Difference between revisions of "Rainbow"

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m (Added Stuff. Formatted. Made more user friendly.)
(→‎Consequences of "Running a rainbow")
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1 & 2 ) Maybe enough cash to use some turns.
 
1 & 2 ) Maybe enough cash to use some turns.
 +
 
3) Not evough military to defend any attacks.
 
3) Not evough military to defend any attacks.
 +
 
4) Lower military prices but will still not be enough to be more effective than the public market would be cheaper
 
4) Lower military prices but will still not be enough to be more effective than the public market would be cheaper
 +
 
5) 50 tech points per turn, which will prevent you from ever getting the technology a good country needs.
 
5) 50 tech points per turn, which will prevent you from ever getting the technology a good country needs.
 +
 
6) Enough food to sell for a minimum profit.
 
6) Enough food to sell for a minimum profit.
 +
 
7) Enough oil to make a couple of tiny attacks a day.
 
7) Enough oil to make a couple of tiny attacks a day.
 +
 
8) a [[BPT]](Buildings Per Turn) less than optimal.
 
8) a [[BPT]](Buildings Per Turn) less than optimal.

Revision as of 08:11, 21 July 2010


Definition

A rainbow is a common term used to describe a build strategy, or lack there of. Specialization is the optimal way to build a country in Earth Empires and Rainbow is used to describe the opposite. Having a little of everything is refered to as running a "Rainbow".


If your country looks like this stop and ask for help from more advanced players.


Enterprise Zones 300 Residences 200 Industrial Complexes 172 Military Bases 500 Research Labs 0200 Farms 600 Oil Rigs 200 Construction Sites 60 Unused Lands 16


Consequences of "Running a rainbow"

This is what you'll get,(going in order)

1 & 2 ) Maybe enough cash to use some turns.

3) Not evough military to defend any attacks.

4) Lower military prices but will still not be enough to be more effective than the public market would be cheaper

5) 50 tech points per turn, which will prevent you from ever getting the technology a good country needs.

6) Enough food to sell for a minimum profit.

7) Enough oil to make a couple of tiny attacks a day.

8) a BPT(Buildings Per Turn) less than optimal.