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Rockman Game profile

Member
3388

Jul 2nd 2011, 6:07:55

Techers are only so good because tech prices are so high. In other servers, like primary, techer is pretty darn horrible. Your calculations are faulty, they are assuming unrealistic tech prices.

And cashers don't 'lose' a turn to sell food, they get a 17% income penalty for that turn. On the other hand, cashers don't have to sell any goods at the end of the day, whereas techers need to sell tech once or twice a day. And while cashers get just a 17% penalty while selling food, techers get a 100% penalty while selling tech.

Techers are not better in war than cashers.

Cashers can be democracies, they aren't the only ones who can sell bushels for higher on their PM, and anyone can sell food for $36 on the public market and get a democracy to clear it for them.

Techers don't have faster recovery after a war. Their economy suffers much more during a war than anyone else's since attacking with 3/7ths of your turns (if tyranny, and any other techer in war is completely screwed) drops your income by 42% as a techer, whereas cashers get only a 17% penalty to income and get to do spy ops with 1/7ths of their turns (or cash if they are selfish).

Unlike other strategies, techers have zero production while rebuilding or attacking.

Techer is not by far the best netgaining strategy. There are many cashers and farmers that match and surpass techers in networth. The public market does a good job balancing them out.

Rockman Game profile

Member
3388

Jul 2nd 2011, 6:36:55

Tech prices have been over 3k in FFA, but they are dropping fast. We're only halfway through the set, and they've already dropped below 3k, and they are never going over 3k again. Techers can't afford to grow nearly as big as cashers due to the fact that techers have no production while grabbing & building, but cashers do. Cashers and Farmers can easily grow twice as big as techers, which means that they not only stockpile at the same rate as techers, but they drop stockpile much faster.

If techer is too powerful of a netgaining strategy, then more people will play techer until tech prices fall to put it in line with other netgaining strategies.

Techer does not need balancing with other strategies. And changing corruption won't do anything to balance the techer versus casher versus farmer issues.

Ozzite Game profile

Member
2122

Jul 2nd 2011, 7:51:04

Arguing for a demo techer being a good war strat makes this thread laughable.
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Chaoswind Game profile

Member
1054

Jul 2nd 2011, 13:47:41

wtf

Demo/Techer? for war

Lets put it like this

Demos shouldn't be losing readiness at all, unless they are breaking with all their crap, as such the (regain readiness teching) option is meanless, you can hit 100% of your turns with a demo/techer and don't lose readiness and that is like saying you can go all your turns without teching with means you get a full NOTHING during war, no income per turn (no tech produced, nothing to sell).

Republic/Casher are awesome as finishers, lets say a netting alliance is doing a 5 week FS (has happened before), as a rep/casher you can be a finisher during the FS (having an income of at least 7M a turn) and after the FS you will have enough to easily become a mid/top breaker and still get 4M a turn.

Watertower, if anything Casher is the strongest strategy there is, with a few weaknesses (the less military you have the more cash you make, and as such Cashers need to be weaker than the rest for most of the set in order to get HUGE late set)
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