Communist Industrialist

Lazy Commie/Indy

Contributors: Dragon, LittleItaly (01/22/12)

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

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

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!

The First Block Explore

The Second Block Explore

The Third Block Explore

The Fourth Block Explore

Stocking for Day 12 War

Technology Desired Tech Level Tech Needed
Industrial120%23,000
SDI70%85,000
Total108,000

As war progresses get the following techs to these levels:

Technology Desired Tech Level Tech Needed
Business110%7,500
Residential110%7,500
Warfare2.0%27,000
Military Strategy105%7,500
Weapons125%39,500
Industrial140%62,500
SDI75%101,000
Total252,500

Stocking for Day 17-18 War

Technology Desired Tech Level Tech Needed
Industrial130%39,500
SDI80%124,500
Total164,000

As war progresses get the following techs to these levels:

Technology Desired Tech Level Tech Needed
Medical92%11,000
Business125%21,500
Residential125%21,500
Warfare2.0%27,000
Military Strategy110%16,500
Weapons135%68,500
Industrial150%102,500
SDI85%163,500
Total432,000

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: