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3186

Jun 15th 2011, 0:01:05

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

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3186

Jun 15th 2011, 0:01:05

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
GovernmentD
Land2000
Tax Rate70%
Net Income$-5,990
Net Food2,600
Money$0
Food440,000
Oil290,000
Turns27
Turns Played1505
Turns Stored0
Technology
Military90.19%
Medical66.49%
Business103.98%
Residential102.9%
Agricultural135.93%
Warfare4.1758%
Military Strategy100.48%
Weapons101.59%
Industrial141.78%
Spy105.48%
SDI7.93%
Structures
BPT82
Enterprise Zones70
Residences100
Industrial Complexes100
Military Bases70
Research Labs300
Farms300
Oil Rigs70
Unused970
Military
Spies1,600
Troops70,000
Jets150,000
Turrets15,000
Tanks50,000
Readiness100%
Nuclear Missiles1
Chemical Missiles1
Cruise Missiles1

deepcode Game profile

Member
309

Jun 15th 2011, 21:08:48

Set your tax rate to 35% and your industrial production to 100% spies.

Sell as much of your technology as you can so you can fund some changes (except business/residential tech - keep those)

destroy all of these buildings:
- military bases
- research labs
- farms
- oil rigs

Rebuild the rest of your land evenly between enterprise zones and residences.

When you are done, land distribution should look something like this:

bpt: 92
enterprise: 850
residences: 850
industrial: 100

Then continue selling off technology, buying business and residential tech.

Then you will be a casher. Cashers produce only cash, and buy everything else they need off of the public market. Tech/Military/oil/food, etc. All of your turns should be spent either exploring, attacking, building or spying.

The exception is spies: you can't buy spies, so you always have to have some industrials set to produce spies.