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Jan 15th 2011, 21:48:21

This is an automatically generated thread. If you are an expert feel free to provide advice. Please follow all of the rules listed in the sticky thread. Respect the anonymity of this player's country: deducing and posting the country number of this country is a bannable offense.

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3186

Jan 15th 2011, 21:48:21

This is an automatically generated post. Please note that certain values have been rounded and some have been omitted to protect the identity of the country.

Basics
GovernmentF
Land700
Tax Rate35%
Net Income$26,600
Net Food832
Money$43,000
Food25,000
Oil19,000
Turns1
Turns Played186
Turns Stored0
Technology
Military100%
Medical100%
Business100%
Residential100%
Agricultural100%
Warfare0.2%
Military Strategy100%
Weapons100%
Industrial100%
Spy100.12%
SDI1%
Structures
BPT26
Enterprise Zones0
Residences200
Industrial Complexes0
Military Bases0
Research Labs0
Farms200
Oil Rigs300
Unused84
Military
Spies250
Troops1,900
Jets1,900
Turrets1,300
Tanks1,000
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

Kingme Game profile

Member
1962

Jan 17th 2011, 15:16:35

It's a little early in your startup to give solid advice, but at this point I would say to not build Residences.

It appears you're going to be running a Fascist Farmer/Oiler. By specializing in one area, you'll be much more successful. If you're worried about negative cash flow (and that's why you built residences), you can gain income by selling excess food and oil.

dantzig Game profile

Member
528

Jan 17th 2011, 18:02:59

I agree with Kingme. The F gov't type has bonuses for food and oil production and penalties for population and per capita income. Also, specialization (concentrating on one type of building) is always more effective than diversification in this game. Thus, an F gov't is most effective when it builds only farms and/or oil rigs. Which is better is highly dependent on market conditions but generally farms provide a more reliable and higher income from selling bushels on the public market. Farm production can also be increased by acquiring Agriculture tech points (I recommend buying them from the public market) while oil production is static. Because the amount of tech points required to increase tech %s increases with the total amount of land a country has, it would be most effective to have a great majority of farms when/if you start to acquire Agriculture tech.

Because of the penalties to population and PCI, building enterprise zones and residences or acquiring business or residential tech points are not usually effective moves for an F.

Your BPT is currently at 26 which seems a bit low to be at 186 turns played. I would continue to increase that by building 20-40 construction sites each day near the end of my turns until hitting 80-100 BPT.
FoG

Dibs Ludicrous Game profile

Member
6702

Jan 17th 2011, 18:05:19

in other words, ditch the residences and just make sure you have enough cash and food on hand to run turns. you could probably balance out your cash flow, if it was absolutely necessary, just by buying residential and business tech.

somebody will probably come along to correct me, but i think you're too dang built for this stage of the game. i wouldn't be built over 50% this early.

Edited By: Dibs Ludicrous on Jan 17th 2011, 18:14:25
See Original Post
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3186

Jan 17th 2011, 21:00:49

This is an automatically generated post. Please note that certain values have been rounded and some have been omitted to protect the identity of the country.

Basics
GovernmentF
Land2,000
Tax Rate35%
Net Income$31,200
Net Food1,170
Money$480,000
Food14,000
Oil22,000
Turns0
Turns Played282
Turns Stored0
Technology
Military99.99%
Medical100%
Business100%
Residential100%
Agricultural100%
Warfare0.2%
Military Strategy100.01%
Weapons100.01%
Industrial100%
Spy108.76%
SDI1%
Structures
BPT34
Enterprise Zones8
Residences200
Industrial Complexes200
Military Bases8
Research Labs8
Farms300
Oil Rigs800
Unused25
Military
Spies2,700
Troops13,000
Jets13,000
Turrets13,000
Tanks5,600
Readiness100%
Nuclear Missiles0
Chemical Missiles0
Cruise Missiles0

MorTcuS Game profile

Member
1133

Jan 19th 2011, 21:30:02

dont do any more oil rig this round. now do just farms, its normal that u lose money per turn, specialization is key in this game. You have bonuses for farming and oiling then farm (oil like i said u have too many already). Fascists usually use oil as alternative income, it is one of the least reliable sources of income sometimes and the best source of income some other time.
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umdevious Game profile

New Member
6

Jan 22nd 2011, 6:09:55

Om new to the game guys. Cn you give me any advice on how to really get started? Thanks

Slagpit Game profile

Administrator
Game Development
5080

Jan 22nd 2011, 9:49:56

Sure, we'd be happy to. Is this your country?

Crippler ICD Game profile

Member
3752

Jan 24th 2011, 5:18:44

I havent observed these links yet, but slag, does it give them a link to there generated thread? also maybe include on this thread or ingame the instructions for linking accounts.

as mort said, build mainly farms, they are your primary source of income as a fasicm, I'd get bpt up to atleast 50, industrial complexes up to atleast 500 at 100% spies. As you start selling food on the market start buying some Agriculture tech as that will significantly increase your countries production.
Crippler
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[14:26] <enshula> i cant believe im going to say this
[14:26] <enshula> crippler is giving us correct netting advice

MorTcuS Game profile

Member
1133

Jan 24th 2011, 6:27:32

it does give them the link to their thread.
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Steam : wargasm1