Back to: Board List > Strategies and Tactics > [TS] Techer Startup to Tax/Condo Casher

View Page: 1  Next> 


Displaying posts with quality votes -3 or better. Number of posts hidden: 0. Click here to show all posts.

Written by Message
Che (#517)
TEQ Game Account

Click to set your personal icon.
9-Jan-2007 15:59:09 Quality: 0.

NOTE: That this is written by: eMEraLdwPn

*note* About 1/2 way through writing this strategy I realized there are about 53853 variations to playing Tax/Condo, which means the readability of this strategy might be very awkward, so just bare with me *end note*

Alright, this strategy starts off with a basic techer startup using the following profile:

Military strength 71
Army Maintenance Cost 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 72

One change with this techer startup is rather than stopping at 2500 territories, you need to get up to 3000 territories while in protection... by the time you reach turn 150 you should be sitting on 3000 territories and have 100k+ tech, about 25-30k CS tech, and the rest split evenly over Tax/Urban. Sell 1/3 of your Tax/Urban tech and maybe 5-10k of the CS tech too if you feel like it. Now wait for the tech to sell, and login when you have close to 150 turns stored.

*150 turns played, ~150 stored

You should have €300-€500 mil in your bank now, take out some money and buy enough BC's as you are going to be building some more land now. Spend the money you got from selling tech and expand from 3000 science facilities --> 4000 science facilities. You might want to tech 1 or 2 turns of CS before you do this if your BPT is low. Okay, so you should now have ~80k tech at turn ~160 on 4k science facilities. At this point you can start growing your private market. This means go to your private market, buy everything, tech one turn, buy private market out, do this for 4-5 turns until your private market is filling up regularly.

This is the order you'll want to max your techs in: first tech Tax/Urban tech to 200%, then tech about 30-40k private market discount, then max Maintenance to 65%, next tech Construction Speed to 50k, and you now have all your techs at desired level for 4000 territories..

*note that you should be buying just enough military off your private market to keep it growing during this process, but save €100 mil+ in the bank for your switch, a standard country at this point should be at:
Turn 225-230, 4000 territories
CS tech: 50k
Urban/Tax tech: 70k each
Maintenance tech: 42k
PMD: 35k

Now, you have the option of either converting now or better preparing your country for the coming days, the choice is yours. I suppose it's a matter of playing style. If you choose to continue teching at this point you'll most likely have to drop 1000 territories or risk being grabbed, if you choose to switch here, just skip this following section.

Now proceed to overmax your techs to the following or similar values, whatever you do, make sure that you'll be able to be 100% Tax/Condo by turn 300 the latest
CS tech: 60k
Urban/Tax tech: 100k each
Maintenance: 52k
CE tech: 35k
PMD tech: 40-50k

Okay, now it's time to convert your land to Tax/Condo. If you added extra techs, you might want to unassign 1000 territories at first and just drop them so you pay lower assign costs and don't get grabbed as you'll be pretty fat most likely. The reassigning process should be pretty easy, just unassign two build turns worth of Science Facilities (if BPT = 150, unassign 300 Science Facilities), then go to the market and buy some BC's. Build 1 turn of Tax Offices and 1 turn of Condos. Repeat this process until you are fully converted. If you run short on cash, just WO one or two turns and continue to reassign your land until it's completely Tax/Condo. So now you should be either at turn ~285-300 with ~400k tech and 3000 Tax/Condos OR turn ~240-250 with ~275k tech and 4000 Tax/Condos.

If you have 3000 land, STOP playing turns now and buy a few seals with the money you have left over (you should be close to 0 anyway). If you are at 4000 land, you should still have ~45 turns left. Go ahead and WO these turns, make sure your Private Market is growing, and at the end spend your money on your private market (any leftovers can go to tech or more seals).

If you've made it this far, congratulations, you are now a Tax/Condo casher. As a Tax/Condo casher, you have the option of either attacking or buying your land. I suggest buying your land to a minimum 10k land, and maybe even as high as 20k land, but once again, this is another playing style choice.

Now, once again you have another choice to make. You can either leave your profile as it is now and benefit off cheap private market prices while taking the risk of having low military and seal strength. This will also only work if you plan on buying your land for the team being. If you choose this route, switch your profile by the middle of the reset at the latest to the following, otherwise just switch now.


Military strength 125
Army Maintenance Cost 100
Private Market 100
Construction Speed 120
Discovery Effectiveness 115
Factory Production 75
Steel Production 75
Population Capacity 115
Solar Enhancements 80
Tax Income 115
Research Speed 85
Bakery Production 75
Missile Accuracy 80
SEALS Strength 100

The next set of instructions are some basic rules and principles of the Tax/Condo strategy.

One very common strategy with the T/C strategy is to store to close to 150 turns before playing each session. Then use the first 1/2 of your turns building land and raising techs, and the second 1/2 of your turns WO to buy military. Here is an example of how one would play a session when logging in to 150 turns, and why this works better than playing on only 70 turns.

Scenario 1: You login to 140 turns and expand 4000 territories (more on this later). This takes you ~70 turns, and you now have 70 turns left, so you proceed to WO 70 turns and spend money on military. Now, the reason this is better than playing two separate times.

Scenario 2: you login to 70 turns, grow 2k land, which takes 35 turns. You then WO 35 turns and buy military. You repeat the same process the next day.

Now, in both scenarios you have built 70 turns and WO 70 turns. The reason the first one is better? you were able to WO 70 turns on +4000 territories whereas the second scenario you WO 35 turns on +2000 territories and 35 turns on +4000 territories, which means you WO on an average 1000 territories less than someone who plays every other day. On the other hand, someone who plays every two days is fatter and has a better chance of grabbed, so you'll want to wait to play every other day until you're at the point where you can go two days without playing and not be too fat.

The typical building process goes something like this (if buying land): buy 1 turn of worth of land. If your BPT is 150, buy like 140 territories, BPT drops to 142, buy 2 territories and BPT & unassigned land = 142. Now build 1 turn of Tax, go buy 1 more turn of land, build 1 turn of Condos. Repeat this process until you've grown 1000 total territories, now go to discoveries page and look at Tax/Urban techs. If they are below 200%, spend any money you have on Tax/Urban tech, then go WO 2 turns, spend money on Tax/Urban, WO 2 turns, spend money on Tax/Urban. Repeat until Tax/Urban = 200% again. Then go build 1000 more territories, remax techs, etc. until you have grown your desired amount of land for the day.

If you're grabbing your land do the same thing as mentioned above minus the buying part, that's a fairly simple concept I guess .

Anyway, you'll basically be doing this for the majority of the reset, growing 1500-2000 land per day or whatever, keeping your Tax/Urban/CE techs maxed. You can increase your PMD tech too but that's somewhat of a nuisance, and as far as maintenance is concerned, imo it's not incredibly necessary until you break at least 100 mil NW, although it's always good to have.

Tax/Condo is also good for reselling, so if you want to once you're a decent size you can start putting some money into the bread market if you catch it before it crashes. This is a very solid investment as bread crashes at least once every reset so you're guaranteed to make a profit if you start buying while it's still cheap.

Another feature of the Tax/Condo strategy is the ability to use investments rather easily, although personally I think it's better to resell as you make much more money than you ever would from investments.

After the 15th or so if you've been buying off your private you should stop and start saving it for your endjump, at this point start buying military off the public market.

About a week before the end start saving up for your jump. Switch to classic endgame profile and make your jump. If you played right you should finish top 100 easily and top 50 shouldn't be much of a problem either.

Good luck

Che

[ -- Message edited on: 20-Nov-2015 17:24:16 by El Comandante (#517) -- ]

Weber-Wetiwed (#163)
TEQ Game Account
21-Jan-2008 19:37:12 Quality: 0.

What should your tax rates be?
KILLBOT (#13856)
TEQ Game Account

Click to set your personal icon.
12-Feb-2008 07:48:58 Quality: 0.

 Quote: Weber-Wetiwed (#163) wrote:
What should your tax rates be?

how do u write a techer>>t/c strat and not include the tax rates?

i raise mine by 5% ever 2 turns until i get to 65% then when i start losing pop i drop 5% at a time until i get to 45% and just keep it there for the rest of the game.

but if there is a better way than that, plz someone inform me and Weber

GS - JEDA and/or BOT pres
TS - FUSE

Weber-Wetiwed (#163)
TEQ Game Account
12-Feb-2008 07:57:26 Quality: 0.

Why isn't always me finding out these things are missing or bugs lol.

Kill Count
Kills: 1
Fubar: 1

KILLBOT (#13856)
TEQ Game Account

Click to set your personal icon.
17-Feb-2008 22:15:17 Quality: 0.

i dont think anyones ever going to read this thread. to begin with, i dont think ppl ever check the strategy board...

GS - JEDA and/or BOT pres
TS - FARM

The Prodigy (#21667)
TEQ Game Account
17-Feb-2008 23:50:42 Quality: 0.

tax Rate isnt tht huge a deal get it to 42-47 and u can just leave it if your lazy
Weber-Wetiwed (#163)
TEQ Game Account

Click to set your personal icon.
18-Feb-2008 00:11:17 Quality: 0.

But when it is 80 it cost less bread!!

Kill Count RESET!
Kills: 0
Fubars: 0

Jack (#2110)
Premium/Plus Member
18-Feb-2008 02:23:02 Quality: 0.

the optimum tax rate depends on the bread price, but is always in the mid to high 40's. I keep mine at 46%.
Jack (#2110)
Premium/Plus Member
18-Feb-2008 02:24:17 Quality: 0.

it also depends weakly on your tax-discoveries and tax-profile and maintenance-costs tech and profile.
Supernat (#366)
TEQ Game Account

Click to set your personal icon.
18-Feb-2008 06:40:23 Quality: 0.

wow
this is a very old style techer start and I thought there were many better techer starts out there at present...

Honestly if you cannot be at 5k land by turn 150 you are doung something very wrong with your start process...

I will start up my team server training tag again in the next couple of months and will show anyone who would wants to listen how to do a better techer start than this...

Cheers

Supernat..

Supernat
rotten to the core

View Page: 1  Next> 

Back to: Board List > Thread List > [TS] Techer Startup to Tax/Condo Casher



In order to post, you need to be logged in.

Click here to login

Spamming is ground for immediate deletion


  Copyright © 2000-2020 Schoot Digital Productions
All rights reserved