Oct 18th 2010, 12:11:53
the reason netting clans can be blindsided is simple
a netting clan can decide war is certain and give up a netting set, but do it too often and they arnt a netting clan, plus its obvious when they do this and increases the chance of war since the target or potential target wont want to get blindsided or fs'd
a war clan on the other hand cant netgain very well because someone can see when they are doing it and try to make a name from hitting the tag who everyone thinks is good at war but this set happens to be unprepared (or someone who wants revenge, but the same can go for netters who were seen to farm)
the normal situation is war tags running strats which suck if you dont war or dont war by a certain point and picking the date by which they either have to force an issue or just hit for no reason
while the netting tags can choose to prep for war or not prep, sacrificing some netting power, or hope they can avoid war until the balance shifts away from strats focusing on an earlier time period
if your the aggressor and prepared to manufacture/hitanyway at a certain date you can be much more efficient
1) tyranny indy/farm oop, turn 220 or 340 most targets will probably have 0 troops and you can go low on cs count
2) commie indy, turn 500-600 or so your production should be way higher than all other strats with appropriate bpt allexplore, little need for tech
3) mono tech to tyranny tech, turn 1000-2000 or so, what acres you stop and tech on and bpt determines when you need to FS by before countries which can explore can pass you, can tech warfare early with little penalty, no need for bus/res/agri/indy, can get weapons/milstrat/medical/sdi when you need it and have your enemy buy it from you usually (this is what sol seems to be doing this set btw, teching on about 6-10k acres)
4) farmer, turn 1500-3500 or so, becomes optimal before casher but not significantly so, big advantage during food peak
5) casher, turn 2000-4000 or so, later than farmer but stable income
6) when techers and some casher/farmer of your opponents have jumped non netting tags can easily blindside an enemy as they have no choice but to jump, wars at this point are usually considered particularly cheap but given the right circumstance you will find many of the enemy countries who would have had the most stock will not participate to their maximum capacity
a netting clan can decide war is certain and give up a netting set, but do it too often and they arnt a netting clan, plus its obvious when they do this and increases the chance of war since the target or potential target wont want to get blindsided or fs'd
a war clan on the other hand cant netgain very well because someone can see when they are doing it and try to make a name from hitting the tag who everyone thinks is good at war but this set happens to be unprepared (or someone who wants revenge, but the same can go for netters who were seen to farm)
the normal situation is war tags running strats which suck if you dont war or dont war by a certain point and picking the date by which they either have to force an issue or just hit for no reason
while the netting tags can choose to prep for war or not prep, sacrificing some netting power, or hope they can avoid war until the balance shifts away from strats focusing on an earlier time period
if your the aggressor and prepared to manufacture/hitanyway at a certain date you can be much more efficient
1) tyranny indy/farm oop, turn 220 or 340 most targets will probably have 0 troops and you can go low on cs count
2) commie indy, turn 500-600 or so your production should be way higher than all other strats with appropriate bpt allexplore, little need for tech
3) mono tech to tyranny tech, turn 1000-2000 or so, what acres you stop and tech on and bpt determines when you need to FS by before countries which can explore can pass you, can tech warfare early with little penalty, no need for bus/res/agri/indy, can get weapons/milstrat/medical/sdi when you need it and have your enemy buy it from you usually (this is what sol seems to be doing this set btw, teching on about 6-10k acres)
4) farmer, turn 1500-3500 or so, becomes optimal before casher but not significantly so, big advantage during food peak
5) casher, turn 2000-4000 or so, later than farmer but stable income
6) when techers and some casher/farmer of your opponents have jumped non netting tags can easily blindside an enemy as they have no choice but to jump, wars at this point are usually considered particularly cheap but given the right circumstance you will find many of the enemy countries who would have had the most stock will not participate to their maximum capacity