Talk:Indy
I know the links need to be fixed General Earl 14:04, 17 April 2011 (MDT)
[edit] Introduction
This strategy is best suited for novice players due to its ease of playing. It is a basic strategy that maximizes Communist government bonus of increased military production by building only Industrial Complexes (in addition to construction sites in the beginning stages of the round). The industrial complexes combined with the military bonus lead to the creation of a large amount of military units which can be sold on the public market for funds. Eventually, Communist Industrialists will suffer heavier and heavier upkeep costs as military levels rise. This strategy will often be employed at the beginning of a reset due to its simplicity, but its limits become obvious halfway into a set when Commie-Indies start to slip from the Top Tens and are replaced by more complex and efficient strategies such as the Therocracy Techer Reseller.
However, many other strategies utilize the Indy as a beginning strategy for a land and military boost before switching to another government and strategy. Alternative industrial openings include running a Monarchy Industrialist until the target land and an army has been established, before switching to the desired strategy. This opening will still give you a fair amount of military and land quickly, despite the lack of production bonus, and it also prevents you from being penalized for switching governments (you are allowed one free government switch per round from Monarchy to another government).
A player who chooses to run a Communist Industrialist until the end requires no phase changes, leading to a very straightforward and simple strategy. [edit] Basics
If you intend to become a pure Communist Industrialist throughout the set, then begin right away by switching to Communism. Sell all your troops on the private market, switch production to 100% turrets, build 1 turn of Industrial Complexes, and 4 Construction Sites. Sell all the turrets on the private market. Continue this cycle until you reach around the 75th turn, then keep all your turrets. Save turns at the 99th turn to be able to jump out of protection.
Once you pass turn 100 and are out of protection, keep making turrets and exploring for land until you have one turn left. Then, sell your turrets on the public market. After doing this for the first few days, you should have around 2,000 acres and be able to build 30-40 buildings every turn. Also think about switching production to 5-10% spies in addition to turrets sometime during this period, especially if you plan on attacking people for land. Spying on them to determine the amount of military they have can be very useful.
Now you can begin producing jets and attacking for land. Try to keep at least half your networth in turrets, and remember to sell the maximum amount of jets/turrets on the market at the end of the day. If you choose to do a Planned Strike at the end of the day, remember those jets will be gone for 20 hours and cannot be sold on the market. So, it is best to do a Planned Strike with only 75% of your military.
The beauty of the Communist Industrialist is the fact you will have little to worry about at the beginning. Communists typically dominate the top ten ranks at the beginning of the game. Continue attacking until you hit 3k land at which you decide whether you want to switch to another strategy or continue. If you do decide to continue, prepare to be preyed on in the ending half of the set. You will need to get as much land as possible and start buying industrial tech to maximize your production.
As the game goes on, eventually you'll realize you're making negative money. This is normal for the strategy. Many players will make the mistake of responding by building enterprise zones and residential areas to raise income. This may look better on the balance sheet, but the loss of military you could've been making outweighs the small gain in income. [edit] Stockpiling
Communist Industrialists can stockpile, which will involve cashing all of your turns, and will gain more in networth than if they had not. However, their form of stockpile is far more inefficient and is rather different than those of the more efficient strats. Most strategies do not require you to buy any extra military during the stockpiling phase, except maybe a minimal amount of turrets each day to ensure you don't get grabbed. Commie-Indies, on the other hand, are constantly producing military which forces up upkeep costs. You will begin stockpiling later in the set than normal, selling goods once or twice each day. First, spend your money on industrial tech and then business/residential tech. When these tech levels are suitably high, continue to sell military as often as possible and save the money. Your acreage during the stockpiling phase should be considerably higher than most other strategies.
The point of a Communist Industrialist stockpile is to generate enough cash/bushels to be able to sustain themselves producing units until the end of the round. By selling military, you should have a lot of money on hand, and perhaps you will buy bushels too in order to store your wealth. The catch is that an industrialist is essentially selling their units for money only to buy them back again later in the reset. Due to commissions on purchases and sales, this results in lost money. The money you save in upkeep costs will be worth it to a point, which is why you stockpile. As you near the end of the round, however, it no longer makes sense to sell goods just to buy them back. At this point, do not sell anymore. Cash until your military upkeep costs rise to the point where taking a turn is no longer profitable. Then spend all of your money (and sell bushels if you stocked them as well) on military from the public market. [edit] Growth Phase
Once you have decided that this amount of money/bushels will sustain you through the remainder of the round, begin simply by cashing turns away, producing turrets. You will continue to mass produce turrets with every turn possible until, either the set is over (ideal), or you run out of resources. If you run out of resources, you can choose to either stop (if the end of the set it near), or sell a portion to sustain yourself for the rest of the set (the end of the set is farther away). Continue to do this and you may have a networth that will land you in the top 100 (although few have landed a top 25 Communist Industrialist using this NW growth method).
Despite the growing upkeep, it is the most mathematically derived efficient way to gain in networth at the end. [edit] Overall Strategy Efficiency
Communists are the least efficient of all the primary strats. Commies will find themselves at the top in the beginning, but will drop dramatically near the end, with rarely ever a communist in the top 25.