Difference between revisions of "Strategies"
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| − | !colspan=" | + | !colspan="9" align="center"|'''Summary of strategies''' |
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! | ! | ||
!Growth potential | !Growth potential | ||
!Primary buildings used | !Primary buildings used | ||
| + | !Primary tech needed | ||
| + | !Importance of tech | ||
!Primary government | !Primary government | ||
!Secondary governments | !Secondary governments | ||
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|Medium | |Medium | ||
|[[Industrial Complex]] | |[[Industrial Complex]] | ||
| + | |[[Industrial technology|Industrial]] | ||
| + | |Medium | ||
|[[Communism]] | |[[Communism]] | ||
|(none) | |(none) | ||
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|Medium | |Medium | ||
|[[Farm]] | |[[Farm]] | ||
| + | |[[Agricultural technology|Agricultural]] | ||
| + | |High | ||
|[[Fascism]] | |[[Fascism]] | ||
|[[Dictatorship]], [[Republic]], [[Democracy]] | |[[Dictatorship]], [[Republic]], [[Democracy]] | ||
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|Medium high | |Medium high | ||
|[[Enterprise Zone]], [[Residence]] | |[[Enterprise Zone]], [[Residence]] | ||
| + | |[[Business technology|Business]],[[Residential technology|Residential]] | ||
|[[Republic]] | |[[Republic]] | ||
|[[Democracy]], [[Dictatorship]], [[Theocracy]] | |[[Democracy]], [[Dictatorship]], [[Theocracy]] | ||
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|High | |High | ||
|[[Research Lab]] | |[[Research Lab]] | ||
| + | |(none) | ||
| + | |Low | ||
|[[Theocracy]], [[Tyranny]] | |[[Theocracy]], [[Tyranny]] | ||
|[[Democracy]] | |[[Democracy]] | ||
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|variable | |variable | ||
|[[Military Base]] | |[[Military Base]] | ||
| + | |[[Military technology|Military]] | ||
|[[Theocracy]] | |[[Theocracy]] | ||
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|[[Oil Rig]] | |[[Oil Rig]] | ||
| + | |(none) | ||
| + | |Low | ||
|[[Fascism]] | |[[Fascism]] | ||
|(none) | |(none) | ||
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|Every building | |Every building | ||
|Any government | |Any government | ||
| + | |Medium | ||
| + | |Variable | ||
|N/A | |N/A | ||
|Medium | |Medium | ||
Revision as of 05:44, 14 July 2011
| Strategies |
|---|
Strategies, or "Strats", are just as they sound. Specialized playing methods to maximize a countries growth potential.
There are several strategies recommended for various purposes in Earth Empires. They are chiefly developed to capitalize from the bonuses offered by the various governments you may choose from, as well as situational requirements such as netgaining or warfare.
Some strategies may assist you in focusing heavily on the production of military units, oil, bushels, or technology for sale on the public market to generate a profit, where others will have you generating high amounts of income in order to purchase these goods from market.
With all strategies it is important to understand that there are always pros and cons, and to build a successful country you have to depend heavily on the Public Market system that is known to become quite volatile at times.
Below is listed a few of the more common, and popular strategies within the Earth Empires community;
These are only a basic examples. Many more strategies exist and are constantly being tweaked and redesigned to enhance game play.
Summary of strategies
| Summary of strategies | ||||||||
|---|---|---|---|---|---|---|---|---|
| Growth potential | Primary buildings used | Primary tech needed | Importance of tech | Primary government | Secondary governments | War ability | General difficulty of play | |
| Industrialist | Medium | Industrial Complex | Industrial | Medium | Communism | (none) | Medium high | Suitable for beginner |
| Farmer | Medium | Farm | Agricultural | High | Fascism | Dictatorship, Republic, Democracy | High | Suitable for beginner |
| Casher | Medium high | Enterprise Zone, Residence | Business,Residential | Republic | Democracy, Dictatorship, Theocracy | Low | Intermediate | |
| Techer | High | Research Lab | (none) | Low | Theocracy, Tyranny | Democracy | Medium low | Experienced |
| Reseller | variable | Military Base | Military | Theocracy | Democracy | Medium | Expert | |
| Oiler | variable | Oil Rig | (none) | Low | Fascism | (none) | Medium high | Experienced |
| Rainbow | Low | Every building | Any government | Medium | Variable | N/A | Medium | (do not use) |
Notes on difficulty of play
It is generally agreed that industrialist and farmer are the most stable strategies due to the constant demand for their products on the public market. Farmer is thought to be somewhat easier than industrialist since food can always be sold on the private market instantly. The stability of the two strategies is also based on their high resilence to war, although farmer is better than industrialist in war, and indeed is the best warring strategy of all because it takes less time for them to purchase technology and balance resources spent between technology and military. Furthermore, it is extremely difficult to destroy a farmer's continued mode of growth, and farmers work quite well on the most powerful warring government, Dictatorship. However, both strategies only have medium potential of growth, meaning that in a non war environment, experienced cashers and techers generally outpace them on the long run.
Cashers are next on the tier of difficulty because the casher is very vulnerable in the beginning and relies heavily on tech, requiring the player to carefully balance military and tech based on general community conditions, alliances, presence of potential enemies, etc. Also, it is very easy to destroy civilians that form the basis of a casher's growth, meaning that a relatively few number of attacks would badly cripple a casher.
Techers must spend turns exclusively for teching, while all the other strategies except resaler generate their income passively no matter how the turns are used. This adds another element of complexity, but techers usually have far greater potential for growth than the other strategies. Unfortunately, techers are not a good warring strategy because the amount of technology researched falls quickly with the destruction of relatively few research labs.
Oiler is a very difficult strategy because oil is the least demanded commodity and prices are highly variable requiring a very deep understanding of the public market and the earth community as a whole. It is also very luck based.
Resellers also require the same demonstration of knowledge as oiler, except resalers must buy and sell many times daily on a constant basis, which makes the strategy even more difficult to play. Although it might seem deceptive given a resaler's high amount of military on hand, resellers are actually poor in wars because they incur huge expenses per turn on military that is not necessarily needed, and the main government they use, theocracy, has a low maximum SDI technology percentage, preventing them from stopping missiles launched by enemies.
In the current earth environment (Early to mid 2011), it is thought that the majority of players are farmers, cashers, or techers.
In general, it is agreed that over long peaceful periods, the techer has the best, most stable potential for growth.