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Techer Startup

By Bad13JIM

The Start:

Before you take any turns sell 33% of your military on pub at max prices and the rest on your pvt mkt.

Your starting out profile should look like this:

Techer Startup:

Property Weight Percentage
Min-Max
Military Strength 70%
Army Maintanance Costs 80%
Private Market 80%
Construction Speed 120%
Discovery Effectiveness 115%
Factory Production 75%
Steel Production 75%
Population Capacity 115%
Solar Enhancements 80%
Tax Income 115%
Research Speed 120%
Bakery Production 75%
Missile Accuracy 80%
SEALS Strength 75%

Guidlines:

If you can only login once per day during this startup do not attempt it. If you can login twice play 10 turns per login till turn 30 then switch to 15 turns per login. If you can login 3 times or more per day (near impossible to get 4 logins per day with the new 7 hr timeframe for pub...but hey its worth a shot if you have the time isn't it?) play 10 turns per login, 8 if you feel you can average 3.5+ logins per day.

Set tax rate @ 30%.
Turn 1: Build 15 sci fac and 15 cements
Set tax rate @ 35%.
Buy 9 terrs from pvt.
Turn 2: Build 30 sci fac.
Set tax rate @ 40%
Buy 10 terrs from pvt.
Turn 3: Build 30 sci fac.
Set tax rate @ 45%
Buy 1 terr from pvt.
Turn 4: Build 30 sci fac.
Turn 5: Research 72 CS
Buy 32 terrs (amounts may vary, teq does have a 'random factor')
Turn 6: Build 25 sci fac 7 cements
Turn 7: Research 88 CS
Turn 8: Research 88 CS
Buy 44 terrs
Turn 9: Build 40 sci fac 4 cements
Turn 10: Research 115 CS

*NOTE: Yes that is correct, go self sufficient in BC's at very least your first login...feel free to do the math yourself with the new pvt mkt prices it is cheaper to go self sufficient until BC's hit the market @ 75 sv or lower.

sell 1/3 of Construcion Speed @ 12-15k and logout.

*After sales* Open a pub market ticket. If BC's are below 75 sv there is no need to build further cements but lets hold onto the ones we have for now. If BC's are 75 sv or higher continue to build cements at a 33% rate IE: if you can build 60 then 20 would be cements. Now Continue to build as much as you can per login and play your turns based upon how many times you can login per day (refer to guidlines table above). Also keep an eye on BC prices and if at any point prices stay above 75 sv consitantly then that warrants going self sufficient till prices drop. Also stick with CS discos at very least the first 3 logins. After that if CS prices are low (10k sv or lower) then the choice is yours if you want to keep with CS and use the extra BPT advantage at the price of lower sales or higher sales with less BPT. Lastly DON'T be afraid to loose sv per turn...the ONLY loss is morale which means nothing at this stage of the set so maximise your growth and spend ALL of your sv per login. This doesn't mean you can run out of bread however =ق Bread = population.

Keep this process up till turn 120...at turn 120 there will be no more building (probably more like turn 100 you stop building and are researching more discos to sell on pub) and you should have 2k-3k acres depending on how well you did...no worries if you have at least 2k acres you are in great shape. At turn 120 you start buying out your pvt mkt EVERY turn till 125 or so and you are still researching discos while buying out your pvt. *NOTE: If you should run out of money while you are buying from pvt no worries just sell more discos and logout till it sells and continue buying from pvt when you log back in* By turn 125 approx your pvt should be growing well enough now to where you can save some money and bread and only buy pvt out every 2-3 turns or so. Your pvt mkt grows with the current army you have. The only time you need to buy from your pvt is when your pvt is 3X your current army size. So keep buying from pvt and researching discos till turn 150.

Now if you were able to do this quickly enough you can sell 1/3 of your discos 3 or 4 times before you have 120+ turns saved and will have a very nice sum of money before coming out of protection.

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