Monarchy Industrial Startup for Earth 2025 (80 Turns)



Chapter I 
 

Industrial Phase (Aim: To reach 120 builds per turn while maintaining a continuous country growth.)
Set tax rate to 36%.
Set industrial production to 100% spies.
Sell 100 troops at the private market.
From now til turn 80, sell all spies you produce turnly.
Turn 0 Build 5 Industrial Complexes
Turn 1 Build 5 Industrial Complexes
Turn 2 Build 1 Construction Site
Turn 3 Build 1 Construction Site
Turn 4 Build 1 Construction Site
Turn 5 Build 1 Construction Site
Turn 6 Build 6 Industrial Complexes
Turn 7 Build 6 Industrial Complexes
Turn 8 Build 1 Construction Site
Turn 9 Build 1 Construction Site
Turn 10 Build 1 Construction Site
Turn 11 Build 1 Construction Site
Turn 12 Build 7 Industrial Complexes
Turn 13 Build 7 Industrial Complexes
Turn 14 Build 1 Construction Site
Turn 15 Build 1 Construction Site
Turn 16 Build 1 Construction Site
Turn 17 Build 1 Construction Site
Turn 18 Build 8 Industrial Complexes
Turn 19 Build 8 Industrial Complexes

Turn 20 Build 1 Construction Site
Turn 21 Build 1 Construction Site
Turn 22 Build 1 Construction Site
Turn 23 Build 1 Construction Site
Turn 24 Build 4 Industrial Complexes and 5 Farms
Turn 25 Build 9 Industrial Complexes
Turn 26 Build 1 Construction Site
Turn 27 Build 1 Construction Site
Turn 28 Build 1 Construction Site
Turn 29 Build 1 Construction Site
Turn 31 Build 10 Industrial Complexes
By now you should have all your 100 acres filled with buildings.
Turn 32 Explore 1 Turn
Turn 33 Build 1 Construction Site
Turn 34 Build 1 Construction Site
Turn 35 Build 1 Construction Site
Turn 36 Build 1 Construction Site
Turn 37 Build 6 Industrial Complexes and 5 Farms
From Turn 38 onwards, you have to determine what you will build depending on the size of your land exploration.
Begin by building 2 turns of industrial complexes, followed by 4 construction sites (+1 build per turn).
Build barely just enough farms to keep you in the green always.
If you don't have enough acres to build your maximum number of builds a turn, explore.
Every turn of land exploration you take should be accompanied by 4 construction sites.
Always build construction sites in multiples of 4 to ensure that you get the most out of your builds per turn.
Try to keep to these few rules as your aim is to concentrate heavily on construction sites, your target builds per turn is 120 as soon as possible, remember that.
Keep moving on until the end of Turn 80.

Chapter II
Offensive Tuning (Turns 81-99)
Start by switching your government type from Monarchy to Theocracy.
Set industrial production to 90% jets, 10% spies.
Now you have successfully transformed your country's infrastructure to an established economy, hence stop selling spies.
Turns 81-99
Repeat the industrial startup phase. (Keep exploring and building industrial complexes or construction sites til turn 99.)
On your next turn to build industrial complexes, squeeze in 5 oil rigs to provide the barrels of oil needed for your expansionism moves.
Turn 99
Logout and continue playing the next day to keep you still under protection.
Chapter III
Industrial Expansionism (Turn 99-?)
Turn 99 onwards
In this phase, you want to have a continuous growth in acres and military until you reach your target BPT of 120 (which is ideal for most strategies).
Beginning from turn 99, set industrial production to 5% spies, 25% jets and 70% turrets, and you're off to do some serious landgrabbing. You should start grabbing rightaway once you come out of protection as exploring is absolutely pathetic, so go offensive. (Grabbing is definately faster than exploring, there's no doubt to that.) You might want to explore til the acreage you are getting reaches <20, else begin your day by making your first landgrab. (Reminder you can choose to bottemfeed at this stage.)
By now you should have a decent number of jets to be able to grab anyone that is on your list, go for the fattest country (usually are explore newbies).
Always remember to build 4 construction sites before every landgrab. This will ensure that you won't shirk your aim of hitting the target build per turn of 120 as soon as possible.
With a decent spy to per acre of land ratio, you can do a few spy ops to confirm your grab (always try to make every landgrab successful). Again the lesser mistakes you make, the faster you move on.
Also build 4 construction sites after every 2 turns taken to build industrial complexes. Meanwhile increase the number of oil rigs you have for your jets.
At the end of your turns, be sure to sell 20,000 units of turrets you own (jets if possible too).
The master plan is to instantly build industrial sites on the newly explored/grabbed acres until you run out of cash to do this. (Destory all other non-industrial complexes except farms, oil rigs and construction sites.)
Here's the golden rule of TTR by Mentar: ALWAYS SELL ALL MILITARY YOU CAN AT THE END OF YOUR TURNS.
You'll need the money made from selling your hardware to cover your expenses since you'll be going into the red sooner or later. Always have an all rounded military, even out your industrial production. (Recommended: 5% spies, 10% troops, 40% jets, 40% turrets, 5% tanks.)
Don't make yourself vulnerable to landgrabs or to multies, there are tons out there.
At this stage you might want to resell tanks, as tanks wield big profits. Hence buy tanks with your spare cash at the end of your turns everyday, and resell them! But make sure you have enough cash to be able to put your stuff on the market.

Chapter IV
Switch Phase (Once target builds per turn is met, recommended period is first 1-2 weeks)
Congrats to you for reaching so far! Once you have reached the target builds of 120 per turn, it's time to switch to a techer!
Yes, it's theo techer reseller baby! Your time has come, to rock and kick ass, take over the top 10.
Start by selling hardware, (make sure they sell) and get away with as much money as you can.
Store 75 turns, lots of cash and enough food to last you through. Set industrial production to 75% turrets, 10% spies, 5% troops, 10% tanks.
Here goes...
(1) Tear down the number of industrial complexes equal to your exact builds per turn.
(2) Build the maximum number of research labs of your builds per turn.
(3) Once you have left around 1000 industrial complexes, set industrial production to 75% spies and 25% turrets (to boost your spies to per acre of land ratio).
(4) Tear down industrial complexes to around 200-300, set industrial production to 100% spies then proceed to tear down all oil rigs and farms to absolutely none.
(5) If you suddenly found that you have run of cash to switch, sell all military you can at the public market and logout, continue playing the next day.
Once you have successfully switched, you should have nothing else except 300-400 industrial sites (for spies only), lots of research labs and some construction sites.
The amount of tech you can tech per turn is percentage-based, so the ratio of research labs to other buildings must be significant to maximise the potential of your research labs.
It's time to activate your sleeping research alliances and go for it!

Chapter V
Techer Reseller
Make sure that you and your teammates research the same technologies to get the maximum profit out of the research alliances.
At the end of your turns, be sure to sell tech and do reselling (to keep military upkeep low).
Sell all the tech you can sell on the public market except weapons, military and medical.
Max out these techs.
Do not overtech military tech cause you are not gona sell it later on, you will use it for reselling.
Maximum tech percentages for theocracy: 135% weapons, 91% military, 78% medical.
Proceed by spending all the cash you have on hand, except 10 million dollars, on military. (Be sure to buy them at your cheap, stable and precious private market!)
Then go to the public market and sell all the stuff you can sell!

Chapter VI
Grabbing With TTR
Right now, your goal is to reach 30-40 k acres of land, and stockpile as soon as possible.
Make 1 large or 2-4 medium sized grabs a day, tear down non-labs, build labs (leave around 250 industrial complexes to maintain a high spies per acre land ratio).
Always grab with extreme caution, you can't afford to lose out to retals and stuff.
Ensure you spend at least 20 turns a day teching, preferably more. (So watch your attacks.)

Chapter VII
Stockpiling (Aim: To stock lots of food, barrels at cheap prices, and most of all tons of millions of tech! Recommended period: 5-6 th week into the reset)
It's insane teching time! Once you hit 30 k land, if you are still early you have the option of expanding to 35 k land acres (will help in reselling later), it's time to stockpile!
Sell your jets and reconfigure yourself to a turret monkey.
Make sure you have enough food to last you throughout. By now, you are teching at least 10 k tech points a turn, so enjoy the teching!
Your target is to keep on teching, storing the tech until there is almost 2/1/2 weeks left to the reset.
Make sure your turnly military upkeep is less than 5 million dollars a turn else you'll be in serious trouble.
Meanwhile keep doing reselling, surviving on the money made from reselling. If it isn't enough, sell enough tech to tide you through.

Chapter VIII
Jumping (Time to rock the ranks, baby!)
After stockpiling for a long long time, there's left almost to 2/1/2 weeks before the end of the reset.
Here you convert your stockpile of all kinds into real networth.
Sell your stockpile of barrel, food and tech at the public market. But keep enough food to last you til the end of the reset.
Calculate your sales make exactly up to $2 billion! Don't hit the $2.1billion bug.
Purchase troops, jets and tanks at your private market with the money earned from the sales. (Why not turrets? You'll see why later on.)
Always leave $100 million on hand just in case.
Here are some figures...
Cost of military for theocracy, maxed military tech at 91%.
$82/Troop - $1 NW
$110/Jet - $1.5 NW
$118/Turret - $1.5 NW
$334/Tank - $4 NW
Now you'll see why buying turrets isn't viable for netgaining.
You will soon rise in networth rapidly, until a stage where it won't be profitable to take a turn; apart from doing reselling.
Mentar suggested when your stockpile is gone (the combined tech points sold are below 100,000 excluding military tech), then you are done working off your tech stockpile.

Chapter IX
Reselling (2 weeks left to the reset)
Now you have over $100 million networth with maxed military tech left as your only tech stockpile, you can meanwhile do reselling to give you a nice little boost over the last 2 weeks left into the reset. Sell enough military to get $2 billion to buy out your private market, then sell some more military. Make sure you make profit with very resell.
Always don't forget to leave some cash behind on hand just in case your stuff didn't sell, one can never know.
You will be losing about $100 million in cash a turn, so make sure you are making more money than you are losing.