Difference between revisions of "Casher"

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[[Category:Strategies]]
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Casher strategies are commonly run using [[Republic]], [[Theocracy]], or [[Democracy]] governments, due to their respective [[PCI|income]], [[population]], and [[technology]] bonuses. Cashers can also be played by other governments which do not have population or tech penalties, though they are not quite as effective.
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'''Pros:'''
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* Money, money, money!
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* Higher [[explore rates]]
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* Easy
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'''Cons:'''
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* -%10 military strength
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* High food costs are undesirable
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== Synopsis ==
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Cashers build most of their [[buildings]] as [[Enterprise Zones]] and [[Residential Complexes]]. This combination of government and buildings gives you lots of cash, really fast. Though you'll seem like a monster with your high population and vast income, (as a Republic), your -10% penalty to military strength is a distinct vulnerability. Your high income and land mass however does make it easier to buy [[weapons technology]] to offset the penalty.
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== Guide ==
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You'll want to start off with a few [[farms]] and [[construction sites]]. At least 80 construction sites by turn 99 is a good number to shoot for. The few farms you have will help fund building in the beginning.
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When you [[batch explore]], build the land up as Enterprise Zones and Residential Complexes. Most people suggest building them in relatively even amounts to each other. Earthquakes will offset building numbers at times, just try to keep the numbers of each close to each other.
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=== Food ===
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The food your farms produce will start to drop dramatically as you grow; tear down your farms and convert them to Enterprise Zones and Residential Complexes. '''You will now need to buy all your food from the [[public market]]'''. When doing [[batch exploring|batch explores]], check your [[advisor page]] to see if there are any notices about running out of food. You might want to check the numbers closely yourself if you want to do a 120 turn batch explore. If you are going to run out of food, buy more from the public market. Keeping a surplus on hand at all times is a good idea, just be weary of [[bushel decay]].
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=== Military ===
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All [[military units]] are bought from the [[public market|public]] and [[private market]]. Because of the Republic government's natural -10% military strength penalty, purchasing [[weapons technology]] may be of interest. In a wartime situation, be prepared to buy [[oil]].
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=== Technology ===
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Purchasing a heavy amount of [[residential technology]] and [[business technology]] will increase your population and [[PCI]] dramatically. If defense is a concern, then [[weapons technology]] is definitely desirable.
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[[Category:Strategies]]
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to make lots of money by increasing both their [[population]] and [[per capita income]]. You also max out your [[Residential]] and [[Business]] [[tech]] to make even more money. A casher can be nearly any [[government]], but usually are [[Democracy]] or [[Republic]]. You get your [[military]] by buying it with all the [[cash]] you make. You also buy your [[food]] and tech with the money you make.
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==Republic==
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This is believed by a lot of people to be the best strategy in the game. It is a relatively easy casher to play also. A republic gets 20% extra per capita income and a 20% [[exploration]] bonus. The extra [[PCI|per capita income]] is great for a casher because it gets them almost 20% more [[cash]] per turn. The military disadvantage means that someone can send less offense at you and [[break]]. The exploration bonus will help with the military disadvantage because you can afford to explore longer and not attack other countries.
  
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==Dictatorship==
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This is the better casher to play for warring. Its military strength and [[spy]] bonus make it a tough nut to crack. Play a [[mono]] casher just like you would as a rep/casher to build up your country, and when war strikes switch over to [[Dictator]]. Since you wont be building, the negative construction speed will not be an issue. Be sure to protect yourself with tanks and turrets though, because this can heavily cripple your country.
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==Democracy==
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This can be a really easy strat to run or a really hard one, 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 food you sell or the military and tech you buy. This saves you money. Simply playing it like a regular casher makes this a pretty good strat. There is an added bonus though. The 0% market commissions mean you can resell off the public market. If food is 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 just means you have to 1/3 feed or [[midfeeding|midfeed]] instead of [[bottomfeeding]]. Not a real big deal in terms of disadvantages.
 
[[Category:Strategies]]
 
[[Category:Strategies]]
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Latest revision as of 12:31, 19 April 2011

Casher strategies are commonly run using Republic, Theocracy, or Democracy governments, due to their respective income, population, and technology bonuses. Cashers can also be played by other governments which do not have population or tech penalties, though they are not quite as effective.

Pros:

Cons:

  • -%10 military strength
  • High food costs are undesirable

Synopsis

Cashers build most of their buildings as Enterprise Zones and Residential Complexes. This combination of government and buildings gives you lots of cash, really fast. Though you'll seem like a monster with your high population and vast income, (as a Republic), your -10% penalty to military strength is a distinct vulnerability. Your high income and land mass however does make it easier to buy weapons technology to offset the penalty.

Guide

You'll want to start off with a few farms and construction sites. At least 80 construction sites by turn 99 is a good number to shoot for. The few farms you have will help fund building in the beginning.

When you batch explore, build the land up as Enterprise Zones and Residential Complexes. Most people suggest building them in relatively even amounts to each other. Earthquakes will offset building numbers at times, just try to keep the numbers of each close to each other.

Food

The food your farms produce will start to drop dramatically as you grow; tear down your farms and convert them to Enterprise Zones and Residential Complexes. You will now need to buy all your food from the public market. When doing batch explores, check your advisor page to see if there are any notices about running out of food. You might want to check the numbers closely yourself if you want to do a 120 turn batch explore. If you are going to run out of food, buy more from the public market. Keeping a surplus on hand at all times is a good idea, just be weary of bushel decay.

Military

All military units are bought from the public and private market. Because of the Republic government's natural -10% military strength penalty, purchasing weapons technology may be of interest. In a wartime situation, be prepared to buy oil.

Technology

Purchasing a heavy amount of residential technology and business technology will increase your population and PCI dramatically. If defense is a concern, then weapons technology is definitely desirable.