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
- -Set Tax to 35%
- -Set Indy Production to 100% Spies
- -Sell 100 Troops and 100 Food on the Private Market
- -Switch Government to Fascist
- -Save Bonus Points to use for Block Exploring if you aren't using points for something else.
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
- -Build 20 CS (10 bpt)
- -Build 40 Farms (40 total farms)
- -Build 20 CS (15 bpt)
- -Build 60 Farms (100 total farms)
- -Build 20 CS (20 bpt)
- -Build 100 Farms (200 total farms)
- -Build 20 CS (25 bpt)
- -Build 100 Farms (300 total farms)
- -Buy 1k Turrets and 100 Tanks coming out of protection
- -Build 20 CS (30 bpt)
- -Build 90 Farms (390 total farms)
- -Build 90 Indy (90 total indy)
- -Build 20 CS (35 bpt)
- -Build 175 Farms (565 total farms)
- -Build 20 CS (40 bpt)
- -Build 120 Indy (210 total indy)
- -Build 80 Farms (645 total farms)
- -Build 20 CS (45 bpt)
- -Build 90 Indy (300 total indy)
- -Build 180 Farms (825 total farms)
- -Buy to: 5k Troops, 20k Turrets, 5k Tanks
- -Build 20 CS (50 bpt)
- -Build 250 Farms (1075 total farms)
- -Build 20 CS (55 bpt)
- -Build 275 Farms (1350 total farms)
- -Build 20 CS (60 bpt)
- -You should have — 220 CS, 1350 Farms, 300 Indy — Close to 1900 total acres
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
- -Build 180 Indy (600 total indy)
- -Convert your remaining Farms (1,650 total farms) to Oil Rigs either 60 or 120 at a time
Remember you'll have to buy food at some point.
Sell just enough Oil to run turns.
Stocking for Day 12 War
- •When you reach your final land, stock oil.
- •Cash your turns to build your cash and oil stock.
- •Buy SDI.
| Technology | Desired Tech Level | Tech Needed |
|---|---|---|
| SDI | 70% | 102,000 |
| Total | 102,000 |
When war breaks out, dump your oil stock.
As war progresses and your oil is selling, get the following techs to these levels:
| Technology | Desired Tech Level | Tech Needed |
|---|---|---|
| Business | 120% | 19,500 |
| Residential | 120% | 19,500 |
| Warfare | 2.0% | 32,000 |
| Military Strategy | 105% | 9,000 |
| Weapons | 125% | 47,000 |
| SDI | 75% | 121,000 |
| Total | 248,000 |
Stocking for Day 17-18 War
- •When you reach your final land, stock oil.
- •Cash your turns to build your cash and oil stock.
- •Buy SDI.
| Technology | Desired Tech Level | Tech Needed |
|---|---|---|
| SDI | 80% | 149,000 |
| Total | 149,000 |
When war breaks out, dump your oil stock.
As war progresses and your oil is selling, get the following techs to these levels:
| Technology | Desired Tech Level | Tech Needed |
|---|---|---|
| Medical | 92% | 13,000 |
| Business | 130% | 32,000 |
| Residential | 130% | 32,000 |
| Warfare | 2.0% | 32,000 |
| Military Strategy | 110% | 19,500 |
| Weapons | 135% | 82,000 |
| SDI | 85% | 196,000 |
| Total | 406,500 |
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:
- •Always grab a farmer or oiler to gain more farms/rigs. For instance grabbing a techer would give you labs.
- •Regain readiness by building the land, but dont 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 have more rigs than farms.