Difference between revisions of "Indy"

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Advantages: instant [[military]] production, usually lots of time to build [[CS]], flexible, simple, good at fighting, excellent and fast startup
 
  
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Disadvantages: high expense late game, market-dependent, high [[market commission]], production is less than other [[strats]] (with [[tech]])
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Industrialist (aka Indy) strategies are most commonly run by [[Communism|communist governments]] due to their higher-than-natural industrial production and ability to sell more on the [[private market]] at a time.
  
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This is the most basic strategy in Earth. All beginners should start by mastering the indy strat. Basically construct all industrial complexes. You supply yourself with money not by normal cash income, but from selling military (30% of your military) on the public market. Besides the initial 60 or so farms in your first 100 turns (see the "Starting Up" section for more info), you should not build anymore farms unless food gets over $47. Get indy tech preferably after the first week. A pure indy will not do well without industrial tech. During midgame, get bus/res tech as well since this reduces your heavy expenses, but only get this after you've nearly maxed out your indy tech. Near the end of the game, you should sell your military twice or three times per day and hold on to the cash on hand, and during the last few days spend all your cash in hand for a final boost in NW. You should not take any turns after spending the cash since your military expense is extremely high after your final boost.
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Pros:
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* Fast [[military]] production right away
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* flexible and simple
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* Good at fighting
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* excellent and fast startup
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Cons:
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* Higher expenses later in game
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* Completely market-dependent (high or low prices affect endgame)
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* High [[market commission]]
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* Production is less than other [[strats]] (with [[tech]])
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==Synopsis==
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This a very basic and simple strategy. All beginners should start by mastering the indy strat.  
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The idea is to build as many [[industrial complexes]] as possible while producing as many military units as you can (to sell on the [[public market]]).
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==Guide==
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Start by building a few farms and get at least 80 [[construction sites]] to start with. Sell food on the private market to help fund building. As soon as you can, start building industrial complexes. Make sure you set your industrial production levels to 100% of a sellable military unit. It is recommended to start with turrets or troops, as these will be easier to sell at the beginning of a set. The choice is yours though. Once you start producing military, save yourself at least 1 turn and put your military goods for sale on the market. Checking the [[market history]] should give you an idea of what is selling the most and give a quick overview of recent market trends. [[Alliance Hosting Sites|Third party hosting sites]] and http://eestats.com also have market tools available.
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===Food===
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Once food production levels begin to drop to negligible amounts, you'll need to start buying food off the public market. The cost of food will play a major factor in how well you finish the set. Once you need to start buying food, you might as well scrap your farms and turn them, into industrial complexes.
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From here on in, '''pay close attention to your food and cash levels!''' When doing [[batch exploring|batch explores]], check your [[advisor page]] to see if there are any notices about running out of cash or 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 money, sell more military units and wait for the cash.
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===Selling===
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For maximum profit, you'll need to watch the market carefully and sell often. Selling goods at least once a day should ensure you have enough money to buy food and tech, while still being able to explore (or [[land grab|grab]]) and build. As the round progresses, you should increase the amount of times you sell daily.
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===Technology===
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Purchasing [[industrial technology]] to begin with will increase production and ultimately profits. As you grow in size; [[military technology]], [[business technology]] and [[residential technology]] will help reduce costs and raise your [[PCI]].
  
 
[[Category:Strategies]]
 
[[Category:Strategies]]

Revision as of 20:01, 17 April 2011


Industrialist (aka Indy) strategies are most commonly run by communist governments due to their higher-than-natural industrial production and ability to sell more on the private market at a time.

Pros:

  • Fast military production right away
  • flexible and simple
  • Good at fighting
  • excellent and fast startup

Cons:

  • Higher expenses later in game
  • Completely market-dependent (high or low prices affect endgame)
  • High market commission
  • Production is less than other strats (with tech)

Synopsis

This a very basic and simple strategy. All beginners should start by mastering the indy strat.

The idea is to build as many industrial complexes as possible while producing as many military units as you can (to sell on the public market).

Guide

Start by building a few farms and get at least 80 construction sites to start with. Sell food on the private market to help fund building. As soon as you can, start building industrial complexes. Make sure you set your industrial production levels to 100% of a sellable military unit. It is recommended to start with turrets or troops, as these will be easier to sell at the beginning of a set. The choice is yours though. Once you start producing military, save yourself at least 1 turn and put your military goods for sale on the market. Checking the market history should give you an idea of what is selling the most and give a quick overview of recent market trends. Third party hosting sites and http://eestats.com also have market tools available.

Food

Once food production levels begin to drop to negligible amounts, you'll need to start buying food off the public market. The cost of food will play a major factor in how well you finish the set. Once you need to start buying food, you might as well scrap your farms and turn them, into industrial complexes.

From here on in, pay close attention to your food and cash levels! When doing batch explores, check your advisor page to see if there are any notices about running out of cash or 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 money, sell more military units and wait for the cash.

Selling

For maximum profit, you'll need to watch the market carefully and sell often. Selling goods at least once a day should ensure you have enough money to buy food and tech, while still being able to explore (or grab) and build. As the round progresses, you should increase the amount of times you sell daily.

Technology

Purchasing industrial technology to begin with will increase production and ultimately profits. As you grow in size; military technology, business technology and residential technology will help reduce costs and raise your PCI.