Techer
Strategies |
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Introduction
You make most of your land Research Labs and research a ton of tech. To make money you sell tech at the end of your turns on the public market. You use this money to buy your military. Almost any government can be an effective techer except commie and fascist.
Theocracy
This is a great netting strategy. A Theocracy government has an increased buildings per turn and lower military cost. The increased buildings per turn means that you will have to spend less time building construction site and have less of your land filled by them. This is a great reselling strategy because its private market prices are much lower than any other strat, so you can make money off military as well as tech. A Theocracy Techer MUST only 1/3 feed, middle feed, or topfeed. In order to get your source of income, you must use turns to tech. So the fewer turns you have to spend landgrabbing the more time you can spend teching, or making you money. You must be a good landgrabber to be a theocracy techer. The disadvantage of a Theocracy is that it has a lower maximum tech than the other governments. This means that when you have the maximum technology in any category it will be less effective than another governments technology at their maximum technology. This is why it is horrible at war.
Tyranny
The best warring strategy. This is a little easier to run than Theocracy Techer. A tyranny government only uses 1 turn to attack and has greater land gains from each attack than other governments. The benefit of a tyranny is that it spends fewer turns generating attacks and more turns regaining readiness. This is ideal for a techer strategy because a tyranny techer can achieve maximum hits while teching four out of every seven turns].
A tyranny techer still needs their turns to tech. You have three options with a tyranny. You can topfeed, because your increase attack gains will get you more land than any other government topfeeding, you can middle feed, if you middle feed like a theocracy should this means that you can get almost twice as much land in the same amount of turns as a Theocracy, or you can 1/3 feed more than with other techers since you can afford to do more attacks per day than other governments. The disadvantage of a tyranny is a lower per capita income. This really doesn't affect a techer so I don't count it is a disadvantage.
Democracy
It can be better than either of the other two while netting and if you resell it can beat the other two governments. This can be a moderate to hard strat, depends on how you play it. A democracy's advantage is that it has 0% market commissions. If you use this to your advantage fully you can make this an awesome strat. We will go over the basics first. The 0% market commissions mean that you don't pay "tax" on the tech you sell or the military you buy. This saves you money. Simply playing it like a regular techer makes this an ok strat. There is an added bonus though. The 0% market commissions mean you can resell off the public market. If bushels are selling for about $40 a bushel and you see 100,000 bushels come on the market at $30 you can buy them, no tax, and sell them for $40, no tax, which means you just made $10 per bushel, or $1 mill total. Just finding deals like this, on food, oil, military, or tech, you can make a lot of money. Democracies can also participate in buyouts. This can make you a TON of money. Reselling makes this strat a little harder to run but if you are willing to learn, you can finish extremely high in networth. The disadvantage of a democracy is that it takes 3 turns to attack. This means that you must gain more land per attack than either a Theocracy or a Tyranny in order to tech the same amount of turns as they do per day. This means that you will either have to be a good middle feeder or you can topfeed. Either way you need to be good at finding land grab targets to play this strat.
Republic
Great for netting and keeping to yourself. The 20% explore rate republics get sets up the player for a great all explore strategy and the bonus %20 maximum pci increases a country's income per turn.
Dictatorship
Pretty much played like a tyranny techer, but instead of switching to a tyranny you go dictator. This strategy would be a beast in a long term war. Its 130% breaking power, 125% spy power, and 2 turned attack makes it an awesome breaker. The only problem is that with no production while attacking, the dictator techer's income would drop very quickly during war, and it is the easiest strategy to cripple through building destruction methods, as far fewer buildings will need to be destroyed to completely eliminate its economy. Techers and MBRs are the strategies most reliant upon remaining fully built to have production. Farmers, Indies, Oilers, and to a lesser extent, Cashers, all have far superior production when a significant portion of their land is unbuilt. A dictator techer would use a different government type to reach their target landsize and get fully built before switching over to the dictatorship government, in order to partly nullify their building speed penalty. The loss of buildings during war after switching to dictatorship would then be magnified by this penalty.
Communist
Communist gives you a 20% Technology effectiveness bonus, and a 35% increase in capacity for selling to market. This means that you can sell a larger portion of your tech at the end of each day. The extra commission you pay is very partly offset by this fact. The downfall to this strategy is that the actual amount of technology produced by communists is no greater than any other strategy (the tech effectiveness bonus means that 10 points for a communist is equivalent to 12 points for anyone else, but has zero effect on a communist's ability to produce technology), and their benefit of larger market shipments becomes negated after a few days of researching due to their much smaller amount of technology kept on their country unsold.
The increased market shipment size, in fact, completely negates their technology effectiveness bonus, as it decreases the amount of technology they keep on hand, thus decreasing the amount of technology affected by their technology effectiveness bonus.
Communist Techer is a strategy only played by those who do not understand the game mechanics. For an effective techer that will not make you look like a noob, try Theocracy, Tyranny, Republic, or Democracy.