Republic Tyranny Techer

Lazy 11k Tyr/Techer

Contributors: Dragon, LittleItaly (12/30/11)

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
  • Research Alliance — Because this strat involves researching your own tech, you should try to find 3 Research Allies right away. You don't need to accept those alliances ingame until right before you start teching, but the cost is low so you may accept them earlier if you like.

For the Following Turns, Explore and Sell Food as Needed

Regular Block Explore

The First Block Explore

  • -Explore for 37 Turns
  • -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)
  • -Build your unused land as Research Labs
  • -Save your remaining turns

The Third Block Explore

  • -Explore for 126 Turns (this should take you to around 9400 acres)
  • -Buy to: 10k Troops, 100k Turrets, 10k Tanks
  • -Build your unused land as Research Labs
  • -Save your remaining turns

The Fourth Block Explore

  • -Explore for 126 Turns (this should take you to around 11k acres)
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 your land 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 a turn (this should take you to around 7700 acres)
  • -Build your unused land as Research Labs
  • -Save your remaining turns

The Third Block Explore

  • -Explore for 134 Turns @ 15 acres a turn (this should take you to around 9800 acres)
  • -Buy to: 10k Troops, 100k Turrets, 10k Tanks
  • -Build your unused land as Research Labs
  • -Save your remaining turns

The Fourth Block Explore

  • -Explore for 126 Turns @ 13 acres a turn (this should take you to around 11.5k acres)

Conversion

Completing your conversion

You will find yourself without enough cash to fully convert to Research Labs. When this happens start teching before being fully converted. Teching 10k points of Business and Residential will allow you to sell 2500 of each tech. This early in the set they should sell for 4000 each or possibly higher.

If you've followed this strat carefully that should be enough to finish your conversion. If you believe you need more cash you can repeat this process or tech to a higher amount before selling.

Stocking for War

Stay as a Monarchy. Only switch your Government to Tyranny when was begins.

It's time to start selling tech and stocking. Tech additional Business, Residential and Agricultural techs, as well as Medical, Military Strategy, or any other tech that is selling well, and sell them once a day. For knowing what price to sell at use the Market Central tool, or ask for help in IRC.

Stock all the cash and cheap oil you can before war breaks out. 1-2mil oil while it's less than $150 is a good start.

Add military as recommended by the Reds and build up your other techs by day 12 of the set.

The Table below shows the desired level for each tech going into a war, as well as the amount of each tech needed to reach this level.

Technology Desired Tech Level Tech Needed
Medical90%19,000
Business140%52,000
Residential140%52,000
Warfare3.5%87,000
Military Strategy105%10,000
Weapons140%120,500
Industrial105%6,500
Spy105%8,000
SDI75%133,500
Total488,500

If you have these tech levels, enough military, some cash stock, and your saved turns by day 12 then you'll be ready for war.

If we don't have war by day 12, increase your tech levels to the following:

Technology Desired Tech Level Tech Needed
Medical90%19,000
Business140%52,000
Residential140%52,000
Warfare4%117,500
Military Strategy105%10,000
Weapons145%172,500
Industrial110%13,500
Spy110%17,000
SDI80%164,000
Total617,500

When war gets near your Business, Residential and Agricultural techs are expendable techs, so sell them freely without worrying about getting more. You can also sell down to the earlier tech levels if you're desperate for cash at any point.