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p1co Game profile

Member
143

Aug 3rd 2014, 22:57:59

I've spied on various players and saw that they have zero buildings for enterprise and residential.

I was under the impression that you had to have people in your country for the country to exist/operate. I'm trying out the tech strategy and I have a few hundred of both types of buildings, as well as research into enterprise/residential.

Am I understanding the game mechanics incorrectly? Do I need people/enterprise/farms if I am going tech?

Thank you!

Xinhuan Game profile

Member
3728

Aug 4th 2014, 1:42:04

Each acre of land supports a certain amount of population by default (roughly 12 pop per acre, on the default 35% tax rate). Building Residential buildings increases the maximum amount of population you get per acre, which in turn increases your revenue from taxes.

Tip: Do not change the default tax rate. If you ignore food upkeep of population, and differentiate the revenue formula with respect to tax rate, it is 35% when equated to 0.

Ent/Res buildings are only built for a strategy called "Casher", which means all their buildings are specialized so as to generate cash every turn.

"Techers" on the other hand have almost all their buildings built as Labs, and spend their turns creating tech to sell. The effectiveness of teching (tech per turn) is multiplied by the percentage of your land that is built as Labs, so techers do not dilute their built acres with anything else but Labs. (They keep a few Indies to make spies - spies cannot be bought).

p1co Game profile

Member
143

Aug 4th 2014, 3:39:37

Thanks for the reply.

So, as long as I have land, I am good?

Viceroy Game profile

Member
893

Aug 4th 2014, 3:54:35

You won't be in danger of dying, if that's what you mean.

Specialization is the name of the game. Be really good at making one thing to sell it off and buy everything else from the profits :-)
And, Monsters, do not forget to specify, when time and place shall serve, that I am an ass.

eManny Game profile

Member
332

Aug 4th 2014, 18:43:02

You can be in the plus with 0residential/0enterprise as an industrial, techer or farmer for a very long time with sufficient res/bus technology. So you won't even lose money per turn without those buildings if you know what you're doing.

Food is a different matter however.

Furious999 Game profile

Member
1452

Aug 5th 2014, 11:33:19

The profile of your country as a techer should be quite a few CS (a techer must utilise the maximum possible turns clicking on the research button so can´t afford to spend more turns building than s/he must) - try to build them early - as a beginner maybe 120 cs would be good but more if you can or are ambitious, just a couple of hundred Indies which you set to produce 100% spies (you need to generate a lot of spies, again turns lost to failed spy ops cost you dear), and ALL the rest labs.

As a beginner be a bit obsessive about that profile. When you gain some other buildings from grabbing take the time to knock them down and rebuild with labs. This is because, as explained in-game, your tech per turn is greater if the proportion of labs to other buildings is high.

You should aim to grab by way of one PS, spend time developing and then tech out your available turns. Then sell. Return once your tech has sold, find a targer, rinse and repeat.

You must also spend some time reading the market so as to price your tech well. You have to play several full sets to get a feel for what particular techs sell well at what various points in the cycle.

Because you need to do well at finding targets and well at pricing, techer is a more difficult specialism than the others. It is also a lot of fun.

p1co Game profile

Member
143

Aug 6th 2014, 1:14:41

I've been having a lot of fun implementing these suggestions (and others I've asked about on the forums.)

I've found the techer strategy doesnt seem to work as well when you're being pummeled by some country obsessed with destroying you.

Xinhuan Game profile

Member
3728

Aug 6th 2014, 1:51:35

Originally posted by p1co:
I've been having a lot of fun implementing these suggestions (and others I've asked about on the forums.)

I've found the techer strategy doesnt seem to work as well when you're being pummeled by some country obsessed with destroying you.

Of course. Welcome to EE. :P

trainboy Game profile

Member
760

Aug 6th 2014, 11:22:35

Buy tanks click ab pummel back

Furious999 Game profile

Member
1452

Aug 7th 2014, 16:29:23

You are right. Received wisdom says that techer is the worst specialisation for warring. I have done OK with a Theo techer in clan wars but to do well in a one on one duel takes a lot of experience (and quite serious amounts of patience). trainboy's advice is not the way to go. Best I can suggest is try absorbing the attacks first and plan to hit back when your attacker has weakened themselves quite a bit. But you need skills in what is called stonewalling, to learn when to drop empty acres, how to recover production after a prolonged gs run and then you need the experience to apply your scarse resources to the right things at the right time.

What a techer generally tries to do (like any other netgainer) is NOT to have countries obsessed with destroying them. If this case is random the answer is you didn't get away from the bottom (where random pummeling is much more common) quickly enough. If it was provoked then you need to learn how to grab w/o bringing this stuff down upon yourself (by and large that means one target one hit - and ideally a target with a choice of enemies). One of the harder skills of the game this one.

p1co Game profile

Member
143

Aug 7th 2014, 18:39:11

Yeah, this was initially provoked by me doing a landgrab. Didn't know it would escalate to all out war.

Luckily I have quite a large number of spies, and in having almost all of my population wiped out, I have learned population directly impacts research (and I assume production levels as well,) so I've been trying to wipe out his population sector via rebellions.

Buying enough tanks and troops has saved me from barrages and guerrilla attacks, so it's just missiles and spy ops from that country at this point.

Def a lesson learned in choosing my targets.

Marshal Game profile

Member
32,589

Aug 7th 2014, 19:29:08

population affects all production, no matter if you are techer or indy.

yes its dumb change since recovering requires time which isn't that essential asset.
Patience: Yep, I'm with ELK and Marshal.

ELKronos: Patty is more hairy.

Gallery: K at least I am to my expectations now.

LadyGrizz boobies is fine

NOW3P: Morwen is a much harsher mistress than boredom....

VicRattlehead Game profile

Member
1965

Aug 10th 2014, 19:07:55

What government type are you using? Tyranny techers are quite effective war machines.

lolo075249 Game profile

New Member
3

Aug 12th 2014, 5:53:18

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freehee Game profile

New Member
10

Sep 2nd 2014, 0:44:03

freehee Game profile

New Member
10

Sep 2nd 2014, 0:44:59

i had fun dropping missiles on someone who was doing a farm move on me. i hope 6 missiles dropped on him did the trick.

VicRattlehead Game profile

Member
1965

Sep 2nd 2014, 15:30:47

6 missiles will not do the trick. Follow up with other "special attacks," artillery barrages are typically the most useful in a 1v1 war.

LATC Game profile

Member
1210

Sep 2nd 2014, 15:40:25

I eat 6 missiles for breakfast!

Also, bonus.
Originally posted by Xinhuan:
Are you guys stupid or what?