Starting Off
- -Set Tax to 35%
- -Set Indy Production to 100% Spies
- -Sell 100 Troops and 100 Food on the Private Market
- -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
- •Research Alliance — Find 3 Research Allies before you start teching. 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
- -Build 20 CS (10 bpt)
- -Build 40 Farms (40 total)
- -Build 20 CS (15 bpt)
- -Build 60 Farms (100 total)
- -Build 20 CS (20 bpt)
- -Build 100 Farms (200 total)
- -Build 20 CS (25 bpt)
- -Build 100 Indy (100 total indy)
- -Buy 1k Turrets and 100 Tanks coming out of protection
- -Build 20 CS (30 bpt)
- -Build 90 Farms (290 total farms)
- -Build 90 Indy (190 total indy)
- -Build 20 CS (35 bpt)
- -Build 175 Farms (465 total farms)
- -Build 20 CS (40 bpt)
- -Build 200 Farms (665 total farms)
- -Build 20 CS (45 bpt)
- -Build 270 Farms (935 total farms)
- -Buy to: 5k Troops, 20k Turrets, 5k Tanks
- -Build 20 CS (50 bpt)
- -Build 50 Indy (240 total indy)
- -Build 200 Farms (1135 total farms)
- -Build 20 CS (55 bpt)
- -Build 275 Farms (1410 total farms)
- -Build 20 CS (60 bpt)
- -You should have — 220 CS, 1410 Farms, 240 Indy — Close to 1900 total acres
Regular Block Explore
The First Block Explore
- -Explore for 37 Turns
- -Build 360 Indy (600 total indy)
- -If your land is less than 3360 acres, explore 1 more turn. Continue until your land is between 3360 - 3395 acres.
- -Build the rest of your unused land (about 1080 acres) as Research Labs
- -Save your remaining turns
The Second Block Explore
- -Explore for 126 Turns
- -Build your unused land as Research Labs
- -Convert your remaining Farms to Research Labs either 60 or 120 at a time
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 360 Indy (600 total indy)
- -Get to 3598 acres without going over.
- -Build the rest of your unused land (about 1320 acres) as Research Labs
- -Save your remaining turns
The Second Block Explore
- -Explore for 134 Turns to get a total of 6900 acres or more
- -Build your unused land as Research Labs
- -Convert your remaining Farms to Research Labs either 60 or 120 at a time
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.
- •Spend 1.5 days getting your Warfare, Business, and Residential techs up.
- •Spend 1.5 days getting Medical, Weapons and SDI up.
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 |
|---|---|---|
| Medical | 90% | 12,000 |
| Business | 140% | 32,000 |
| Residential | 140% | 32,000 |
| Warfare | 3.5% | 53,000 |
| Military Strategy | 105% | 6,000 |
| Weapons | 140% | 73,500 |
| Industrial | 105% | 4,000 |
| Spy | 105% | 5,000 |
| SDI | 75% | 81,500 |
| Total | 298,500 |
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 |
|---|---|---|
| Medical | 90% | 12,000 |
| Business | 140% | 32,000 |
| Residential | 140% | 32,000 |
| Warfare | 4.0% | 72,000 |
| Military Strategy | 105% | 6,000 |
| Weapons | 145% | 105,000 |
| Industrial | 110% | 8,500 |
| Spy | 110% | 10,000 |
| SDI | 80% | 100,000 |
| Total | 377,500 |
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.