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King Greenman (#8491)
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24-Mar-2009 03:19:20 Quality: 0.

I made this post in my team forum, but I figured I might as well share before I disappear for a while again. Feel free to sticky this if you find it good.

Sell all your military on pvt market. Use the discovery starter default profile. Keep putting your money in the bank after playing each turn and only take it out when you need it, if you want to get the absolute best start possible (I personally think this is a waste of time, but it does earn a little interest).

Turn 1: Build 30 SFs, buy all the land you can in your pvt market. Bank. Set tax rate to 29.

Turn 2: Build 30 SFs, buy all the land you can in your pvt market. Bank. Set tax rate to 34.

Turn 3: Build 30 SFs, buy all the land you can in your pvt market. Bank. Set tax rate to 37.

Turn 4: Build 30 SFs, buy all the land you can in your pvt market. Bank. Set tax rate to 40.

Turn 5: Research a turn of CS (85). Buy Land. Set tax rate to 42.

Turn 6: Research another turn of CS (81). Buy land. Set tax rate to 44.

Turn 7: Build 47 territories (one turn). Buy land. Set tax rate to 46.

Turn 8: Research a turn of CS (121). Buy land.

Turn 9: Research a turn of CS (115). Buy land.

Turn 10: Build 56 SFs (one turn). Buy land.

Turn 11: Research a turn of CS (163). Buy land.

Turn 12: Research a turn of CS (155). Buy 21 territs.

Turn 13: Build 66 SFs (one turn). You will need to buy BCs from the public market or your private market. If there are none on the public market, just buy enough to build one turn from your private market.

Turns 14-20: Research CS. Sell the max you can on the public market for around 10-12k.

When it sells:

Take your money, and buy enough territories to build in one turn, and BCs from the public market to assign those territories. Build one turn of SFs. Repeat until you are out of money. If you can only afford half a turn's worth of buildings, j.ust bank the rest of your money instead of playing that turn assigning territories. Notice your BPT will drop when you buy territories. Tech 3 turns CS and 6 turns either SM or CS. Sell the maximum of whatever you teched for a price that will sell. Repeat this pattern until you get to about 3.5k territories, or turn 150, whichever comes first. Always make sure you have enough bread on hand.

After you reach about turn 90-100, stop teching SM or CS (whichever you were teching for cash) and tech CE and MP, whichever is higher priced, and sell that for cash instead. When you start to have negative income, don't bank your money if you can't afford more than half a turn's worth of buildings. Just spend it on bread or BCs so the cash isn't wasted.

Turn 151: Build 1-2 turns of barracks, with 100% seal production.

Turns 152 - 200/230. Tech enough CS to get to around 175 BPT, and enough MP and CE so that you have around 75k CE and 100k MP AFTER sales. You will need around 1.2b for your switch, make sure you can get that cash and have the above amount of tech left over. If you had a good start you should be able to do this using only up to turn 200 or 210.

Wait for your tech to sell. Change your profile (someone else can post a good profile - it is fairly straightforward). Buy a bit of steel. Set production to 100% panzers. Convert all your SFs to WFs. When you have about 750 territories left to convert, just unassign them from SFs, and grab someone for land. Spend enough turns assigning territories to regain to 95%-100% morale, and then attack someone else. Repeat until you are either very landfat or out of money. If you're very landfat - work overtime some turns. Sell 1/3 of your panzers on the public market. When they sell - repeat the grabbing/assigning/working overtime routine. You will need to play 2-3 times a day until you are out of turns - you should be able to work overtime then to boost you into a nice position in the scores list. After about 5 days OOP, you can begin to produce other units to keep your private market growing, and remember to buy marines to keep those growing as well. It is up to you whether you want to continue attacking for land, or whether you want to buy. I only recommend grabbing in the beginning because it is more advantageous - but it DOES come at some other player's expense.

Liquid (#14965)
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24-Mar-2009 03:29:44 Quality: 0.

nice post

sticky plz

Jack (#2110)
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24-Mar-2009 04:22:48 Quality: 0.

Nice strat.
King Greenman (#8491)
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24-Mar-2009 06:15:26 Quality: 0.

Things to add:
1) When you are saving money for your switch - if you are ahead of the game and you won't burn turns by doing this - you can use investments AND/OR you can play turns in several batches (not to turn 210 at once) so that you earn interest on that money while you play turns. Any money that you can save and put in the bank, as long as you are done adding land (I recommend 3.5k), is useful. Creating some investments while in neutral and letting them sit until you need them is a good idea (stagger all 10 slots), so that you can put money in that matures right when you need it.

2) If you miss a sale during the techer start up, just tech 8-10 turns of the discovery you are selling, and sell 1/2 of that for a price that WILL sell. Its better to play turns then get caught up waiting for your discos to sell, especially if you are playing only 2 times a day. 3 times a day works best though.

Believe The Hype (#4490)
Premium/Plus Member
24-Mar-2009 15:15:50 Quality: 0.

I'd say when you switch to WF straight away play 85% panzers, 5% HL's, Bombers, and Fighters.

But it is your strat.

Liquid (#14965)
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24-Mar-2009 18:10:13 Quality: 0.

so u go to turn 210 with 0 military?
Believe The Hype (#4490)
Premium/Plus Member
24-Mar-2009 20:14:31 Quality: 0.

I usually do.
King Greenman (#8491)
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25-Mar-2009 05:57:23 Quality: 0.

If you get grabbed - less SF to switch to WF --> less switching costs, and more PRs for later that will easily get the land back for you, and won't count for double taps.
Like Kris said, you can start out with 5% of the other units if you wish to have your private the maximum it could possibly be at the end...it's personal choice for sure - try both!
General Patton (#37946)
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21-Feb-2010 12:39:45 Quality: 0.

Is there enough profile points to be a techer reseller. With WFR you have to buy all the goods
bread
steel
and BC
and tech

there has to be a strat where PM buying is not viable. my guess would be the tax condos

I used to like WF until seen the power of PM
flip 100K fighters now buy 200K fighters lol this is with no tech
so max pm tech flip 100K fighter buy 296k
can I get a flip flip
plus other strats make far more money
and as a WFr you sell more NW
with a flipper you are also growing

Marky (#1865)
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21-Feb-2010 19:14:39 Quality: 0.

The power of WFer relies on the end game (where prices are maxed). They have more PM units available during end jumps, since they have not bought their PM units when they switched to WF.

Actually Tax/Condo relies heavily on buying your PM out (til day 15 some stop at day 20 and some stop at day 10).

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