Republic Casher

Lazy Rep/Casher

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

Introduction

A Rep Casher is a decent war strategy since they always produce cash with every turn they use. They are also decent breakers when techers have lost there stock. A casher is hard to wall with because each hit kills the civilians that produce cash. Other strats production aren't as hurt with GS runs as cashers are. Unless the rep casher has a big cash stock on hand it can't afford to soak in many hits. A Rep has -10% military strength that can be made up for with weapons 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 — Find 2 allies asap.
  • Research Alliance — Find 3 Research Allies right away. You don't need to accept those alliances ingame until right before you start teching to save costs.

For the Following Turns, Explore and Sell Food as Needed

Regular Block Explore

The First Block Explore

  • -Explore for 50 Turns (exploration will probably be stopped) to double your land to ~3800 acres
  • -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 Research Labs
  • -Save your remaining turns

The Second Block Explore

  • -Explore for 126 Turns (this should take you to around 7300 acres)
  • -Buy up too 5k Troops, 75K Turrets and 10k Tanks after block exploring
  • -Build empty land as Research Labs
  • -Destroy all farms and build them into labs. Remember to buy food at some point.
  • -If you run out of money, tech some bus/res/agri to sell on public to fund rebuilding for the next day.
Block Explore with Bonus Turns

Get close to 1977 acres without going over

The First Block Explore

  • -Explore for 42 Turns @ 47 acres explore rate
  • -Build 120 Indy (420 total indy)
  • -Build 300 Farms (1650 total farms)
  • -Get close to 3902 acres without going over.
  • -Build the rest of your unused land (about 1505 acres) as Research Labs
  • -Save your remaining turns

The Second Block Explore

  • -Explore for 134 Turns @ 28 acres explore rate (this should take you to around 7700 acres)
  • -Buy up too 5k Troops, 75K Turrets and 10k Tanks after block exploring
  • -Build empty land as Research Labs
  • -Destroy all farms and build them into labs. Remember to buy food at some point.
  • -If you run out of money, tech some bus/res/agri to sell on public to fund rebuilding for the next day.

Teching Phase

Get your techs up too the following levels.

Technology Desired Tech Level Tech Needed
Business175%138,000
Residential175%138,000
Warfare2.5%32,500
Weapons140%80,000
SDI80%109,000
Total497,500

Tech around 12.5K extra Bus/Res tech to sell on public market for your conversion.

Cancel all research pacts and put up that extra tech for sale.

Converting to Casher

For every 1 res, build 1.2 zones for a 1.2:1 ratio. Example: (1,200 ent, 1,000 res)

Your rising cash per turn should start funding the rest of your conversion, if it doesn't cash 1-2 turns at a time until it does.

Stocking

Here are some goals to keep in mind for a day 17 - 18 war.

Rely on SOL leadership for war dates, and observe saved turn status to decide whether or not you should get to 9.5k land.

If you are going for a later war around day 19 - 22 keep these goals in mind.

Rely on SOL leadership for war dates, and observe saved turn status to decide whether or not you should get to 11k land.

Hitting and Wargaining

At first, let the techers do the breaking. You should midbreak/finish for at least 2 days so you can stock more oil and military. 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!!!

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

To grow as a rep, 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: