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3186

Jul 23rd 2012, 18:14:06

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:N/A
Player experience:New
Best finish:N/A
Total finishes:0

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Bot~
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3186

Jul 23rd 2012, 18:14:06

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
Land0
Tax Rate55%
Net Income$12,300
Net Food125
Money$270,000
Food5,600
Oil150
Turns0
Turns Played86
Turns Stored79
Technology
Military100%
Medical100%
Business100%
Residential100%
Agricultural100%
Warfare0.2%
Military Strategy100%
Weapons100%
Industrial100%
Spy100%
SDI1%
Structures
BPT7
Enterprise Zones40
Residences80
Industrial Complexes40
Military Bases4
Research Labs0
Farms30
Oil Rigs1
Unused79
Military
Spies75
Troops390
Jets290
Turrets290
Tanks48
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

skee Game profile

Member
50

Jul 24th 2012, 3:46:21

the key for growth in this game is having your country specialize what it produces.

you've already converted to a communism so your benefits are:

+20% tech effectiveness
+35% industrial production
+35% market sale cap

What would be the building type that would allow you to fully utilize your government type's advantages?

In your case, you should build industrial complexes with upwards of 90% of your land. You probably want to change your production to something like 45%/50% jets/turrets, and 5% spies.

Any time you finish your turns (or come close to running out of money), sell as much military on the public market as you can (for close to, or just under the current market price.)

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Other examples of strategies include:
casher - building primarily enterprise zones and residences (50/50)

farmer - building primarily farms

techer - mostly research labs

oiler - mostly oil rigs