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3186

Dec 5th 2011, 3:12:10

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:Indy
Player experience:Experienced
Best finish:
Total finishes:0

Status Uploader

Bot~
!!!
3186

Dec 5th 2011, 3:12:10

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
GovernmentC
Land5000
Tax Rate40%
Net Income$13,500
Net Food-1,500
Money$2,700,000
Food40,000
Oil30,000
Turns0
Turns Played495
Turns Stored0
Technology
Military100%
Medical100%
Business100%
Residential100.01%
Agricultural100.09%
Warfare0.2006%
Military Strategy100%
Weapons100%
Industrial103.22%
Spy100%
SDI1%
Structures
BPT40
Enterprise Zones0
Residences0
Industrial Complexes4,000
Military Bases0
Research Labs0
Farms0
Oil Rigs100
Unused160
Military
Spies13,000
Troops130
Jets81,000
Turrets130,000
Tanks92,000
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

Rockman Game profile

Member
3388

Dec 5th 2011, 18:43:01

Needs more tech, more construction sites, and a different tank to jet/turret ratio. For a commie with 0 military tech, the break even point for whether or not its better to purchase tanks or produce them is about $140 for jets/turrets. You don't want to be selling tanks for money unless the tank price is about 470% of the jet/turret price. At $120 for jets/turrets, this works out to over $560 (at which point only a democracy or someone with an empty private market would buy your tanks), so unless jets& turrets are selling for under $120, you don't want to be selling tanks as a commie indy. You do want to sell max jets/turrets once or twice a day though, and to spend most of your surplus cash on tech.

The order of priority for your techs is: Industrial, then Weapons/Military, then Bus/Res/Strat (for netting) or SDI/Warfare/Strat (for warring).