industry for 1 turn and CS for 4, if you follow the general patterns
found below, you will get off to a rousing start.
Third, let me lay out the basic principles of the fast Industrialist start:
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you start by choosing your government, selling your troops, and
producing 100% spiesthe only buildings you construct are industry, construction sites and an
occasional farm to get the cash you need, you manufacture spies and sell them
regularly on the private market you concentrate on developing the land you have rather than getting
as much as you can you want to use the majority of your turns building construction sites
around turn 65 you produce 100% jets/turrets to put on the public market when you come out of protection
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Fourth, here are the general goals for your first 107 turns:
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350-400 acres
76 construction sites
252 industrial complexes (possibly with 10-15 farms)
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Step By Step Processes You Can Use for the First 100 Turns:
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My best Communist Starting Strategy:
(pay attention to the order, it may surprise you in places)
Sell your initial 100 troops, set production to 100% spies and tax rate
to 35%.
Change government
Build 10 Industrial Sites (2 turns) Sell spies on the Private Market.
Build 4 turns of Construction Sites. Sell spies
Continue building 1 turn of Industrial buildings and 4 Construction
sites. sell spies at end of each 5 turn set (do 6 sets)
Explore 2 turns (38 turns)
Continue building 1 turn of Industrial buildings and 4 Construction
sites. sell spies at end of each 5 turn set (do 3 sets)
explore 4 turns. sell spies
Continue building 1 turn of Industrial buildings and 4 Construction
sites. sell spies at end of each 5 turn set (do 2 sets)
67 turns equals roughly 250 acres, with 131 industry and 48 CS.
Convert production to 100% Turrets or Jets (this is a personal
decision.)
Continue building 1 turn of Industrial buildings and 4 Construction
site.
(2 sets)
Build on turn of farm/oil. You should be building 19 buildings a turn
now. i suggest 14/5 split and build 4 CS
Explore 5 turns (87 turns)
build 1 Industry and 4 CS (4 sets)
Welcome to turn 107. you should have 375 acres, 252 Industrial
building, 14 farms, 5 oil rigs, and 76 CS you should have 21,051 jets
or turrets
place 25% of your military on the market and wait for money. make
sure to put the military on the market $2 below the current price.
Government Note: This starting strat works for ALL governement types.
There could be some slight variation on this due to government
bonuses. However I don't want to write each and every turn down for
each government type.
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Some additional considerations:
Attack Readiness: If it is the same as in the past, readiness does not
increase on day 1, but stays at 0%. It is not until the second (or third)
day of the reset that readiness increases 2% per turn. If this is the
case, then don't play all your turns as you get them, but play only a
few the first day, and save the rest for the following day. Once you see
readiness increasing, go ahead and play your turns as fast as you like.
Don't worry, it won't prevent you from getting all your turns or even
coming out of protection the same time as everyone else. What it will
do is make sure you are prepared for either offense or defense when
you come out of protection.
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Efficiency vs Time: It is most efficient to sell spies every turn during
your first 75 turns, but most people don't have the time. You should
do it at least every 5, and when you are beginning to produce more, it
is helpful to do it more often. When I am in the pattern of explore for
1 and then build for 4 turns i sell at end of every set.