every days turns. Any left over cash should go to indy tech.

Havoc Game profile

Member
4039

May 17th 2011, 14:35:13

Yup, try to sell military more than once a day even if you can.
Havoc
Unholy Monks | The Omega

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3186

May 19th 2011, 20:10:18

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
GovernmentC
Land6000
Tax Rate35%
Net Income$-102,000
Net Food-1,940
Money$12,000,000
Food50,000
Oil39,000
Turns11
Turns Played773
Turns Stored0
Technology
Military99.44%
Medical100%
Business102.39%
Residential101.76%
Agricultural103.25%
Warfare0.2%
Military Strategy100%
Weapons100%
Industrial131.15%
Spy100%
SDI1%
Structures
BPT71
Enterprise Zones0
Residences0
Industrial Complexes6,000
Military Bases0
Research Labs0
Farms0
Oil Rigs0
Unused130
Military
Spies130,000
Troops110,000
Jets290,000
Turrets310,000
Tanks60,000
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles1

Rockman Game profile

Member
3388

May 19th 2011, 21:04:08

Too heavy on troops and tanks. Focus more on jets and turrets. Decent start on indy tech, though.

londwell

Member
130

May 20th 2011, 13:16:54

I haven't played indy in years (literally). When I used to play it I'd have about half my turns with 95% turrets and 5% spies, and the other half with 95% jets and 5% spies.

I would always purchase troops and tanks with left over funds as I found it was cheaper to buy them rather than produce them.

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3186

May 21st 2011, 12:47:12

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
GovernmentC
Land7000
Tax Rate35%
Net Income$-227,000
Net Food-2,460
Money$510,000
Food51,000
Oil25,000
Turns2
Turns Played863
Turns Stored0
Technology
Military0%
Medical0%
Business0%
Residential0%
Agricultural0%
Warfare0%
Military Strategy0%
Weapons0%
Industrial0%
Spy0%
SDI0%
Structures
BPT71
Enterprise Zones0
Residences0
Industrial Complexes7,000
Military Bases0
Research Labs0
Farms0
Oil Rigs0
Unused8
 

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3186

May 25th 2011, 8:05:14

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
GovernmentC
Land7000
Tax Rate69%
Net Income$-430,000
Net Food-1,640
Money$720,000
Food83,000
Oil2,400
Turns2
Turns Played1052
Turns Stored0
Technology
Military92.88%
Medical100%
Business102.11%
Residential101.62%
Agricultural102.95%
Warfare0.2034%
Military Strategy100%
Weapons100.02%
Industrial134.24%
Spy100.02%
SDI1.02%
Structures
BPT66
Enterprise Zones1
Residences1
Industrial Complexes7,000
Military Bases0
Research Labs0
Farms4
Oil Rigs5
Unused360
Military
Spies130,000
Troops3,700
Jets920,000
Turrets780,000
Tanks37,000
Readiness92%
Nuclear Missiles0
Chemical Missiles1
Cruise Missiles1

londwell

Member
130

May 26th 2011, 12:19:32

good good - keep growing and buying indy tech.

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3186

May 29th 2011, 7:55:08

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
GovernmentC
Land9000
Tax Rate36%
Net Income$-512,000
Net Food-2,270
Money$5,200,000
Food560,000
Oil4,400
Turns7
Turns Played1244
Turns Stored0
Technology
Military95.37%
Medical99.96%
Business104.25%
Residential102.72%
Agricultural103.1%
Warfare0.2032%
Military Strategy100%
Weapons114.2%
Industrial128.79%
Spy100.02%
SDI1.02%
Structures
BPT65
Enterprise Zones0
Residences0
Industrial Complexes8,000
Military Bases0
Research Labs0
Farms0
Oil Rigs90
Unused0
Military
Spies170,000
Troops1,800
Jets950,000
Turrets1,400,000
Tanks64,000
Readiness85%
Nuclear Missiles0
Chemical Missiles1
Cruise Missiles1

Z Game profile

Member
56

May 30th 2011, 2:03:29

xlnt !

DavvEDavvE Game profile

Member
18

Jun 1st 2011, 18:45:22

Looks good, make sure too keep your indy tech higher though. And might wanna invest in some bus/res/mil tech to keep your expenses lower.

thehiphopdrug Game profile

Member
137

Jun 2nd 2011, 14:08:11

I've got the basics, obviously... However my country seems to be treading water, not really gaining much NW... Should I invest some turns in stockpiling or warring or other? Looking to perhaps switch to an MBR in a few weeks, as needed. Any other suggestions out there? Thanks a bunch!
Those midgets are funny. Sometimes I'd like to hold a midget. They always want to sit in the front seat. -Taxi Driver

I did know something that I didn't... But it wasn't that. - Ignignokt

Havoc Game profile

Member
4039

Jun 2nd 2011, 15:40:12

Just keep exploring and selling off max military every day and try to maintain indy tech at 140~..Once you do that, start buying up bushels with excess cash you have on hand and stocking them on the market.. I'm not sure how much longer the set is though (not playing primary).
Havoc
Unholy Monks | The Omega

Rockman Game profile

Member
3388

Jun 3rd 2011, 19:24:19

Indy tech has a max at 160% right now, he should be aiming for about 155% indy tech, along with 86-90% military tech

Unfortunately, military prices have been quite low this set, which has made it a hard set for indies.

Just keep exploring, building, and selling military once or twice a day. Do not switch to MBR unless you've stockpiled over 100 million bushels on the market.

thehiphopdrug Game profile

Member
137

Jun 5th 2011, 20:01:16

hey guys i will update this thread here shortly.. it's unfortunate that this strat is considered easy as i am having quite a time managing it! it's not as easy as a casher! i just need to pick my targets carefully when grabbing... anyway there is still a month or 1500 turns left give or take 8)
Those midgets are funny. Sometimes I'd like to hold a midget. They always want to sit in the front seat. -Taxi Driver

I did know something that I didn't... But it wasn't that. - Ignignokt

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3186

Jun 5th 2011, 20:01:36

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
GovernmentC
Land9000
Tax Rate53%
Net Income$-234,000
Net Food-1,900
Money$690,000
Food360,000
Oil18,000
Turns15
Turns Played1600
Turns Stored0
Technology
Military97.83%
Medical99.83%
Business104.53%
Residential103.44%
Agricultural104.04%
Warfare0.2819%
Military Strategy100.4%
Weapons106.68%
Industrial144.89%
Spy100.37%
SDI2.14%
Structures
BPT63
Enterprise Zones4
Residences3
Industrial Complexes8,000
Military Bases1
Research Labs5
Farms2
Oil Rigs700
Unused790
 

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3186

Jun 6th 2011, 9:39:22

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
GovernmentC
Land9000
Tax Rate53%
Net Income$-394,000
Net Food-3,080
Money$2,000,000
Food530,000
Oil12,000
Turns0
Turns Played1648
Turns Stored0
Technology
Military97.83%
Medical99.75%
Business104.6%
Residential103.53%
Agricultural104.21%
Warfare0.2892%
Military Strategy100.46%
Weapons106.68%
Industrial144.67%
Spy100.37%
SDI2.27%
Structures
BPT63
Enterprise Zones0
Residences0
Industrial Complexes8,000
Military Bases0
Research Labs0
Farms0
Oil Rigs600
Unused0
Military
Spies5,700
Troops470,000
Jets880,000
Turrets1,000,000
Tanks410,000
Readiness100%
Nuclear Missiles1
Chemical Missiles0
Cruise Missiles0