Introduction
A Communist Industrialist is a decent war strategy since they always produce military with every turn they use. Indies are very important early in the reset to retal for SOL as other strategies are focusing to get set up for the reset of the set by teching and/or block exploring. They are decent mid breakers during a war. An indy is considered a risky strat because if your military doesn't sell, you can't use turns for that day. I call it a mid breaker because you need to share the military you produced for hitting and selling for cash. Using all your military to break will bankrupt you for the next day. Carrying massive amounts of military is costly, but it can be made up for with bus/res tech. A communist's +35% indy production and market sale size make it best to play an indy. It also benefits from a +20% technology effectiveness, meaning you need to buy less tech. The 2 turn government fires less missiles off as well.
Starting Off
- -Set taxes to 35%
- -Set government to Communism.
- -Sell 100 troops on private
- -Set production to 100% turrets
- -Use Bonus Points for expenses all set long.
Start looking for Allies
For this or any other strat there are some important alliances that you always want filled.
- •Defensive Alliance — Always try to fill both of your Def Alliances before you come out of protection
- •Offensive Alliance — Always try to fill all 3 when planning on retalling and landgrabbing
- •Intelligence Alliance — Always try to fill both of your Intel Alliances before you come out of protection
Explore as Needed and Sell Food Often to Reduce Decay
- -Build 20 CS (10 bpt)
- -Build 40 Farms (40 total)
- -Build 20 CS (15 bpt)
- -Build 60 Farms (100 total)
- -Build 20 CS (20 bpt)
- -Build 100 Farms (200 total)
- -Build 20 CS (25 bpt)
- -Build 100 Farms (300 total)
- -Start selling turrets on public market along with bushels on private market until you start making only +100 bushels per turn
- -Build 350 Indies (350 total Indies)
- -Status: 80 CS, 350 IC's, 300 farms
- -Switch production to 10% spies, 40% jets, 45% turrets, 5% tanks
At this point you will mostly be financing everything by end of day jet/turret sales. Remember to always sell max 25% of turrets and jets. Do what you see fit defense and offense wise. Try to sell twice a day to maximize profits!
- -Build 4 CS
- -Build 1 Turn of Indies
- -Build 4 CS
- -Build 1 Turn of Indies
- -Continue/repeat until you have 220 CS (60 bpt)
- -Build ICs until you are close to 1900 acres
- -Sell military on public twice a day
- -Status: 220 CS, 1380 IC, 300 farms
The First Block Explore
- -Switch production to 10% spies, 5% troops, 40% jets, 40% turrets, 5% tanks
- -Block Explore 50 turns @ 40 acres (Exploration will be halted).
- -Build 1900 Indies (3580 Total Indies)
- -Sell military twice.
- -Save turns. Log in only to sell military.
- -Status: 220 CS, 3580 IC, 300 farms
The Second Block Explore
- -Explore for 126 Turns (this should take you to around 7000 acres)
- -Wait 20 minutes to gain a turn to sell military on the market.
- -You now should be losing bushels a turn, so don't forget to buy bushels from now on.
- -The next day build up land into ICs.
- -Destroy the farms and rebuild into ICs.
- -Status: 220 CS, 6780 IC
- -Sell military twice.
- -Save turns. Log in only to sell military.
The Third Block Explore
- -Explore for 126 Turns (this should take you to around 8760 acres).
- -Wait 20 minutes to gain a turn to sell military on the market.
- -The next day build up land into ICs.
- -Status: 220 CS, 8550 IC
- -Sell military twice.
- -Save turns. Log in only to sell military.
The Fourth Block Explore
- -Explore for 126 Turns (this should take you to around 10150 acres).
- -Wait 20 minutes to gain a turn to sell military on the market.
- -The next day build up land into ICs.
- -Status: 220 CS, 9940 IC
- -Sell military twice.
Stocking for Day 12 War
- •When you reach your final land goal, stock oil and cash by cashing turns and selling military twice a day.
- •Make sure to sell the maximum of jets and turrets because those are the money makers for indies early in the set.
- •Stop tank production if you have over 50k.
- •Buy Indy and SDI techs.
| Technology | Desired Tech Level | Tech Needed |
|---|---|---|
| Industrial | 120% | 23,000 |
| SDI | 70% | 85,000 |
| Total | 108,000 |
As war progresses get the following techs to these levels:
| Technology | Desired Tech Level | Tech Needed |
|---|---|---|
| Business | 110% | 7,500 |
| Residential | 110% | 7,500 |
| Warfare | 2.0% | 27,000 |
| Military Strategy | 105% | 7,500 |
| Weapons | 125% | 39,500 |
| Industrial | 140% | 62,500 |
| SDI | 75% | 101,000 |
| Total | 252,500 |
Stocking for Day 17-18 War
- •When you reach your final land goal, stock oil and cash by cashing turns and selling military twice a day.
- •Make sure to sell the maximum of jets and turrets because those are the money makers for indies early in the set.
- •Stop tank production if you have over 75k.
- •Buy Indy and SDI techs.
| Technology | Desired Tech Level | Tech Needed |
|---|---|---|
| Industrial | 130% | 39,500 |
| SDI | 80% | 124,500 |
| Total | 164,000 |
As war progresses get the following techs to these levels:
| Technology | Desired Tech Level | Tech Needed |
|---|---|---|
| Medical | 92% | 11,000 |
| Business | 125% | 21,500 |
| Residential | 125% | 21,500 |
| Warfare | 2.0% | 27,000 |
| Military Strategy | 110% | 16,500 |
| Weapons | 135% | 68,500 |
| Industrial | 150% | 102,500 |
| SDI | 85% | 163,500 |
| Total | 432,000 |
Business and Residential techs are economic techs to offset the massive military costs. So focus more so on the war techs if war is coming sooner than expected.
Hitting and Wargaining
At first, indies can help the techers do the breaking. You should midbreak after at least 2 days of breaking so you can resupply your cash stock and enhance your tech levels. As military demand sky rockets, you should definitely be rolling in cash. Throughout the war you will probably be a highend midbreaker, that can sometimes afford to go big! Of course if you can afford to go big early, go big early!!!
Communists rarely fire missiles because of its two turn attack, and that is why we bought little warfare tech. For readiness, if there is demand you could buy some spy tech and spy the enemy for WCLs since indies can have the spy production.
To grow as a indy, you can either explore for readiness and build, or you can grab the enemy (which is faster) and retal for SOL.
Here's a few tips for effectively grabbing/growing:
- •Always grab an indy or a country with alot of indies. For instance grabbing a spy heavy indy country would give you more indies.
- •Regain readiness by building the land, but don't grab too much or else it will weaken your SPAL and techs too much.
- •Search for countries half your networth or bigger that have been hit 1 - 2 times max. Try doing 2 grabs a day 1 SS 1 PS at the end of your turns.
- •Try keeping your tech levels the same and always convert grabbed buildings into indies.