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Periander (#6713)
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6-Jun-2006 09:30:08 Quality: 0.

Foreword: I ended up spending an hour writing what was going to be a couple of sentences of advice for a team mate. Rambling FTW.

Anyway, I've decided to post it here aswell. Unfortunately, TEQ3 will be out soon, so this might be a bit redundant. Oh well.

I've written a little Pure Solar Casher game guide. Essentially it can be played in exactly the same way as a T/C Casher. Some say it's not as effective, as a T/Cer, but as you don't have to switch from a Solar startup, it's an especially good strategy for newer players, as it is relatively competitive and enables them to learn the intricacies of the game and market, without too much complexity.

This is not necessarily a guide for first timers though, as I'm assuming that players know where all of the sections are, and that the very basics of the game are understood.

Here it is:

Unfortunately, Solar Casher startups are boring and tedious. I'll make this one as profitable as possible, but in reality you can skip steps like the first investment and selling the troops, and do turns in bunches if you're lazy.

Firstly, create your country, sell all of your troops on the public/private markets, set up a 100 turn investment, and place all of your cash in there, (okay, if you are a total noob, it's in the Government menu up in the top right corner, and to make a 100 turn investment you only type 10 in the box).

Come back in 12+ hours, put your sales in to the investments. Come back in another 12+ hours and get your two lots of free turns, (I will not be discussing this throughout the tutorial, but you should always try and get the 12 hour time bonus and the 17(?) hour click bonuses for the duration of the set).

Set your Barrack production to 0% Marines, 100% SEALs.

Set your Factory production to 0% Missiles, 40% Panzers, (leave the others).

Set your profile up as follows:

MS 71
AM 80
PM 80
CS 120
DE 115
FP 75
SP 75
PC 115
SE 115
TI 115
RS 85
BP 75
MA 80
SS 72

Once you've saved up 120-150 turns, have set your profile and production details, and can access the money in your investment. You can start taking your turns.

By now, the market should have bottomed out, and the BCers and Techers are scrambling to undercut each other, (*Heh, heh, heh*).

Now, the next section can be done slowly for maximum benefit, or slightly more lazily in groups of turns as previously mentioned.

For the first few turns you'll repeat the following process:

Buy as many territories as you can in the private market.

Check you have enough food for one turn and building components to build 30 buildings, (if not you'll buy them from the public market).

Put the rest of your money in the bank.

If you have 30 unassigned acres, build 30 Solar Panel buildings.

If not, work overtime instead.

Take your money out of the bank.

Set your tax rate up 1%.

Eventually, the private market will begin to produce more than 30 acres for you to buy every turn, once this begins you will stop buying every turn, and instead, begin a process of building every second turn, and working overtime for the other turn:

Buy as many territories as you can build in one turn, (this might go down when you buy the territories, so buy a few less, go and check, and work your way up if you can build a few more).

Check you have enough food for one turn and building components to build, (if not you'll buy them from the public market).

With any excess money buy Construction Speed discoveries on the public market, (and to a lesser extent, Space Mirror discoveries).

Build as many Solar Panels as you can in one turn.

Put all of the cash in the bank.

Set your tax rate up 1%, (unless it's 45%).

Work overtime one turn.

Take all of your cash out of the bank.

Set your tax rate up 1%, (unless it's 45%).

If for any reason you do not have enough cash to build, just work overtime a second time.

Also, if you can't buy any building components or bread on the public market, (uh oh), you're just going to have to wait. If this happens and you're near 150 turns, I'd work overtime a few times, (unless you're running out of food, in which case I'd build a few bakeries, but it won't happen so don't worry ).

Once you're building between 50-60 acres per turn, I'd concentrate less on the Construction Speed discoveries, and a little more on the Space Mirror discoveries. Try to keep the rate of building at around this though.

Keep doing this until you've used up about 80-100 turns. From then on, continue to build, but consider the following:

For one turn, instead of building Solar Panels, build Barracks. Once you get around 5k acres you'll remove these Barracks and build Solar Panels in their place, but for now you want just a handful of SEALs to protect yourself when you come out of protection.

Work overtime for 2 turns instead of one.

Use the extra cash from working overtime to max out your Space Mirror discoveries. This should be done before building your SSes in the next section, unless you simply cannot get them on the public market.

Start to buy troops on the private market. At first, you'll always be able to buy it out, but slowly it will grow. Try and buy a bit of everything, don't only buy one type of unit. This is less important than the Space Mirror discoveries, so while you haven't maxed them out, only spend approximately 20-40% of your excess cash, (after building and food costs), on this.

You should also start saving a small portion of money in your bank anyway. This will also be approximately 20-40% of your excess cash.

Once you've used 150 turns stop!

Start another 100 turn investment, sell your goods on the public market, and put the sales in to the investment once they've sold. Wait until you have 120-150 turns, (and that your investment is accessible), (remember, you get bonuses for playing in 12+ hour increments, and that there are click bonuses every 17 hours).

After you've saved up these turns, you will now be coming out of protection. With the investment cash you should definately be able to max out your Space Mirror discoveries. When you come out of protection, you will simply continue to build, buy a few troops, and save cash until you reach 5k land, (no attacking sorry).

Once you've reached 5k acres, (this is easily achievable within 300 turns, so this should be just as you're coming out of protection), your sole priority will be to get your 60 SSes. At this point, you should also change your profile:

MS 130
AM 80
PM 120
CS 101
DE 115
FP 75
SP 75
PC 115
SE 115
TI 115
RS 85
BP 75
MA 80
SS 72

To get your SSes simply buy as much steel and building components as can, (you need 4m steel and 400k bcs per SS), build them, work overtime, and repeat until you have 60 of them. This should be doable relatively quickly, but it may take more than one sitting.

Just keep checking you're not too fat while you do this. Buy a few extra troops if you are, but not too many, and don't worry too much if you get hit for a few hundred acres.

To save on maintenance costs you can send units on a one hour PO on a small target. However, with POs comes the risk that someone will hit you while your troops are away for an hour.

Once you've got your 60 SSes it's time for the mid game. Playing a good Solar Casher strategy invovles being a passive trader.

First things first, get and keep your discos up. Space Mirror ofcourse, but also Urban, Tax Revenues and Maintenance Costs, and to a lesser degree Computer Enhancement and Construction Speed.

One of the goods things about the Casher in general is that you'll always be constantly earning money, even when you're not actually taking turns. You won't be spending all of your cash though, you'll be saving most of it. Then what you do is create 10 x 100 turn investments every time you finsh playing your turns, but don't put your cash in there yet. Instead, you buy goods that are cheap, and sell them for a higher price. Come back in a few hours and hopefully they've sold, and then fill up your investments with them.

If the goods don't sell and come back to you don't worry, just keep selling them for a higher price than you bought them for, and eventually they will sell.

I wouldn't be hitting too much, one of you main worries will be being hit while having lots of cash/goods on hand, and the more people you hit, the more enemies you'll make. Instead, just grow slowly, stay thin, and do PO hits on small countries to save on maintenance costs.

Also, I wouldn't bother too much with SEALs. It's unlikely that SEAL Barrackers are going to find you a particularly interesting SEAL target as far as SEAL defence goes, and it's also unlikely that you'll be able to find good targets yourself, (and from a VPs point of view, you'd probably cause more trouble than good). You'll probably get SDed a few times, but I wouldn't worry about it.

It is a bit of a gamble I know, because all they need to do is BMS you while you're holding on to alot of goods/cash. However, it's likely that you'll get SEALers simply SDing, which will result in them getting a fairly poor haul of discos, (with a low score, they may be expecting you to be a Techer), and they may just move on to better targets. Also, because you're relatively thin and have not made yourself a target, you could very well get through an entire set without someone BMSing you. Finally, there's also the fact that if a SEAL Barracker wants to BMS or SD you, it's unlikely that you are going to be able to stop them, 130% SEAL Strength or not.

When it gets towards the end of the set, around day 25-28, change your profile again. This time worrying less about Military Strength and Construction Speed, and more about the Private Market.

MS 116
AM 80
PM 80
CS 75
DE 115
FP 75
SP 75
PC 115
SE 115
TI 115
RS 85
BP 75
MA 80
SS 72

Start to use your cash to buy and max out Private Market Discount discoveries.

Calculate how much money you'll need to buy your private market out, not forgetting that it will grow another few percent in the turns you'll take in the last few days.

Go in to protection when you can, (there's a little trick where you go out on a PO, take all of your turns, then hit the protection button, which brings your troops immediately back).

Now, with your oodles of cash, buy up any units on the public market that are below maximum price. Sell them back for maximum price, but only sell enough to cover your private market buyout, plus say 20%.

Keep your investments up as you have all set.

Your maintenance costs will be high, so save your turns if you can, (but use them, don't waste them unless you're losing money). Then, in the last hour or two, put everything you can on the market, work overtime and buyout your private market, (plus anything you can scrape up on the public market with the excess cash, cheap discoveries included).

Well, that's all folks! Good luck!

Jesus... I didn't mean to write that much!


Calm Blue Ocean...
\\ periander@hotmail.com
// G:[None] T:[]TC[] F:[None]
\\ The tents set, and the fairy floss is made.. We've even cleared the Cage 'O Love..
// So Where the Bloody !@$# are you?
\\ Vice President of The Circus []TC[] and PROUD of it!

[ -- Message edited on: 6-Jun-2006 12:42:05 by Periander (#6713) -- ]

Kwis (#202)
Premium/Plus Member
6-Jun-2006 19:17:00 Quality: 0.

looks like a decent strat, Peri. I always do a (slightly different) solar panel startup myself and find it works rather well.
Periander (#6713)
TEQ Game Account

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7-Jun-2006 01:30:42 Quality: 0.

It's reasonably standard, and should be helpful for newer players.

Out of interest Kwis, care to share some of those slight differences?

Calm Blue Ocean...
\\ periander@hotmail.com
// G:[None] T:[]TC[] F:[None]
\\ The tents set, and the fairy floss is made.. We've even cleared the Cage 'O Love..
// So Where the Bloody !@$# are you?
\\ Vice President of The Circus []TC[] and PROUD of it!

Pollux (#24)
TEQ Game Account
7-Jun-2006 01:41:22 Quality: 0.

why do you start with Solars? wouldnt a few beaches at the start increase this? just the first few hundreds.
Kwis (#202)
Premium/Plus Member
7-Jun-2006 18:21:37 Quality: 0.

I never tried it with beaches, but in the first 20 turns you won't need beaches, and after ~100 turns my discovery %'s are usually high enough that panels become better.

In case I feel like a long solar start building just panels would work far better, in my opinion

Kwis (#202)
Premium/Plus Member
7-Jun-2006 18:27:17 Quality: 0.

@ Peri:

- I always buy CS before I even start playing, I've got the cash anyway
- tax: I always start around 35%, adding 6% every 3 turns until I hit 70%
I will only lower this once I start loosing population
- SM disco's: I start buying them somewhere between turn 75-90. until about 2k land it's cheaper to build than to get tech.
- I start buying from private after about 120 turns

Using this strat this team set I had 3.6k land, full solar tech and just over 1M nw @ turn 150

I haven't played a full solar strat in over a year, so I can't comment on the part after getting SS

Periander (#6713)
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9-Jun-2006 11:49:30 Quality: 0.

Thanks for those tips Kwis.

I didn't use Beaches mainly because I wanted to keep it as simple as possible.

Calm Blue Ocean...
\\ periander@hotmail.com
// G:[None] T:[]TC[] F:[None]
\\ The tents set, and the fairy floss is made.. We've even cleared the Cage 'O Love..
// So Where the Bloody !@$# are you?
\\ Vice President of The Circus []TC[] and PROUD of it!

Periander (#6713)
TEQ Game Account
11-Jun-2006 05:20:51 Quality: 0.

One other thing to mention, (which is relatively obvious to most of us but should be included for continuity), in the mid game, try and play your groups of turns with a full bank of 2B.

Calm Blue Ocean...
\\ periander@hotmail.com
// G:[None] T:[]TC[] F:[None]
\\ The tents set, and the fairy floss is made.. We've even cleared the Cage 'O Love..
// So Where the Bloody !@$# are you?
\\ Vice President of The Circus []TC[] and PROUD of it!

r1ch m0f0 (#26368)
Premium/Plus Member
7-Sep-2006 15:09:01 Quality: 0.

I did a 100% solar last group set, which seemed good for top 5 until I got FS'd last day, still made 17th..

I would advise to build 5000 terrs, around turn 120, workovertime 30 turns put the money in investments for 140 turns. When it comes out buy full solar tech, save turns until you have 150-160, Set your profile to 80% pvt market going out of protection (neutral) use 20-30 turns to build up to 7k land and buy out pvt market every turn, when you get the land just workovertime 1 turn, buy out pvt, workovertime again etc etc...

You should get upto 20m nw around turn 300 this way... After your OOP stop gaining land and start building SS's the next 1-2 days (you need 60). At 7k land fully teched they aren't really more expensive then at 5k

vic
[REAL] | [N/A]

Tr@v|s [retired] (#15942)
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7-Sep-2006 15:10:32 Quality: 0.

imo - if your going solar you need to go techer first.


Can't stop the hustle

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