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OmniGod
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Philadelphia, PA, USA --> Really Canadian
Dec 1999 time: 00:15
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The key to a successful Indy strategy is to have a fast build. Right out of the starting gate, ya must dominate the game, not necessary the largest, but certainly the most powerful.
Two weaknesses you must consider early on. One, indies lose money, a lot of money. Don't get nervous when you are losing $3-4 Million per turn. You want to have $3-4 Million in the red since you are producing upwards of $10 Million per turn in military hardware.
You just need to stay ahead in production. This is done with technology. Buy your tech everyday (never produce tech. Labs are a waste of real estate using the Indy strategy.)
The other weakness is the heavy commission that Commies pay in the market. So what, with your production BONUS and tech effectiveness, you'll It is easy to overcome the additional cost in the market. In summary, buy tech, LOTS OF TECH!!! Spend half your cash everyday on technology.
Prestart :
Government : Communism
Production :
Taxes 68%
Spies 99%,
Troops 1%,
Jets 0%,
Turrets 0%,
Tanks 0%
Buildings :
Enterprise Zones (EZ) %
Residences (RS) %
Industritrial Complexies (IC) %
Military Bases (MB) %
Research Labs (RL) %
Farms (FM) %
Oil Rigs (OR) %
***** First & Foremost*****
SELL ALL Troops on the Private Market(Purchases)!!!
(The cost of your 100 troops will only PREVENT your growth by costing ya every turn so SELL these men ASAP & get $3,000 to build!!!
Start :
(HINT YOUR FIRST FEW TURNS YOU WILL LOSE POPLE THIS HAPPENS TO THE BEST OF US SO JUST FOLLOW THE TURN BY TURN INSTRUCTIONS AND THIS START UP WILL WORK!!!)
Turn Usage :
1 Build 1 C.S. (1 total)
RE-Set Production :
Taxes 56%,
Spies 99%,
Troops 1%,
Jets 0%,
Turrets 0%,
Tanks 0%
2 Build 1 C.S. (2 total)
RE-Set Production :
Taxes 44%,
Spies 99%,
Troops 1%,
Jets 0%,
Turrets 0%,
Tanks 0%
3 Build 1 C.S. (3 total)
RE-Set Production :
Taxes 35%,
Spies 99%,
Troops 1%,
Jets 0%,
Turrets 0%,
Tanks 0%
4 Build 1 C.S. (4 total)
5-8 Build 4 C.S. (8 total)
9-16 Build 8 C.S. (16 total)
17-24 Build 8 C.S. (24 total)
25-27 Build 3 turns (IC)Industrial Complexes (33)
***** Sell Spies *****
28 Build 1 turn (IC)Industrial Complexes (11)
***** Sell Spies *****
29 Explore 1 turn
***** Sell Spies *****
30-33 Build 4 C.S. (28 total)
***** Sell Spies *****
34-37 Build 4 C.S. (32 total)
***** Sell Spies *****
38 Build 1 turn farms (13 farms)
***** Sell Spies *****
39-40 Explore 2 turns
***** Sell Spies *****
41-42 Build split Oil Rig/ Industrial Complexes (13/13)
***** Sell Spies *****
43-46 Build 4 C.S. (36 total)
***** Sell Spies *****
47 Build 1 turn Industrial Complexes (14)
***** Sell Spies *****
48-49 Explore 2 turns
***** Sell Spies *****
50 Build 1 turn Industrial Complexes (14)
***** Sell Spies *****
51-54 Build 4 C.S. (40 total)
***** Sell Spies *****
55-58 Build 4 C.S. (44 total)
***** Sell Spies *****
59 Build 1 turn Industrial Complexes (16)
***** Sell Spies *****
RE-Set Production :
Taxes 35%,
Spies 86%,
Troops 14%,
Jets 0%,
Turrets 0%,
Tanks 0%
60-67 Build 8 CS (52 total)
***** Sell Spies *****
68-69 Explore 2 turns
***** Sell Spies *****
70-73 Build 4 C.S. (56 total)
***** Sell Spies *****
RE-Set Production :
Taxes 35%,
Spies 68%,
Troops 32%,
Jets 0%,
Turrets 0%,
Tanks 0%
74-77 Build 4 C.S. (60 total)
Trinity 7/6/2001 6:23:04 PM
***** Sell Spies *****
78-81 Build 4 C.S. (64 total)
***** Sell Spies *****
82-83 Build 2 turns (IC)Industrial Complexes (42)
***** Sell Spies *****
84-87 Build 4 C.S. (68 total)
***** Sell Spies *****
88-91 Build 4 C.S. (72 total)
***** Sell Spies *****
92 Explore 1 turn
***** Sell Spies *****
93-94 Build 2 turns (IC)Industrial Complexes (46)
***** Sell Spies *****
95-96 Explore 2 turns
***** Sell Spies *****
97-98 Build 2 turns (IC)Industrial Complexes (46)
***** Sell Spies *****
99 Explore 1 turn
***** Sell Spies *****
*****STOP: Your still under protection
Ya want to have about 75 turns waiting for ya while your on yurn 99.
Once ya pass or break turn 99 your NOT under protection!!!
Let your turns build for 18 hrs., then continue turn 100-174.
This should give ya a jump ahead of MOST other countries!!! High NW with a little bit of defense at this POINT!!!
100-101 Build 2 turns (IC)Industrial Complexes (46)
***** Sell Spies *****
102-104 Explore 3 turns
***** Sell Spies *****
105-106 Build 2 turns (IC)Industrial Complexes (46)
***** Sell Spies *****
107-108 Explore 2 turns
***** Sell Spies *****
109-110 Build split Oil Rig/ Farms (23/23)
***** Sell Spies *****
111-112 Explore 2 turns
***** Sell Spies *****
113-116 Build 4 C.S. (76 total)
***** Sell Spies *****
117-119 Build 3 turns (IC)Industrial Complexes (72)
***** Sell Spies *****
120-121 Explore 2 turns
RE-Set Production :
Taxes 35%%
Spies 7%,
Troops 0%,
Jets 23%,
Turrets 50%,
Tanks 20%
122-123 Build split Enterprise Zone / Residence (24/24)
124-125 Explore 2 turns
126-127 Build split Enterprise Zone / Residence (24/24)
128-129 Explore 2 turns
130-131 Build 2 turns Industrial Complexes (48)
132-133 Explore 2 turns
134-135 Build split Enterprise Zone / Residence (24/24)
136-139 Build 4 C.S. (80 total)
140-141 Explore 2 turns
142-143 Build split Enterprise Zone / Residence (25/25)
144-145 Explore 2 turns
146-147 Build 2 turns Industrial Complexes (50)
148-159 Build 12 C.S. (92 total)
160-161 Explore 2 turns
162-163 Build 2 turns Industrial Complexes (56)
164-165 Explore 2 turns
166 Build 1 turn farms (28)
167-168 Explore 2 turns
169-172 Build 4 C.S. (96 total)
173 Build 1 turns Industrial Complexes (29)
174 Get to the Market:
***Sell half the turrets possible(price them $2 lower than the current price.)
Buy 100k bushels of food and don't buy any tech till you reach 3,000 acres or 3k land and have got a good income.
At this point, you are out of protection, relatively high ranked, and a veritable
wall of defense that no one can break through(this is if you start with every one else).
Get your defensive alliances at this point.
**************************************************
*********************
Before the SWITCH:
Keep the same pattern of building and exploring selling at the market at your last turn always sell only half the turrets you can.
Milestones:
1500 acres:
At this point, switch your production to :
Spies 5%,
Troops 0%,
Jets 45%,
Turrets 50%,
Tanks 0%
2000 - 3000 acres: Eligible for SWITCH
2600 acres:
Exploring is no longer worth the effort, and your on your own for running your country.
Get that Industrial tech maxed. Also buy lots of Medical, Military, SDI and Weapons tech. Budget approximately half your starting cash every day for buying tech. When you have only one turn left, sell the max jets/turrets everyday.
Add 20 Construction Sites every 50 turns until you have 400 C.S. At that point, pick your switch and dominate the game.
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East Street Trader
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London, United Kingdom
Jun 2000 time: 05:15
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The key thing, KH is to specialise.
The approach you describe goes under the name of "rainbow strat". It is (rightly) decried.
Instead of building some of various different sorts of building, concentrate on one.
When OmniGod talks of an "Indie Strat" he is talking of the simplest of the strategies in which the building you concentrate on is the Industrial Complex.
Of course these buildings generate military units. You describe using those you generate to make up the army which you use for offensive (and no doubt defensive) operations. Well, yes, the units can and certainly should be used in that way. But when you concentrate on Industrial Comlexes you necessarily do something else with your units as well. You sell them.
You do that to generate money and with the money you buy in the other things you need. You need money to erect buildings on the land you grab, to buy food (you have no farms producing bushells), oil for your jets and tanks (you have no oil wells), and tech (you have no labs and spend no turns researching).
A good indie player will buy a lot of Industrial tech, so that his buildings operate at maximum efficiency and will be very hard to hit - he will have built up a formidable array of turrets.
Try it. Just concentrate on building Indies, even knock down the other buildings (except csites of course). At the end of each set of turns sell as much of every kind of military unit (but not spies) on the public market as you can.
You will need to follow what is happeneing to the market price for each unit in order to sell at the most advantageous price. When you go to the "market", "sell goods" screen you can put in both the number of units you want to sell (but you can sell only up to 25% of the total you own and there is a minimum figure of 5,000) and also the price at which you are willing to sell. Clearly you want the highest price but equally you don't want the units to fail to sell at all.
Picking the right price is one of the skills of the game.
If you like I could describe one or two of the other strats. Theo, Techer Re-seller is the only one I have tried but I have read up on one or two others and the principle is pretty much the same for them all.
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East Street Trader
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London, United Kingdom
Jun 2000 time: 05:15
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This month's tourney game is working along towards a conclusion and I am attempting something I have not done before - a switch to full blooded re-selling.
A "switch" is something which figures in strategies quite a bit. It is the process by which you go from concentrating on making and selling one commodity to making and selling a different one, or generating money in a different way.
In my case I have been making and selling technology points up to now. But the market in tech always collapses near the end of a set (because tech tends to pay for itself over the long term which it can't do when there are only a few days left). So I am switching to being a "re-seller".
What that involves me in doing is to change the buildings on my land from labs, which generate tech points, to military bases - which cut the cost of buying units in my "privare market".
At the same time I will build up on Military tech, which has exactly the same effect.
What these steps then allow me to do is to sell the tech I buy from my private market in the public market - except right at the end when I will want to convert all my money to military units so as to maximise my networth (the higher the networth the higher the finish).
So ideally, the prices in the public market need to be high - so that my profit on each unit bought and sold is maximised. But in fact the market is weak. No one seems to be making money and only food and oil are selling well. But I am gambling that the prices for military will recover, or at least hold up, while tech prices continue to plummet.
The trouble with all this is that, as this is the first time I have made this switch, I am not at all sure what exactly to do and when. It does not help that money is so tight. It is strange to go from playing some turns in 1A, where $100 mill is really quite a small sum, to the tourney game where I find myself concerned about decisions involving $5 or $10 mill.
Anyway, I have decided - against the received wisdom again - to make the switch gradually, simply building bases on empty land as I continue grabbing while leaving my labs alone and, indeed continuing to devote some turns to research - although now more with the object of keeping Bus/Res and Weapons tech up for my own use, rather than for sale. A bit after the manner of leaving some indie in place after you make the initial switch from the indie start-up to techer (or whatever).
I got a bit behind the clock with landgrabbing and had to take some hideous chances in the last day or two. Had they all come off I'd have been in the hunt. As it is one guy managed to retal for 1,000 acres so I don't think I'll quite get up to the top half a dozen. Unless I have a rather fat slice of luck, of course. 
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