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3186

Aug 25th 2011, 1:14:47

This is an automatically generated thread. If you are an expert feel free to provide advice. Please follow all of the rules listed in the sticky thread. Respect the anonymity of this player's country: deducing and posting the country number of this country is a bannable offense. Further information about the player and the country:

Country owner:Withheld
Country strategy:Techer
Player experience:New
Best finish:N/A
Total finishes:0

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3186

Aug 25th 2011, 1:14:47

This is an automatically generated post. Please note that certain values have been rounded and some have been omitted to protect the identity of the country.

Basics
GovernmentH
Land0
Tax Rate35%
Net Income$10,700
Net Food43
Money$250,000
Food2,700
Oil660
Turns0
Turns Played82
Turns Stored79
Technology
Military99.87%
Medical99.84%
Business101.22%
Residential100.77%
Agricultural100.5%
Warfare0.382%
Military Strategy100.15%
Weapons100.23%
Industrial102.25%
Spy100.23%
SDI1.41%
Structures
BPT9
Enterprise Zones10
Residences10
Industrial Complexes30
Military Bases8
Research Labs60
Farms10
Oil Rigs8
Unused78
Military
Spies97
Troops450
Jets350
Turrets350
Tanks100
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

caffeineaddict Game profile

Member
409

Aug 25th 2011, 13:47:16

Ok, so you want to be a techer... you've chosen a good government for it... teching is awkward unlike other strats, like indy, casher or farmer, because you have to specifically spend turns to produce your saleable tech.

So, with that in mind a good techer will spend most of the turns teching which means that you want to reduce the number of turns exploring and building to as little as possible. To that end you need to increase your BPT by building construction sites. With just a week to go you probably only need to build up to around about 25-30 bpt...

What you do not want to do is build enterprise zones, residences, military bases, farms or oil rigs. The number of industrial complexes many players will keep are around 5-10% of total land, producing spies only.

Just ignore troops, jets and tanks for the moment. You don't really need them at this point in the set (though I'll being this up later) and this stage in your country's development.

It's really only worthwhile making landgrabs is you can grab more than what you can explore in 2 turns. This is usually when your target has around 1000 acres though there are other factors which come into play such as cost to buy military, military upkeep, military food costs and military losses and also antagonising your target. So as far as buying jets are concerned, I wouldn't bother.

So, for this set, build bpt up to around 25-30. Then destroy the buildings you've got (except the labs and indi complexes) and build just labs. Then explore, then build more labs.

You need to think about your finances and food when building and exploring. Depending on your finances and the number of turns you have left you'll get to a point when you should do a little researching. Not too much, just enough to give you enough money after you've sold your tech to expand more the next time you play.

At the end of the set, military prices rise by a lot. You'll probably be able to resell troops and tanks from your private market on the public market. This will only be for a few days before the end of the set though.

If you research military tech, you'll probably find that this has the best return when selling on the public market, plus it will lower your private market which means you'd be able to start reselling military slightly sooner.