Fascist Oiler

Lazy Oiler

Contributors: Dragon, LittleItaly (01/02/12)

Introduction

A Fascist Oiler is a decent war strategy since they always produce oil with every turn they use. They are decent mid breakers during a war. An oiler is considered a risky strat because oil prices are unpredictable and have no bottom line. I call it a mid breaker because you need to share the oil you produced for hitting and selling for cash. Using all your oil to break will bankrupt you for the next day. Its -15% maximum population bonus will allow less hits to be needed to kill a fascist. It can be made up for with bus/res 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
  • Intelligence Alliance — Always try to fill both of your Intel Alliances before you come out of protection

For the Following Turns, Explore and Sell Food as Needed

Regular Block Explore

The First Block Explore

  • -Explore for 50 Turns (exploration will get stopped early)
  • -Build 120 Indy (420 total indy)
  • -Build 300 Farms (1650 total farms)
  • -If your land is less than 3650 acres, explore 1 more turn. Continue until your land is between 3680 - 3720 acres.
  • -Build the rest of your unused land (about 1350 acres) as Oil Rigs
  • -Save your remaining turns

The Second Block Explore

  • -Explore for 126 Turns (this should take you to around 6700 acres)
  • -Build your unused land as Oil Rigs (~4,600 total rigs)
  • -Save your remaining turns

The Third Block Explore

  • -Explore for 126 Turns (this should take you to around 8500 acres)
  • -Buy to: 10k Troops, 100k Turrets, 10k Tanks
  • -Build your unused land as Oil Rigs (~6,100 total rigs)
  • -Save your remaining turns

The Fourth Block Explore

  • -Explore for 126 Turns (this should take you to around 10k acres)
  • -Build your unused land as Oil Rigs (~7,700 total rigs)
Block Explore with Bonus Turns

Get close to 1918 acres without going over

The First Block Explore

  • -Explore for 41 Turns @ 40 acres explore rate
  • -Build 120 Indy (420 total indy)
  • -Build 300 Farms (1650 total farms)
  • -Get your land close to 3598 acres without going over
  • -Build the rest of your unused land (about 1220 acres) as Oil Rigs
  • -Sell Oil and Bushels.
  • -Save your remaining turns

The Second Block Explore

  • -Explore for 134 Turns @ 25 acres a turn (this should take you to around 6900 acres)
  • -Build your unused land as Oil Rigs (~4,600 total rigs)
  • -Sell Oil and Bushels. Save your remaining turns

The Third Block Explore

  • -Explore for 134 Turns @ 14 acres a turn (this should take you to around 8800 acres)
  • -Buy to: 10k Troops, 100k Turrets, 10k Tanks
  • -Build your unused land as Oil Rigs (~6,500 total rigs)
  • -Sell Oil and Bushels. Save your remaining turns

The Fourth Block Explore

  • -Explore for 126 Turns @ 11 acres a turn (this should take you to around 10.5k acres)
  • -Build your unused land as Oil Rigs (~8,200 total rigs)

Conversion & Finishing

Remember you'll have to buy food at some point.

Sell just enough Oil to run turns.

Stocking for Day 12 War

Technology Desired Tech Level Tech Needed
SDI70%102,000
Total102,000

When war breaks out, dump your oil stock.

2M @ 150
2M @ 165
2M @ 175
2M @ 200
2M @ 225
2M @ 250

As war progresses and your oil is selling, get the following techs to these levels:

Technology Desired Tech Level Tech Needed
Business120%19,500
Residential120%19,500
Warfare2.0%32,000
Military Strategy105%9,000
Weapons125%47,000
SDI75%121,000
Total248,000

Stocking for Day 17-18 War

Technology Desired Tech Level Tech Needed
SDI80%149,000
Total149,000

When war breaks out, dump your oil stock.

2M @ 150
2M @ 165
2M @ 175
2M @ 200
2M @ 225
2M @ 250

As war progresses and your oil is selling, get the following techs to these levels:

Technology Desired Tech Level Tech Needed
Medical92%13,000
Business130%32,000
Residential130%32,000
Warfare2.0%32,000
Military Strategy110%19,500
Weapons135%82,000
SDI85%196,000
Total406,500

Business and Residential techs are economic techs to offset the negative PCI and population bonuses. So focus more so on the war techs if war is coming sooner than expected.

Hitting and Wargaining

At first, let the techers do the breaking. You should midbreak/finish for at least 2 days so you can destock your oil for more cash to get military and techs. As oil demand sky rockets, you should definitely be rolling in cash. When techers start losing there stocks, it will be your time to shine as breaker. Of course if you can afford to go big early, go big early!!!

Fascists rarely fire missiles because of its two turn attack, and that is why we researched little warfare tech. For readiness, if there is demand you could buy some spy tech and spy the enemy for WCLs.

To grow as a fascist, you can either explore for readiness and build, or you can grab the enemy (which is faster).

Here's a few tips for effectively grabbing/growing: