Difference between revisions of "Techer"
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=Democracy= | =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 | + | 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. |
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=Republic= | =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 lowers a country's expense per turn even more. | 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 lowers a country's expense per turn even more. | ||
Revision as of 21:03, 27 November 2010
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Introduction
You make most of your land 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 techie except commie and fascist.
- FearFighter thinks otherwise*** Commie gets a 20% technology effectiveness bonus... Sorry for messing up your clean wiki page, but this should be explained somehow? See my strategy below for Communist Techer...
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. This means that a tyranny's best advantage is that since it only takes 1 turn to attack it can make twice as many attacks as another government using the same amount of turns [note: this is not true when considering a military's readiness. Due to readiness constraints, a tyranny can attack only as much as any other government. 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]. This is what makes it a little easier. 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 lowers a country's expense per turn even more.
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 down fall is a country would need to build a ton more CSes, but that is not a problem because it can be done for readiness.
Communist
FearFighters Strategy Communist gives you a 20% Technology effectiveness bonus, and a 35% increase in capacity for selling to market. This means that you can spend 30% less turns on actually putting stuff on the market, and devote those turns to actually doing research. The extra commission you pay is also offset by this fact. The actual specifics of this strategy are as follows: With less than 7000 land, you can have about 6000 research labs. In Express Server (my favorite server), this will get you about 1600 to 1700 tech a turn. However, you can only sell (with the Commie max sale bonus) about 1500 a turn. You will end up with a net increase of 100 tech a turn for yourself, increasing your efficiencies beyond the lost 4% sales commission over time.
Moving past the economics, the 20% effectiveness bonus is just gravy. You will be a net gainer of tech, and it will be 20% more effective. Owning 10,000 tech in one area is equivalent to owning 12,000 of that same tech. Having a 20-30% bonus in military strength via weapons tech will reduce your military costs and requirements, and make that 20% bonus more like 24% . Also, should you maximise your tech bonuses in any area, you will effectively be 20% beyond that maximum.
One unintended consequence of this is that you can buy on the private market (yes, the private one that nobody buys stuff from) for massive discounts if your military tech is maxed (for communist, maximum effectiveness is 83.3%, or a 16.7% discount). Add the 20% bonus, and you are buying stuff for another 3.34% less =20.06% discount. You can basically cycle stuff from the private market to the public market at a profit.
./{Disclaimer}\. I haven't tried that last bit yet. Been thinking about it though... Tech is awesome stuff!
I would argue that commie techer is the MOST effective tech government... Cheers!